GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
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Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

I would like to point out that every character so far in this round has failed to accept Pent, going against the GM's explicit orders to do so. Just sayin'.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Heh, apparently the link failed :) - was simply pointing out the 'accept Pent' in Lareg's instructions, and tried to use it for humor, since it was intended to be 'except Pent'. Because words.


Maps: Travel * Hut and more

The words!!!

As the creature surfaces it's huge cylindrical body is wracked with flames. Without hesitation it spews an elemental onslaught of its own after it teeth filled maw has fully emerged from the sand. Two guards scramble to retrieve their weapons while the others make their swords ready. Garavel moves to close his distance while shouting orders.

"Protect the wizard. We will need his magic if such a beast is to be felled."

Otah takes Acid damage: 4d6 ⇒ (3, 1, 4, 5) = 13, Reflex DC 22 half.

Round One: Pent now activating.
Round Two: All PCs now acting. Pent inactive.

GM:
Ref: 1d20 + 7 ⇒ (10) + 7 = 17, AcidRound: 1d4 ⇒ 3. HP: 130/157


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Round 1, Init 6

Status:

AC = 13
HP = 47/47
Weapon Equipped = +1 Light Crossbow
Condition(s) = EE

Knowledge(Arcana): 1d20 + 5 ⇒ (15) + 5 = 20

Pent looks upon the creature, flabbergasted. "Still not as impressive as the beast below the House, but this should prove just as vexing, I'm guessing!" The gnome moves up, despite his better judgment, so he can envelop the frontline in Sarah's new gift.

"Sarah, You beautiful Lady, please see that these few worthy souls are lifted by Your grace!! Help them make haste, or help them stand chaste, or help them lay waste, or help them save face, or help them embrace!!" Cast Blessing of Fervor

Pick one each round, for 7 rounds:
Increase speed by 30 feet
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Also hoping that Ami was involved in closing distance by 30' and potentially benefits from Sarah's potent punch of power.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

(Took my round 1 move to get a little closer to the other PCs (within 30' of Otah)

Round 2

Mahdi quirks a brow at Pent's casting of a speedy spell-- well, that saves him doing that. This turns into a barked laugh of delight at Garavel's words. "Thank you for the confidence, Garavel!" he shouts back over the sands.

"As for this worm..."

He gestures and shouts; more fire appears, a smaller ball of it, but it lingers, camped out on top of the worm's hide.

Flaming Sphere- DC 19 Reflex save, or take: 3d6 ⇒ (6, 4, 1) = 11 (fire damage)

Then Mahdi backs up, near to the wagon, using Pent's divine speed.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 2, Initiative: 21

Status:
HP: 74/74 AC: 19 (F18/T14) (+2 from BoF not included)
Weapon Equipped: Greatsword
Conditions: None
GreatSword Attack BAB +7, Str +2, Magic +1, Size +1, (Power Attack -2) Damage Str +3 (1.5x), Magic +1, (Power Attack +6 (1.5x))
Summon Mount: 1/1 (full round)
Smite Evil: 3/3 (Swift, +2 attack, +7 damage, +2 AC)
Lay on Hands: 5/5 (Swift, 3d6 healing +1d6 if not fatigued or diseased)
Pearl of Power (first) 2/2
Spells (caster level 4, concentration +6)
1) Hero’s Defiance, Timely Inspiration
2) Mirror Image
- - -
Gretiem Lord of the Green
HP: 48/48 AC: 18 (F16/T12) (+2 from BoF not included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18 Move: 40’
Conditions: None
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

GM Lareg, could you describe the, uh, snake (I think)? I didn’t see a description, but maybe I missed it?

”Thanks for the blessings Pent!” Did you bless Gretiem as well? I assume so… but let me know if I’m assuming wrongly. :)

This round Aldebert uses Blessings of Fervor for a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
This round Gretiem uses Blessings of Fervor for a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 


Aldebert closes with the great snake, provoking with his movement if the creature has any sort of reach.

Gretiem Bite: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 (BoF) damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11

Greatsword (magic): 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 (BoF) damage: 1d10 + 10 ⇒ (6) + 10 = 16


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Blessing extended to 7- Otah, Aldetiem, Mahdi, Pent, Amiyien.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Reflex vs Acid: 1d20 + 4 ⇒ (10) + 4 = 14

"Ugh. It burns!" Otah grunts, covered in some substance.

Round 2, Initiative 21

Blessing of Fervor this round: +2 AC, +2 ATT

Otah charges the beast's flank.
+1 Cold Iron Horsechopper, move, charge, fervor, bless: 1d20 + 11 + 1 + 2 + 2 + 1 ⇒ (2) + 11 + 1 + 2 + 2 + 1 = 19 for: 1d10 + 5 ⇒ (4) + 5 = 9


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 1

Ami finds all his careful planning wrong and spurs Yeen to get into a better position, double moving around the wurm.

