GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
Roll20 Link
Treasure Log
New Map of Kelmarane


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Maps: Travel * Hut and more

Pent:
As Adir is stopped in his tracks another form seems to rustle his clothing. The form is not visible, but you can see something opening the single bag the man carries. After something is taken from his bag it quickly disappears. As Adir continues to fight against the immobilizing force as he yells in frustration. "You let him take it."

Round Six: Otah now acting.

Round Seven: Mahdi and Aldebert now acting.

GM:
GM: 1d1d20 + 1 ⇒ (4) + 1 = 5


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

Round 6, Initiative 8
Otah watches as the whirlwind of paws, claws, fur and stave drop the two headed beast, then turns his attention on the lesser sized threats.

He slides back a step and lashes out at one of the raiders. 3a

+1 Cold Iron Horsechopper, full attack, moved: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17for: 1d10 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Horsechopper, Iterative, moved: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 for: 1d10 + 5 + 1 ⇒ (1) + 5 + 1 = 7
+1 att/dam for moving!


Maps: Travel * Hut and more

Although the first attack misses, the second ends the raider's days of free living.

Round Seven: Mahdi and Aldebert now acting


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 stews as he's reprimanded. "Mahdi!! There- Adir is no longer able to flee, as I've locked him down, two different ways, but my eyes don't lie, and something opened his purse, and pulled what I can only believe to be the Scroll, and disappeared!! There's an invisible creature out here!! Help me to see it, and I'll do the same to it!!"

Dimensional Anchor on (the wrong guy) Adir, Hold Person on (the wrong guy) Adir


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

Round: 7, Initiative: 18

Status:
HP: 15/74 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: 2/5 (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: 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)

Amazed that he’s still standing after the last onslaught, Aldebert does another round of healing on his poor frame.
Lay on Hands: 4d6 ⇒ (1, 4, 6, 1) = 12

He then attacks the swordman on him, biting and swinging just once, trusting that the man falls and he can move to Pent.
Gretiem Bite: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12
Greatsword (magic): 1d20 + 9 ⇒ (19) + 9 = 28 damage: 1d10 + 10 ⇒ (3) + 10 = 13
crit Greatsword (magic): 1d20 + 9 ⇒ (13) + 9 = 22 damage: 1d10 + 10 ⇒ (8) + 10 = 18

If the raider drops, I move 40’ NW toward Pent. If he does not, I stay to finish the fight.


Maps: Travel * Hut and more

Aldebert responds to Pent's call after easily parting the raider of his sword, arm, and life.

Round Seven: Mahdi now acting.


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

Moved on map.

"Brother, hunt the scroll, our invisible genie is about!"


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

(round 7)

Mahdi's brows knit angrily at Pent's words-- he runs forward, shouting arcane words as he goes, then gestures, and a cloud of golden dust explodes around Adir, covering him and, with luck, covering the unseen creature as well.

Move 30' towards Pent; cast glitterdust centered on Adir. Roll 20 isn't loading for me right now; if someone can move my token, shiny; if not I'll do it later. Will save DC 17 or blinded; either way, Adir and anyone else who may be within 10' of him are covered in golden dust, -40 to stealth, etc etc.


Maps: Travel * Hut and more

Will check roll20 late tonight / early tomorrow. Finishing up finals so no posts tonight. If my rough maths are accurate Adir is out of range for the glitterdust. Feel free to await confirmation or ask Pent for math.


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

Glitterdust range is 170 ft for Mahdi right now. I have... no idea what the distances are, because apparently this is all happening off map, if I'm reading the thread correctly? I have now moved Mahdi the 30' to where he should be, but I guess from Pent's most recent tags this is probably well off map now. Still, unless they've really managed to pick up some distance, I would hope that 170' would do it? *shrug*


Maps: Travel * Hut and more

Adir is in range.