Combat Stuff:

ACs: 19 Ami; 20+4=23 Yeen. (mage armor)
HP: 39/39 Ami; 42/42 Yeen.

Yeen:
[ dice]1d20+8[/dice] to hit; (bite)
[ dice]1d6+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff, melee)
[ dice]1d6+1[/dice] damage.

[ dice]1d20+9[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.

Lvl 1: 3/7 used
Lvl 2: 0/6 used
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin
Ami:


Maps: Travel * Hut and more

The fire burns away at the remaining sand - revealing the worm like creature's muscular form. Armored thickly with scales, it turns its mouth, a nightmare of row upon row of triangular teeth, toward Otah who approached just moments before Aldebert. The dwarf's attack along with those of Gretiem and Aldebert glance harmlessly off its armored hide as it bites down on the dwarf, piercing through his armor.

AoO @ Otah, bite: 1d20 + 18 ⇒ (12) + 18 = 30, dmg: 2d6 + 23 ⇒ (6, 1) + 23 = 30, Acid dmg: 1d8 ⇒ 8.

(I know Otah get's armor bonuses for moving, but there is also the penalty for charging. So if my calculations are correct the damage goes through. Do let me know if I have something off.)

I'm seeing two round one actions from Ami, but assuming the second is round 2. If I'm mistaken please take an appropriate action.

The creature then turns it teeth filled maw toward Aldebert.

bite @ Aldebert: 1d20 + 18 ⇒ (8) + 18 = 26, dmg: 2d6 + 23 ⇒ (6, 1) + 23 = 30, Acid dmg: 1d8 ⇒ 3.

Round Two: Pent activated.

The guards advance into a rough line in front of Mahdi, one of them turns and speaks while pointing at Mahdi. "Move if he tells you to get out of his way." (Readied action. Guards will double move to get out of LoS if needed.)

Garavel nods silently in Mahdi's direction as he retrieves his longbow.

Round Three: All PCs now acting. Pent not acting.

GM:
Ref: 1d20 + 7 ⇒ (13) + 7 = 20, HP: 130/157


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 3, Initiative: 21

Status:
HP: 50/74 AC: 19 (F18/T14)
Weapon Equipped: Greatsword
Conditions: BoF
GreatSword Attack BAB +7, Str +2, Magic +1, Size +1, (Power Attack -2) Damage Str +3 (1.5x), Magic +1, (Power Attack +6 (1.5x))
Summon Mount: 1/1 (full round)
Smite Evil: 3/3 (Swift, +2 attack, +7 damage, +2 AC)
Lay on Hands: 4/5 (Swift, 3d6 healing +1d6 if not fatigued or diseased)
Pearl of Power (first) 2/2
Spells (caster level 4, concentration +6)
1) Hero’s Defiance, Timely Inspiration
2) Mirror Image
- - -
Gretiem Lord of the Green
HP: 48/48 AC: 18 (F16/T12)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18 Move: 40’
Conditions: BoF
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Already committed, Aldebert immediately wishes he had prepared better with a mirror image. Nothing to be done now, he must face the beast - and quickly defeat it if he is to live out this day.

This round Aldebert uses Blessings of Fervor for one extra attack as part of a full attack action, using its highest base attack bonus.

This round Gretiem uses Blessings of Fervor for one extra attack as part of a full attack action, using its highest base attack bonus.

Aldebert touches himself to try and stay in the fight.
Lay on Hands: 4d6 ⇒ (2, 4, 2, 1) = 9 (swift)

Gretiem Bite: 1d20 + 6 ⇒ (4) + 6 = 10 damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9
BoF Gretiem Bite: 1d20 + 6 ⇒ (10) + 6 = 16 damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8

Greatsword (magic): 1d20 + 9 ⇒ (7) + 9 = 16 damage: 1d10 + 10 ⇒ (6) + 10 = 16
Greatsword (magic): 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d10 + 10 ⇒ (2) + 10 = 12
BoF Greatsword (magic): 1d20 + 9 ⇒ (16) + 9 = 25 damage: 1d10 + 10 ⇒ (10) + 10 = 20

Crit Threat Greatsword (magic): 1d20 + 4 ⇒ (15) + 4 = 19 damage: 1d10 + 10 ⇒ (4) + 10 = 14

GM, did Gretiem's AC 24 bite really miss in round two? I just noticed that - damn!

Aldebert looks to the others thinking it may already be past time to retreat... He waits to see what his brother can do to the beast.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 3, Init 10

Ami finds all his careful planning wrong and spurs Yeen to get into a better position, double moving around the wurm.

Ami casts defensively to protect Yeen more. Shield of Faith: 1d20 + 13 ⇒ (5) + 13 = 18 vs. DC 15+2.

Yeen:
1d20 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20 to hit; (bite,DF,flank)
1d8 + 8 + 2 ⇒ (3) + 8 + 2 = 13 damage.

1d20 + 11 + 2 + 2 ⇒ (19) + 11 + 2 + 2 = 34 to hit; (claw,DF,flank)
1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14 damage.

1d20 + 11 + 2 + 2 ⇒ (1) + 11 + 2 + 2 = 16 to hit; (claw,DF,flank)
1d6 + 8 + 2 ⇒ (2) + 8 + 2 = 12 damage.

Ami curses as his cat fails to do much damage.

Combat Stuff:

ACs: Ami: 24; Yeen: 20+2+4=26 (shield of faith, mage armor)
HP: Ami: 45/45; Yeen: 54/54

Yeen:
[ dice]1d20+11[/dice] to hit; (bite)
[ dice]1d8+8[/dice] damage.

[ dice]1d20+11[/dice] to hit; (claw)
[ dice]1d6+8[/dice] damage.

[ dice]1d20+11[/dice] to hit; (claw)
[ dice]1d6+8[/dice] damage.

Ami:
[ dice]1d20+9[/dice] to hit; (slingstaff, melee)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+10[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.

Lvl 1: 4/7 used (EE*2, DF, SoF)
Lvl 2: 0/7 used
Lvl 3: 0/5 used

Yeen.: Mage Armor,SoF
Ami:


Maps: Travel * Hut and more

Sorry all. Need to retcon some combat. The pdf I have on googledrive was pretty mangled. Anyhow, just double checked the armor of said baddie on my laptop copy. There have been hits, including Greteim's attack. Will get back to you all late tonight.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

The sphere of fire continues to burn atop the giant worm.

(As long as the worm and the sphere are in the same space, it will have to make the Reflex save every round.)

Reflex save DC 19 or: 3d6 ⇒ (1, 2, 2) = 5 fire damage. Ugh. T__T

Mahdi's worried look becomes deeper concern as he sees the full fury of the beast. "Dear gods," he breathes hoarsely. He raises his voice to yell at the guards around him--

"Get out of here," he says, pointing behind them, away from the conflict. "Not a one of you would do anything other than provide a bite of meat to that beast if it turns its attention my way. I appreciate your valor, and Garavel's orders, but every man of you should turn and get well back. I will stay here with the others-- I can magically send us a goodly distance away from the beast if I must, but if you are still too close, the worm would just turn its fury on all of you!"

Mahdi growls to himself, considering his options, then casts another spell, causing a burst of golden light to appear around the worm's head.

Casting Glitterdust. Will save DC 17 or blinded.

A note for the GM re blinded:
(I don't know for certain, but I'm guessing this creature may have tremorsense, as most monsters with the ability to burrow do have it. Tremorsense will give the worm the ability to know what squares the PCs are in if they are touching the earth; but it will still allow those characters to benefit from concealment (a 50% miss chance on melee attacks) (Rules discussion on the subject here). If it fails the save, of course.


Maps: Travel * Hut and more

Corrected dmg track:
Hit round 2 Otah 9 dmg
Hit round 2 Gretiem 11 dmg
2 hits round 3 Aldebert 12 & 20 (+14 for Crit)
2 hits round 3 Yeen 13 & 14; 93 total dmg

Fire and glitter seem to harmlessly skim the creatures hide while the onslaught of the surrounding attackers is blooding the sand.

Corrosive Blood (Otah and Aldebert):
The creatures blood seems to corrode metal on contact. If the creature is hit with a piercing or slashing weapon made of metal, the creature's blood deals 3d6 ⇒ (4, 4, 2) = 10 points of acid damage to the metal weapon (unlike most forms of energy damage, this damage is not halved when applied to a metal object, although it does still have to penetrate the metal's hardness). The weapon's wielder can halve the damage the weapon takes by making a successful DC 17 Reflex save.

Its massive maw clamps again onto Aldebert, the source of so much pain.

bite @ Aldebert: 1d20 + 18 ⇒ (16) + 18 = 34, dmg: 2d6 + 23 ⇒ (4, 5) + 23 = 32, Acid dmg: 1d8 ⇒ 1

Round 3: Pent now acting.
Round 4: All PCs other than Pent now acting.

The guards follow Mahdi's suggestion by first sheathing their swords and then drawing longbows. Garavel looses a bolt from his longbow, which bounces harmlessly off the creatures hide.

GM:
HP: 37/157. Ref: 1d20 + 7 ⇒ (14) + 7 = 21, longbow: 1d20 + 4 ⇒ (3) + 4 = 7 (1d8+2/×3)Will: 1d20 + 7 ⇒ (18) + 7 = 25.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Round 4, Init 10

Yeen's claws aren't metal, so no damage, yes?]