A cloud of golden particles covers Adir and the sand surrounding him. Meanwhile a figure emerges from the northern wall of fire. Some force seems to be protecting it, at least partially, from the fire. As it's hair is singed fire spews forth from it toward Otah. The sounds of the guard tumbling from the sphinx as he tries to climb down, into the battle, fail to intimidate

Burning hands (Ref DC 13 halves dmg): 4d4 ⇒ (1, 2, 3, 4) = 10

Round Seven: Otah, Ami, and Pent now acting.

EDIT: Extended the roll20 map. It isn't pretty, but will work. Adir should be visible to everyone now and correctly positioned. Ignore the dunes. The surrounding terrain is sanding, but mostly flat. @Pent I am not sure your position is accurate on Roll20. I thought you were closer to Adir. Either way your spells were in range so that isn't an issue.

GM:
Climb: 1d20 + 3 ⇒ (5) + 3 = 8, Climb: 1d20 + 3 ⇒ (4) + 3 = 7 Shiz HP: 40/42


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:
"Brother, hunt the scroll, our invisible genie is about!"

Round 7, Init 29

With sight of his prey acquired, Ami spins on Yeen, pushing the cat to pursue! Yeen does so with a flash of speed.

Runx3 = 120'

Combat Stuff:

ACs: Ami: 24; Yeen: 20+3+4=27 (barkskin, mage armor)
HP: Ami: 45/45; Yeen: 54/54

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

Yeen:
[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d6+8+2[/dice] damage.

[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d4+8+2[/dice] damage.

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

Yeen.: Mage Armor,DF,Barkskin
Ami:

Cheetah:

Init +8; Senses low-light vision, ;scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2

OFFENSE
Speed 50 ft.; sprint
Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)

STATISTICS
Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); Racial Modifiers +4 Stealth in tall grass


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 7, Init 4

Status:

AC = 13
HP = 47/47
Weapon Equipped = +1 Light Crossbow
Condition(s) = Spiritual Weapon, last round
Spells for Today
1/day—arcane mark, comprehend languages, message, read magic
(CL 7th; concentration +12)
4th—dimension door[D], dimensional anchor
3rd—fly[D], prayer, searing light (2)
2nd—cure moderate wounds[D], sound burst (DC 17), spiritual weapon
1st—bless, longstrider[D], magic weapon, shield of faith (2)
0 (at will)—create water, guidance, resistance, stabilize

Bigger map, got Pent in his circled position from last round.

"No luck, Mahdi!! Your dusting didn't get the other one, it looks like. But we have Adir, and he seems to know a whole lot more than we do, especially since he admits to having the scroll just now!!" Pent lets the Sarahtar come to him, and instructs it to swing on anything that suddenly appears around him.

"Now, Adir, go ahead and tell us why you stole the Scroll, and why you rolled with gnolls, and why you let the janni steal the Scroll while you stood there and did nothing." He then barks to the wind.

"Janni, you're proving annoying as a gadfly in heat thinking a neck mole is a potential mate. You should man up, and show yourself. We're getting tired of chasing you, and you're getting tired of being chased. Let's be done with you."


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

I can't see whatever hit me with burning hands on the map.

Reflex Save vs 13: 1d20 + 4 ⇒ (4) + 4 = 8

Otah turns his back towards the figure as flames envelope him. When the heated assault ends, he turns back to face the not-Mahdi fire mage with a glare. "That could have hit my beard!"

He charges forward, furious.

Charge!
+1 Cold Iron Horsechopper, charge, moved: 1d20 + 11 + 2 + 1 ⇒ (18) + 11 + 2 + 1 = 32 for: 1d10 + 5 + 1 ⇒ (4) + 5 + 1 = 10


Maps: Travel * Hut and more

Double check Otah and feel free to move accordingly if you can see the token. Let me know either way.

Otah solidly hits the gnoll magic wielder. Meanwhile, Adir looks toward Pent in confusion.

"What are you going on about?" No one in hearing distance believes these words.

Pent & Ami:
You spot footprints near Adir that lead away from where he is being held in place by magic.