Ami tries to help Yeen battle harder.

1d20 + 9 ⇒ (18) + 9 = 27 vs. DC10 aid to attack

Yeen:
1d20 + 11 + 2 + 2 + 4 ⇒ (17) + 11 + 2 + 2 + 4 = 36 to hit; (bite,DF,flank,+Aid)
1d8 + 8 + 2 ⇒ (5) + 8 + 2 = 15 damage.

1d20 + 11 + 2 + 2 ⇒ (12) + 11 + 2 + 2 = 27 to hit; (claw,DF,flank)
1d6 + 8 + 2 ⇒ (5) + 8 + 2 = 15 damage.

1d20 + 11 + 2 + 2 ⇒ (12) + 11 + 2 + 2 = 27 to hit; (claw,DF,flank)
1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14 damage.

Combat Stuff:

ACs: Ami: 24; Yeen: 20+2+4=26 (shield of faith, mage armor)
HP: Ami: 45/45; Yeen: 54/54

Yeen:
[ dice]1d20+11[/dice] to hit; (bite)
[ dice]1d8+8[/dice] damage.

[ dice]1d20+11[/dice] to hit; (claw)
[ dice]1d6+8[/dice] damage.

[ dice]1d20+11[/dice] to hit; (claw)
[ dice]1d6+8[/dice] damage.

Ami:
[ dice]1d20+9[/dice] to hit; (slingstaff, melee)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+10[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.

Lvl 1: 4/7 used (EE*2, DF, SoF)
Lvl 2: 0/7 used
Lvl 3: 0/5 used

Yeen.: Mage Armor,SoF
Ami:


Maps: Travel * Hut and more

Yep, no metal - no damage. For aid another If you succeed, your friend gains either a +2 bonus on his next attack roll. That would only count for first attack no? Doesn't matter in this case, but figured I'd toss that out here while I'm thinking of it.

The worm crumbles to the ground, releasing acid bile in its death throws. Aldebert takes Acid damage: 4d6 ⇒ (6, 4, 3, 5) = 18, Reflex DC 22 half

Combat is over.

Need reflex saves from Otah and Aldebert for avoiding weapon damage. Others may proceed however they wish.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami has the helpful trait. Of course, the bonus is only +3, not +4, but that just goes to show you how often I've used this trait. *sigh*. Ami used it on Yeen's first attack roll.

Yeen continues to rake at the beast, wanting to be sure it does not still live.

"Brother!! See this!? Another servant of the Rough Beast! I am sure of it!" Ami hisses at his brother.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Reflex for the weapon: 1d20 + 4 ⇒ (14) + 4 = 18 Half damage does not penetrate the weapons hardness. yay! Someone remind me to get this thing a metal shaft. ;)

Also, AC is only 24 or 25, a 30 hits (and hard!)

Otah spends a moment fishing out his cup once again, and pouring it over himself and his gear to try and get the bile off.

"That... hurt." he glances over to the halflings with a nod of appreciation. "Thanks." He rubs a wet rag over his beard, before attending his weapon.

"Mahdi! What was that thing?"


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi sags with relief when the colossal worm collapses, and wipes at his face with the sleeve of his robe.

"Something I hope to never see again," he mutters. "I don't know the species. Are you all okay? By Imeri's blazing breasts, but those looked to be grievous injuries you took."

He edges closer to the others, keeping an eye on the big worm-corpse in case it twitches.

"...on the... on the plus side," Mahdi says, trying to restore some of his usual confidence to his tone, "an apex predator that large should mean there's little else competing for the spot..."


Maps: Travel * Hut and more

Among the remains of the beast seem to be bits of a humanoid creature, which must have tumbled from the creatures mouth.

Closer?:
A distinctly gnoll hand rests not far from the creatures maw. It still grips a wand.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Status:
HP: 52/74 AC: 19 (F18/T14)
Weapon Equipped: Greatsword
Conditions: BoF
GreatSword Attack BAB +7, Str +2, Magic +1, Size +1, (Power Attack -2) Damage Str +3 (1.5x), Magic +1, (Power Attack +6 (1.5x))
Summon Mount: 1/1 (full round)
Smite Evil: 3/3 (Swift, +2 attack, +7 damage, +2 AC)
Lay on Hands: 1/5 (Swift, 3d6 healing +1d6 if not fatigued or diseased)
Pearl of Power (first) 2/2
Spells (caster level 4, concentration +6)
1) Hero’s Defiance, Timely Inspiration
2) Mirror Image
- - -
Gretiem Lord of the Green
HP: 39/48 AC: 18 (F16/T12)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18 Move: 40’
Conditions: BoF
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Reflex for the blade: 1d20 + 6 ⇒ (20) + 6 = 26 vs DC 17 Whew

The blade burns, but does not crack as Aldebert worries about his brand new sword.

Reflex for Aldebert: 1d20 + 6 ⇒ (18) + 6 = 24 vs DC 22
Reflex for Gretiem: 1d20 + 7 ⇒ (19) + 7 = 26 vs DC 22 Is this necessary? I'm assuming yes.

Aldebert rests his sword on the ground as he bathes in acid, though he and Gretiem avoid the worst of it.

"That was... unexpected. What is such a beast doing so close to the road? It is a good thing we came this way brother. This worm could have done irreparable damage to the trade route - harassing travelers for who knows how long!"

Dreadfully weak, Aldebert cures himself, as much as he feels is safe (saving one lay on hands for emergencies).

Aldebert Lay on Hands: 4d6 ⇒ (6, 2, 5, 1) = 14 (swift)
Aldebert Lay on Hands: 4d6 ⇒ (2, 3, 3, 6) = 14 (swift)
Aldebert Lay on Hands: 4d6 ⇒ (4, 1, 5, 6) = 16 (swift)

Feeling better, but still weak he looks to Pent for aid, "Otah is also injured, and there are gnolls about. Can you help us a little?"


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

"Brother!" Ami goes to check first on his brother's injuries, then to Otah's.

2d8 + 7 ⇒ (7, 5) + 7 = 19 CMW
3d8 + 7 ⇒ (8, 8, 2) + 7 = 25 CSW

"If we are going to kill more servants of the Rough Beast, Oootah, we are going to need you to be strong," Ami says conspiratorially to the dwarf, now trusting that he will rise his axe against gnoll and beast alike. "You are a good hunter."

After patching up Otah, Ami and Yeen sprint to a high point to look around for more wurms or even gnolls to slay. Then he will get back to tracking the gnolls.

1d20 + 13 ⇒ (17) + 13 = 30 Perception
1d20 + 10 ⇒ (14) + 10 = 24 Survival - Track
1d20 + 6 ⇒ (4) + 6 = 10 Perception (scent) - Yeen vs. DC 10


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Status:
HP: 71/74 AC: 19 (F18/T14)
Weapon Equipped: None
Conditions: None
GreatSword Attack BAB +7, Str +2, Magic +1, Size +1, (Power Attack -2) Damage Str +3 (1.5x), Magic +1, (Power Attack +6 (1.5x))
Summon Mount: 1/1 (full round)
Smite Evil: 3/3 (Swift, +2 attack, +7 damage, +2 AC)
Lay on Hands: 1/5 (Swift, 3d6 healing +1d6 if not fatigued or diseased)
Pearl of Power (first) 2/2
Spells (caster level 4, concentration +6)
1) Hero’s Defiance, Timely Inspiration
2) Mirror Image
- - -
Gretiem Lord of the Green
HP: 39/48 AC: 18 (F16/T12)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18 Move: 40’
Conditions: None
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

”Thank you brother!” Largely healed, Aldebert will close with the beast to make sure it’s slain (getting closer).

Aldbebert dismounts and reaches part way into the beasts maw. He comes out with a wand, and takes it over to Mahdi. ”Gnoll had this, might be useful.”

He turns to Garavel and thanks him, ”Good call protecting Mahdi - thank you! Still, if he says to fall back, don’t pull out your bows - just get away quickly. We might be right behind you.” he grins at the thought.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi takes the wand when Aldebert proffers it, looking it over thoughtfully.

(Detect magic, then taking 10 on Spellcraft for a 25 to identify it)

He also gives a short nod at Aldebert's words to the others. It's phrased a good deal more diplomatically than he might have, so.... he lets the halfling field that one.


Maps: Travel * Hut and more

Wand:
The gnoll hand clutches a jade wand of lesser restoration.

Ami / Yeen:
The tracks do not near the area where the beast was encountered. However, near the hill where the gleam of sunlight was seen there are indeed signs of gnoll activity. As many as a dozen creatures may have been watching from the area. The tracks lead north, out of the sand and into the rocky foothills of the Brazen Peaks.

Ami and Yeen head toward the east, following some sign or other. There seems to be no signs of danger. Scavenging birds, circling the area seem to be the only sign of life.

A guard turns to respond.

"We were ordered to protect him. The man looks toward Garavel. Sir, we'll need a clear chain of command."

Garavel glances toward Otah. "The dwarf. You retreat at his word only. Glancing toward Mahdi and then addressing Aldebert. If you wish I will order them not to engage in combat. They couldn't have offered much protection if they ran first."


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

"Oh," says Mahdi. "That's useful. ...but not by me. It's a wand of restoring life force that's been sucked away. More divine than arcane." He hands it back to Aldebert. (wand of lesser restoration. How many charges remaining, Lareg?)

Also, just clarifying: It was fairly near evening when we started to look for high ground, wasn't it?