Round Eight: Mahdi and Aldebert now acting

GM:
Bluff: 1d20 + 1 ⇒ (10) + 1 = 11, StealthZ: 1d20 + 20 ⇒ (2) + 20 = 22
Perception:
Mahdi: 1d20 + 3 ⇒ (10) + 3 = 13 (normal)
Pent: 1d20 + 17 ⇒ (19) + 17 = 36 (low-light)
Amiamble: 1d20 + 10 ⇒ (17) + 10 = 27 (normal)
Yeenoghu: 1d20 + 6 ⇒ (7) + 6 = 13 (low-light)
Shiz HP: 30/42


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

Round: 8, Initiative: 18

Status:
HP: 27/74 AC: 19 (F18/T14)
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: 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: 48/48 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)

Still very very weak, Aldebert tries to give himself some more room between himself and Pharasma's reach.
Lay on Hands: 4d6 ⇒ (1, 5, 3, 3) = 12

He worries about Otah, facing the caster alone, but he must help his brother with the scroll, and after all Otah can certainly take care of himself. Stout dwarf that.

He runs across the dunes to catch up with his brother if he can. (run action to try and catch up)


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

Otah has been placed accordingly.


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 growls to himself at Pent's words that he missed the true target. He would very much like to deal with the usurper who is trying to lay claim to the power of flame, but he wants, even more than that, to find their thief.

Mahdi reads the scroll in his hands, and gains the power to see through any magical glamer of invisibility. Standard action: casting his See Invisibility from his scroll, duration 30 minutes.

A move action for the round will be continent on whether or not Mahdi can currently see the invisible foe.


Maps: Travel * Hut and more

The fire tossing gnoll steps away from Otah. More fire follows. The lone surviving raider gets up and moves toward Otah while the gnoll that has fallen several times trying to climb the sphinx finally makes it to the top.

Burning hands (Ref DC 13 halves dmg): 4d4 ⇒ (1, 4, 4, 3) = 12

Mahdi:
You can see Yfid but fifteen feet from Adir. He seem to be moving quickly away by foot. (Following your action he takes a full move action, moving 60 feet.)

Round Eight: Otah, Ami, and Pent now acting.

GM:
Climb: 1d20 + 3 ⇒ (17) + 3 = 20


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 DC 13: 1d20 + 4 ⇒ (18) + 4 = 22

Otah takes a step back away from the heat, and then lashes out the burner.

+1 Cold Iron Horsechopper, full attack, moved: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16for: 1d10 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Horsechopper, Iterative, moved: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 for: 1d10 + 5 + 1 ⇒ (8) + 5 + 1 = 14


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 8, Init 29

With another charge/run, Ami and Yeen close in on the only prey that they can see, Adir. Should have enough movement even if double move by Adir.

Yeen charges, bites, and tries to grapple.

Yeen:
1d20 + 11 + 2 + 2 ⇒ (20) + 11 + 2 + 2 = 35 to hit; (bite.DF)
1d6 + 8 + 2 ⇒ (2) + 8 + 2 = 12 damage.

Grab:
1d20 + 11 + 2 + 2 ⇒ (15) + 11 + 2 + 2 = 30 to hit; (bite.DF)

Edit: Pot crit:
1d20 + 11 + 2 + 2 ⇒ (10) + 11 + 2 + 2 = 25 to hit; (bite.DF)
1d6 + 8 + 2 ⇒ (1) + 8 + 2 = 11 damage.

Combat Stuff:

ACs: Ami: 24; Yeen: 20+3+4=27 (barkskin, mage armor)
HP: Ami: 45/45; Yeen: 54/54

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

Yeen:
[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d6+8+2[/dice] damage.

[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d4+8+2[/dice] damage.

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

Yeen.: Mage Armor,DF,Barkskin
Ami:

Cheetah:

Init +8; Senses low-light vision, ;scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2

OFFENSE
Speed 50 ft.; sprint
Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)

STATISTICS
Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); Racial Modifiers +4 Stealth in tall grass


Maps: Travel * Hut and more

While Otah is unable to connect, Ami easily manuvers Yeen in for a kill. Adir dies silently, still held upright by magic.


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

(Round 8 move action and free action to speak)

"Very well, I see him now," Mahdi says shortly. "You can run, but you cannot hide, Yfid..."

He trots thirty feet after the others, raising his voice to be heard by them. "Playing chase like this is pointless! I can see him. He has not shifted planes again, so it's likely he's not the janni himself... or, if he is, then he may not be able to cast it for whatever reason. Instead of running after him, run to me; I can make us catch up with him. Otah, do you have your little firebug there in hand, or do you require assistance?"


Maps: Travel * Hut and more

Round Nine: Mahdi and Aldebert now acting.


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 8, Init 4

Status:

AC = 13
HP = 47/47
Weapon Equipped = +1 Light Crossbow
Condition(s) = Spiritual Weapon, last round
Spells for Today
1/day—arcane mark, comprehend languages, message, read magic
(CL 7th; concentration +12)
4th—dimension door[D], dimensional anchor
3rd—fly[D], prayer, searing light (2)
2nd—cure moderate wounds[D], sound burst (DC 17), spiritual weapon
1st—bless, longstrider[D], magic weapon, shield of faith (2)
0 (at will)—create water, guidance, resistance, stabilize

Pent sinks into frustration, again, as a potential source of information/leverage dies on the vine. His face turns red, his cheeks bulge, and his lips disappear.

He listens barely enough to Mahdi's instruction to follow it. Move closer to Mahdi, wherever current chase positioning on map may be. Double Move if necessary.


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

Round: 9, Initiative: 18

Status:
HP: 27/74 AC: 19 (F18/T14)
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: 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: 48/48 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)

Nearly out of healing, and unable to see their foe, he does as Mahdi instructs. He double moves toward him.

Mahdi goes before me, so I haven’t yet moved on the map. But after Mahdi goes, I will move next to him.


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

go ahead and move, alde. Mahdi delays. .


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

Done!


Maps: Travel * Hut and more

Need to update roll20 so Mahdi can see Yfid. Guessing tonight sometime. Holiday slow down a coming.


Maps: Travel * Hut and more

Updated Roll20. Those of you who can't see Yfid will just have to pretend you don't see him.

The lone raider charges Otah while the last gnoll makes it down from atop the sphinx. An intense ray of fire shots from the hands of the gnoll toward Otah.

scimitar: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 (miss)
Scorching ray, ranged touch: 1d20 + 7 ⇒ (4) + 7 = 11 (miss)

Round Nine: Otah, Ami, and Pent now acting.

Mahdi:
You see Yfid continue to run north.


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 9, Init 29

Uncertain of where to go or what to do next, Ami searches Adir for the scroll.

Combat Stuff:

ACs: Ami: 24; Yeen: 20+3+4=27 (barkskin, mage armor)
HP: Ami: 45/45; Yeen: 54/54

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

Yeen:
[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d6+8+2[/dice] damage.

[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d4+8+2[/dice] damage.

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

Yeen.: Mage Armor,DF,Barkskin
Ami:

Cheetah:

Init +8; Senses low-light vision, ;scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2

OFFENSE
Speed 50 ft.; sprint
Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)

STATISTICS
Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); Racial Modifiers +4 Stealth in tall grass


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

(Coming out of delay)

Mahdi nods sharply at Aldebert's approach.

"I can only take three of us, myself included," he shouts to Aldebert. "You and your mount-- if he keeps running, you'll need your mount's speed to run him down. I'm going to transport us through space-- we'll appear so that you are directly to his east, and I directly to his south, understood? Try and take him alive-- if he's not the janni, I dearly want to know who put him up to this-- whether the janni or someone else. I will guide you visually as to where he is."

Mahdi draws his quarterstaff, and casts a spell.

Casting dimension door, and moving my token, but I can't move Aldebert. I'm keeping us in the same formation, so Aldebert should materialize due east, adjacent to Yfid.


Maps: Travel * Hut and more

I'm clear on Mahdi and Aldebert's actions. Will wait to hear from Aldebert. @Ami will update specifics for the search once my computer update finishes, likely after kids are asleep.

Ami finds Adir's weapons and other belongings, none give any clue of his interest in the scroll or the whereabouts of the scroll itself.