Maps: Travel * Hut and more

19 charges on the wand. Partial copy and paste fail... Yes, approaching sun set. By the time Ami / Yeen get back from their tracking (assuming they return) it will be twilight.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert thanks Mahdi for the information, "Quite useful something like this is. Thank you." He puts the wand in a safe place for future use.

"Let us check the next rise at least. I have no interest in camping in this things shadow. There's a pungent smell to it, even now, from the acid I presume. Let's move off a little and then camp."

Aldebert will lead on to the next high ground and begin to set camp, pending of course his brothers scouting report. The goal however is that they bed down for the night - watches in place of course...


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

"I agree: that thing will draw every scavenger around," Mahdi mutters. "The next rise is fine by me."


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

The gnome passively channels a couple of rounds of Sarah's healing energies before he beds down for the night. He grooms his camel, and settles in for the evening.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

Ami, of course, agrees completely with his brother and helps find a new and safe campsite. Ami and Yeen outride and scout for a new campsite and are, of course, happy to take a watch

"Mahdi! Maybe we will find more wurms to burn tomorrow after we burn away those gnolls, yes?" Ami pauses briefly to chat with Mahdi between scouts. "How many more before you think we have killed them all?"


Maps: Travel * Hut and more

Ami:
As you leave the site of the gnolls you notice bits and pieces of gnoll remains, apparently they also fought the creature. There are 43 gp and an obsidian holy symbol of Rovagug.

A fitting sight is found quite easily.

Order of watches for the evening?


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Three watches, the brothers on first, Otah and Pent second, and Mahdi alone on third. I anticipate that the guards will put up one of their own for each watch for extra coverage - particularly so Mahdi is not alone on his watch.

This will be a standard watch rotation I should think.


Maps: Travel * Hut and more

Watches

#1: The brothers (one guard)
Perception:
Aldebert: 1d20 + 9 ⇒ (1) + 9 = 10
Amiamble: 1d20 + 10 ⇒ (14) + 10 = 24 (normal)
Yeenoghu: 1d20 + 6 ⇒ (16) + 6 = 22 (low-light)

Ami / Yeen:
You hear some rustling, which turns out to be Adir, who looks at you with surprise. "Was going to see if the guards had extra blankets. Cold at night out here."

#2 Otah and Pent (two guards)
Perception:
Pent: 1d20 + 17 ⇒ (9) + 17 = 26 (low-light)
Otah: 1d20 + 2 ⇒ (4) + 2 = 6 (darkvision)

Pent:
You hear some rustling, which turns out to be Adir, who looks at you with surprise. "Was going to see if the guards had extra blankets. Cold at night out here."

#3 Mahdi (one guard and Garavel)
Perception:
Mahdi: 1d20 + 3 ⇒ (2) + 3 = 5 (normal)

GM:
Guard Perc 1: 1d20 + 1 ⇒ (9) + 1 = 10, Guard Perc 2: 1d20 + 1 ⇒ (12) + 1 = 13, Guard Perc 3: 1d20 + 1 ⇒ (18) + 1 = 19 Garavel Perc: 1d20 ⇒ 13. Stealth: 1d20 + 14 ⇒ (7) + 14 = 21, Bluff: 1d20 + 10 ⇒ (15) + 10 = 25, Stealth 2: 1d20 + 14 ⇒ (8) + 14 = 22, Bluff: 1d20 + 10 ⇒ (16) + 10 = 26


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)

@GM Lareg:
Ami and Yeen ignore Adir. Ami is shy among humans, taking time to build trust. Ami ignores the man as he is not a gnoll.

Ami wakes and prays in the morning, taking time to study sky and cloud before scouting around. He just loves to chase the morning sun across the desert.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

GM Lareg:

Pent looks over Adir, annoyed that his quiet time keeps getting interrupted. "Why is it you have to give me a reason you're up at this hour each time you trip across me?" His facial expression conveys the fact that his question is, indeed, rhetorical.

...

Pent wakes to produce water, then reflect on Sarah's ways, then produces water for those who may later require it to produce water of their own.


Maps: Travel * Hut and more

Pent:
Adir shrugs his shoulders and goes to pester a guard.

The morning brings welcome warmth to the cold desert night. Soon the warmth of the day will be oppressive.

Garavel looks toward Ami, "You found gnoll tracks, yes? Do you plan to track them today or will we return to the trade route?" The guards are quickly preparing the wagon.


Dwarven Mobile Fighter 15 | HP: 168/168 | Init: +3 | Perc: +3 | SM: +1 | AC: 27(25) | Mobility: 31(29) | Touch: 16(14) | FF: 23(21) | CMD: 33 Res (fire) 30, Freedom of Movement | Fort: +14 | Ref: +9 | Will: 6 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

This semester can't be over soon enough!
As Amiamble spends his spell of Otah, the dwarf stands a little straighter. "Much better. Thank you, Ami. But if I were a better hunter, I would have been less the bait."