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

Not to speak for Aldebert, but I believe his action in that turn in question was to turn around and come near to me so that I could teleport us.


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

Yeap. I double moved... sadly


Maps: Travel * Hut and more

Thanks for the correction. I got lost in the delay / holiday crazy.

Ami indeed finds padded armor, a shortspear, a figurine in the form of a raven, quite a stash of rubies, and nine platinum and fourteen gold pieces.

Detect Magic, take 10 & Appraise:
+1 padded armor, shortspear, figurine of wondrous power (silver raven), 400 gp in rubies, 9 pp, 14 gp

Round Nine: Otah and Pent now acting.


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

Holidays indeed!

Round 9, Initiative 8

Otah dances around the caster, attempting to keep the mage between him and the new melee combatants.

Spring Attack

+1 Cold Iron Horsechopper, moved: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25 for: 1d10 + 5 + 1 ⇒ (8) + 5 + 1 = 14


Maps: Travel * Hut and more

Otah, assuming the atrack is at the caster. Correct me otherwise.

Otah hits solidly.

GM:
Shiz HP: 16/42


Maps: Travel * Hut and more

Round Nine: Pent now acting.

Round ten: Mahdi and Aldebert now acting


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 9, Init 4

Status:

AC = 13
HP = 47/47
Weapon Equipped = +1 Light Crossbow
Condition(s) = Spiritual Weapon, last round
Spells for Today
1/day—arcane mark, comprehend languages, message, read magic
(CL 7th; concentration +12)
4th—dimension door[D], dimensional anchor
3rd—fly[D], prayer, searing light (2)
2nd—cure moderate wounds[D], sound burst (DC 17), spiritual weapon
1st—bless, longstrider[D], magic weapon, shield of faith (2)
0 (at will)—create water, guidance, resistance, stabilize

Pent trots up to Mahdi and Aldebert (and Gretiem), just in time to watch all of them blink out and away. He thinks he saw a pretty injured halfling on his mount before he disappeared to quite a distance away, but that could just as well be the heat waves rising from the sand playing tricks on his eyes.

"Well, ain't that a surprise." He looks off at a distance, and lets his voice boom louder, hoping to hit its intended target. "WELL AIN'T THAT A SURPRISE!!! YOU WANTED ME OVER THAT WAY, YOU SHOULD HAVE TOLD ME AS MUCH!! YOU LACK COORDINATION AS MUCH AS YOU LACK CONSIDERATION, YOU HOT-HEADED, FOUL-MOUTHED, NARROW-MINDED, SELF-CENTERED..." The compound words go on for about as long as it takes for Pent-Camel to eliminate the distance between them all. Double Move North, it seems


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

(At this point, Mahdi's last round action was to teleport us directly adjacent to Yfid. Has Yfid had a turn or an action since then? Logically, he should have, if it's now Mahdi's turn again. I'll wait to know what he did with his action before Mahdi tells Aldebert what to do, since Mahdi has to be Alde's eyes in where Yfid is.)

Mahdi rolls his eyes at Pent's distant yelling and shouts back over the desert sands, "It was necessary, you ninny!"


Maps: Travel * Hut and more

Yfid's last round actions were to continue moving. See this link. His next round comes after you and Aldebert in round ten.

Round ten: Mahdi and Aldebert now acting


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

My delay means that my spot in initiative order changes. As I delayed after Yfid in the post you linked, I now go -after- him. It's not logically possible for me to have two turns back to back where the enemy doesn't get one in between. I mean, if you want to rule it that way, it's a huge advantage in my favor, but it's causing Yfid to lose a turn he should have.

Rereading the order of things, I believe it's now Aldebert's turn, but it's not mine. (Aldebert took his action before Yfid, Yfid ran, then I teleported. But I won't get to go until after Yfid.)


Maps: Travel * Hut and more

Here is the run down as i understand. Mahdi delays until after Aldebert. Teleport goes off. Both end up
Next to Yfid. Yfid moves. Aldebert and Mahdi are now acting after the above actions. Yfid will then act. On roll20 this would put Mahdi and Aldebert 60 feet south of Yfid. I moved him 60 assuming AoO wouldn't be an issue against an I vissible foe.