DM(Garavel) wrote:
Garavel glances toward Otah. "The dwarf. You retreat at his word only."

Otah considers for a moment the responsibility placed on him to determine these men's fates and nods back at them. "First order of business. If I'm dead, and the others run, you should run with them."


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)
GM Lareg wrote:
Garavel looks toward Ami, "You found gnoll tracks, yes? Do you plan to track them today or will we return to the trade route?" The guards are quickly preparing the wagon.

Ami looks at at Garavel, a human who is not yet on his trustworthy side. He doesn't answer the man, but instead and goes to whisper at Aldebbert.

"Brother, that man," Ami points at Garavel, "thinks I am in charge when you are the leader. He is asking questions!"

If Ami/Yeen can track the gnolls, he intends to follow them.

1d20 + 13 ⇒ (12) + 13 = 25 Perception
1d20 + 7 ⇒ (18) + 7 = 25 Survival
1d20 + 6 ⇒ (3) + 6 = 9 Perception (scent) vs. DC10


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts
Amiamble Piddlespot wrote:
"Mahdi! Maybe we will find more wurms to burn tomorrow after we burn away those gnolls, yes?" Ami pauses briefly to chat with Mahdi between scouts. "How many more before you think we have killed them all?"

"If the gods are willing? None," Mahdi says shortly. "That thing nearly killed your brother, you realize? I will hunt gnolls 'til there isn't a jackal-born within a hundred miles of Kelmarene, but I will happily let worms have the deep desert and leave them alone."

Mahdi observes Garavel's order to the men as to when it is time to retreat with a cynical half-smile to himself. Well, if they choose to stand when he's told them not to, and they all die as a result, he won't lose sleep over it, the fire-mage thinks.

"I can't imagine the worm ate those gnolls very long ago," Mahdi muses to the group. "The hand wasn't digested, and that wand still intact... it's entirely possible the very gnolls we were tracking wound up in its belly. But I say we see what Ami can see of the trail this morning, and if it ends in signs of worm-spoor, we return to our original mission."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert rises, but not as early, being still sore from the prior days fight. He looks to Gretiem's needs, and then his own eating what there is of breakfast heartily and missing the served meal of the day before.

I do like adventuring, but it is hard on the body and spirit.

He prays for the strength to persevere and joins the others.

Amiamble Piddlespot wrote:
"Brother, that man," Ami points at Garavel, "thinks I am in charge when you are the leader. He is asking questions!"

"Ami, we all have voices and opinions, and they are all valid - even yours. We are following this track largely on your say so in fact. So don't worry so much about what the guards think and just answer them politely if they query you. It's OK..." he tries to draw his brother out.

Mahdi al-Jabira wrote:
"I can't imagine the worm ate those gnolls very long ago," Mahdi muses to the group. "The hand wasn't digested, and that wand still intact... it's entirely possible the very gnolls we were tracking wound up in its belly. But I say we see what Ami can see of the trail this morning, and if it ends in signs of worm-spoor, we return to our original mission."

"Very well thought out Mahdi and an excellent summation of our options."

He waits to see if there are further tracks.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision
Otah wrote:
"First order of business. If I'm dead, and the others run, you should run with them."

The gnome ambles up alongside the dwarf. He tugs on Otah's pant leg to give him further instructions to pass on. "Tell them to put out the gnome if he's ever on fire. No questions. Also, tell them to learn a poem or two to recite on their marches. I'd suggest 'How'd That Get In There?' or 'She Once Let Me', seeing as the poems are open form, and let the imagination in for those who do the asking, and then are answered. Also, tell them to protect the camel at all costs." Pent looks quite satisfied with his advisory role with the dwarf-in-charge.


Maps: Travel * Hut and more

There are tracks from the hill Ami found to the east. They seem to lead north. The terrain is slow going for the wagon so the guards begin taking turns walking to lighten the load. It is clear by midday that the heat and exersion is wearing on them.

"The water is appreciated, but can you make shade too?


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert feels the pain of the guards, knowing his own comfort is thanks to Mahdi.

"Perhaps we should rest during the heat of the day today. I don't want you lot unduly burdened by this journey, and I don't think we've enough magic to go 'round." he looks to Mahdi for confirmation.