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

Round: 10, Initiative: 18

Status:
HP: 27/74 AC: 19 (F18/T14)
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: 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: 48/48 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)

Assuming Mahdi tells me where he is, we charge… hoping to hit the invisible man.
Gretiem Bite: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 (charge) damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10 Miss: 1d100 ⇒ 13 (high is good for me)

Greatsword (magic): 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 (charge) damage: 1d10 + 10 ⇒ (3) + 10 = 13 Miss: 1d100 ⇒ 77 (high is good for me)


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

Okay, what you just said-- that Yfid moved after the teleport-- is the new info that I was looking for and expecting (the post you previously linked was his movement BEFORE the teleport). And yes, an AOO would have mattered there, because Mahdi drew his quarterstaff in preparation for just that eventuality.

Attack of opportunity, since Mahdi CAN see him: 1d20 + 3 ⇒ (15) + 3 = 18
Damage if it hits: 1d6 ⇒ 6

Seeing Yfid run, Mahdi takes a swing at the fleeing map, then shouts to Aldebert, "He's running! Sixty feet due north of me, you can charge and attack! Follow his footprints in the sand! Remember that we want to take him ALIVE!"

He chases thirty feet after Aldebert and casts haste on himself, Aldebert, and Gretiem.

(actions, round 10- move 30 north (should put him 30' south of Yfid) and cast haste.)


Maps: Travel * Hut and more

Will double check, but I think Mahdi's attack misses. Looks like Aldebert's do too. Yfid continues to run, move 60 feet.

Round ten: Otah, Ami, and Pent now acting.


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 10, Init 29

Ami and Yeen run (120') to catch up to the battlers.

Combat Stuff:

ACs: Ami: 24; Yeen: 20+3+4=27 (barkskin, mage armor)
HP: Ami: 45/45; Yeen: 54/54

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

Yeen:
[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d6+8+2[/dice] damage.

[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+11+2+2[/dice] to hit; (bite.DF,Flank)
[ dice]1d4+8+2[/dice] damage.

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

Yeen.: Mage Armor,DF,Barkskin
Ami:

Cheetah:

Init +8; Senses low-light vision, ;scent; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2

OFFENSE
Speed 50 ft.; sprint
Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3)

STATISTICS
Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); Racial Modifiers +4 Stealth in tall grass


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 10, Init 4

Status:

AC = 13
HP = 47/47
Weapon Equipped = +1 Light Crossbow
Condition(s) = Spiritual Weapon, last round
Spells for Today
1/day—arcane mark, comprehend languages, message, read magic
(CL 7th; concentration +12)
4th—dimension door[D], dimensional anchor
3rd—fly[D], prayer, searing light (2)
2nd—cure moderate wounds[D], sound burst (DC 17), spiritual weapon
1st—bless, longstrider[D], magic weapon, shield of faith (2)
0 (at will)—create water, guidance, resistance, stabilize

Pent double moves towards the hunters of the invisible. Once arrived, the gnome waffles about what to do to heal the half. Based on Mahdi's assessment of the field and prey, the gnome readies to surge forth Sarah's healing burst, once he knows where Yfid is truly located.

Perception: 1d20 + 17 ⇒ (1) + 17 = 18

If he can place the thief by footprints in the sand alone, he'll bring forth the surge.

Selective Channeling, no no rogue: 4d6 ⇒ (4, 2, 6, 5) = 17

"You got him, Aldi? You found your mark? I can't cut him from Her healing if I can't see him properly. How can you have any healing if you don't see the thief?!"


Maps: Travel * Hut and more

It is clear from the hurried steps in the sand that Yfid is out of range of Pent's healing.

AC for Yfid confirmed, an 18 does not hit.

Round ten: Otah now acting.

The map could get a bit to large to load properly. Not going to expand it as Yfid is going to circle back toward the gnolls. There is likely to be a round where he is off map (along with PCs). We'll keep track of distances for that round (which may be now-ish).

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