He'll keep watch while the guards rest.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

I think you mean thanks to Ami, Alde. ;)

I was actually assuming I was using my communal EE on the entire group, but I just checked my post where we talked about it, and my statement was ambiguous and just said 'the group' without clarifying whether I meant the NPCs or not. Sorry, that's my bad. Basically: Mahdi's exempt, Ami and Alde have themselves in hand, so that leaves Pent, Otah, and six NPCs, yes? For a total of eight. The communal EE divides 24 hours among the people being covered by it, so that would be three hours each. I was planning on doing it to cover the hottest part of the day, the 2 pm to 5 pm slot, more or less. If this wouldn't have been sufficient on our previous days to let us all (NPCs too) travel in comfort, then Mahdi would have probably swapped out another 2nd level spell (veil of ash, likely) for a 2nd casting of communal endure elements (to cover six hours each). If I can assume that's prepped, that's good by me. If not, then let's rest through any period of heat where the guards would be needing to make saves, and Mahdi will prep a second EE on our next rest.

(If the heat's not bad enough to make saves, but just bad enough to be uncomfortably warm, Mahdi HAS NO SYMPATHY MWAHAHAH! or something.)


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)
Aldebert Piddlespot wrote:
"So don't worry so much about what the guards think and just answer them politely if they query you. It's OK..."

Ami looks at his brother, eyes narrowing.

"It's your job, brother. Don't make me tell you again," Ami says quietly, turning away to do *job*, looking for tracks.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 99, AC: 13(t 11, f13), F 13, R 4, W 16, Init 0, Perception 23, Low Light Vision

Pent will cast Endure Elements on himself and Otah daily, so the Communal EE can be spread among the NPCs more generously.

The gnome waits patiently for the caravan to continue along its way, one way or another way.


Maps: Travel * Hut and more

I assumed the guard were covered, but thank you for the clarification. This is more from the walking and dunes than the elements, but the guards don't really know the difference :-)

As the sun begins to set it is clear the gnolls have continued on. Their trail seems to be heading back toward the trade round, which lies some distance yet. Ami and Yeen have little trouble following the trail now, but it is clear that the gnolls gained some distance from the group while the beast was being dispatched. Though the guards are tired, the terrain seems to be leveling out a bit which has let them all ride on the wagon at times. By twilight they are in better spirits.

Watches

#1: The brothers (one guard)
Perception:
Aldebert: 1d20 + 9 ⇒ (9) + 9 = 18
Amiamble: 1d20 + 10 ⇒ (16) + 10 = 26 (normal)
Yeenoghu: 1d20 + 6 ⇒ (19) + 6 = 25 (low-light)

Ami / Yeen:
#2 Otah and Pent (two guards)
Perception:
Pent: 1d20 + 17 ⇒ (1) + 17 = 18 (low-light)
Otah: 1d20 + 2 ⇒ (6) + 2 = 8 (darkvision)

Pent:
#3 Mahdi (one guard and Garavel)
Perception:
Mahdi: 1d20 + 3 ⇒ (11) + 3 = 14 (normal)

Ami:
You realize the moment you begin to wake the the scroll is gone. It has been taken. You know this without even looking where you had stored it. Looking simply confirms the fact.

The night watches pass uneventfully. However, both Yfid and Adir are missing.

GM:
Guard Perc 1: Guard Perc 1: 1d20 + 1 ⇒ (6) + 1 = 7, Guard Perc 2: 1d20 + 1 ⇒ (2) + 1 = 3, Guard Perc 3: 1d20 + 1 ⇒ (17) + 1 = 18 Garavel Perc: 1d20 ⇒ 16. Stealth: 1d20 + 14 ⇒ (8) + 14 = 22, SlightoHand: 1d20 + 14 ⇒ (11) + 14 = 25. Amiamble: 1d20 + 10 - 10 ⇒ (17) + 10 - 10 = 17 (normal)
Yeenoghu: 1d20 + 6 - 10 ⇒ (5) + 6 - 10 = 1 (low-light)
Stealth: 1d20 + 14 ⇒ (19) + 14 = 33, Perc: 1d20 + 17 ⇒ (14) + 17 = 31 Stealth: 1d20 + 14 ⇒ (18) + 14 = 32


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
Amiamble Piddlespot wrote:

Ami looks at his brother, eyes narrowing.

"It's your job, brother. Don't make me tell you again," Ami says quietly, turning away to do *job*, looking for tracks.

Aldebert looks at his brother, and senses his animosity. He wonders how best to approach the minefield and decides on a direct tack.

"Ami, we are a team. I may lead it in your eyes, and by a few other metrics, but at the core we each have capabilities that are superior to the others. I cannot know all Mahdi knows for example. So there must be opportunity to question and answer, communicate, and even supplicate."

"We all have our jobs truly, but to do them well, we must occasionally bow to the wills and desires of others. We are not isolated. We are a team."

- - -

When morning comes, Aldebert is very concerned about the missing men. "OK, when did they go missing? Which watch? Where are they? We have watches for a reason! Were they swallowed up by the sand?!"

He is quite frustrated.

"Brother, if they were dragged off there should be tracks. Find them."

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