GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
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New Map of Kelmarane


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Maps: Travel * Hut and more

Though the four legges figures are to far off to see clearly, their yelp as they burst into flames is very familiar. The pair of hyenas come no closer. The smoke coming from their remains is a clear indication that they are dead.

Ami:
Something must have created this part of the storm.

Initiative
Mahdi: 1d20 + 10 ⇒ (1) + 10 = 11
Aldebert: 1d20 + 1 ⇒ (4) + 1 = 5
Pent: 1d20 ⇒ 4
Amiamble: 1d20 + 3 ⇒ (3) + 3 = 6 (with Yeenoghu)
Otah: 1d20 + 2 ⇒ (18) + 2 = 20

Round One: Otah now acting. Distance from storm 680 feet.

GM:
SI: 1d20 + 4 ⇒ (14) + 4 = 18


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

"At least the sands will cover their bodies and hide the smell of burnt hair. Disgusting odor."

Otah moves to take cover behind the barrier.


Maps: Travel * Hut and more

This smaller portion of storm continues toward party while the storm front itself has come to a stop and is beginning to dissipate..

Round One: Mahdi, Ami, Aldebert, and Pent now acting. (Distance from storm 600 feet.}

I'll get a map set up once distance has closed. For reference the storm was approaching from the south (heading north). This smaller portion of the storm is following the same general direction.


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

Round: 1, Initiative: 5

Status:
HP: 72/74 AC: 19 (F18/T14)
Weapon Equipped: Greatsword
Conditions: Mirror Image (1/40r)
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 AC due to charge 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)

He looks at the storm approaching. ”That doesn’t look right. That doesn’t look right at all.”

He casts Mirror Image (1d4 + 2 ⇒ (2) + 2 = 4) on himself in anticipation. He has no idea if it’ll help, but he suspects there’s a creature or two hidden in that vortex of sand coming their way. If not, well, it won’t hurt either…

He mounts up on Gretiem as well.
Swift Mount: 1d20 + 11 ⇒ (4) + 11 = 15

...only not so swiftly.


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, Init 6

With a growl, Ami & Yeen move next to Aldebert.

Ami casts Barkskin on his cat, preparing to do the same for Aldebert next round.

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: 3/7 used (Barkskin*2, Sound Burst)
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

The distant storm seems to be nothing more than dust in the distance while the smaller portion continues to approach in its full force.

Round One: Mahdi and Pent 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

Mahdi squeezes into the shelter, herding any gawking guards inside and following his own advice to moisten his keffiyeh scarf and arrange it around his head. He draws his three scrolls of air bubble as well.

At GM discretion how much of that he can get done right in one turn


Maps: Travel * Hut and more

There are plenty of rounds. All but the scrolls can be done in the round.

Round One: Pent now acting.

Round Two: Otah 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 1, Init 4

Status:

AC = 13
HP = 47/47
Weapon Equipped = +1 Light Crossbow
Condition(s) = None
Spells/Day
0-Lvl: Create Water, Guidance, Resistance, Stabilize
1-Lvl: Bless(x2), Endure Elements, Shield of Faith(x2), Sun Metal
2-Lvl: Admonishing Ray, Blinding Ray, Lesser Restoration, Spiritual Weapon
3-Lvl: Invisibility Purge, Prayer, Stone Shape
4-Lvl: Blessing of Fervor, Dimensional Anchor

Pent watches the storm gather, and grows grim. "Why can't he just drop it, already?! He's been knocked off several times over, and he keeps up with his harrassing asshattery!!" Pent moves over to Otah, and claps him on the back. "Good luck. I'm sure you won't need it."

Cast Shield of Faith on Otah- +3 Deflection Bonus to AC for 7 minutes.

Pent wonders what preparations will be in order next.


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 2
AC: 26

"Is this storm the work of the Janni?"

Otah hunkers down to prepare for being enveloped by the storm, but readies to strike at anything that may be hiding in it.

Ready to attack any foes hiding in the storm.


Maps: Travel * Hut and more

The bit of the storm continues to approach at a steady and direct pace.

Round Two: Mahdi, Ami, Aldebert, and Pent now acting. (Distance from storm 520 feet.)

The perimeter of the storm will reach the party in size rounds, during round eight. We can jump to that bit if you all like? Maybe just do one big block of actions until then? Not seeing a need to drag this out, but wanted to make sure everyone was able to prepare in whatever way they saw fit.


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

I'm very fine jumping ahead a bit. I have nothing really to do, and in a PbP it'll take a while to sort through five rounds of prep one round at a time. ;)

Round: 2-7, Initiative: 5

Status:
HP: 72/74 AC: 19 (F18/T14)
Weapon Equipped: Greatsword
Conditions: Mirror Image (4/4)(8/40r)
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)
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)

Aldebert readies to face the storm, greatsword in hand, mounted on Gretiem mirror images lazily floating around him. He steadies the lizard, eager to hide in some hole to avoid the storm. ”Easy boy.” he says as he pats him on the flank.

He moistens his headscarf with his waterskin and wraps it around his head as suggested, leaving his eyes open to the stinging sands as the hot wind approaches.


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

Jumping to 8 sounds good!


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

Rounds 2-7, Init 4

Status:

AC = 13
HP = 47/47
Weapon Equipped = +1 Light Crossbow
Condition(s) = None
Spells/Day
0-Lvl: Create Water, Guidance, Resistance, Stabilize
1-Lvl: Bless(x2), Endure Elements, Shield of Faith, Sun Metal
2-Lvl: Admonishing Ray, Blinding Ray, Lesser Restoration, Spiritual Weapon
3-Lvl: Invisibility Purge, Prayer, Stone Shape
4-Lvl: Blessing of Fervor, Dimensional Anchor

Pent struggles to gauge the time of arrival of this sandstorm. It was easy enough to bring Sarah's Shield to the dwarf. He's gonna need it. He thinks a little more, before bringing Sarah's gifts to bear.

Round 2- Thinkin'
Round 3- Thinkin' somemore. Don't rush me.
Round 4- Cast Invisibility Purge, 7 minutes
Round 5- Cast Bless, 7 minutes
Round 6- Deep cheek scratching, left buttock. Oooooo....
Round 7- Cast Blessing of Fervor, 7 rounds


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 2, Init 6
Ami: Cast Barkskin on Aldebert. Yeen: angry growling.

Round 3
Ami: Cast MCPfE 10' on Yeen. Yeen: angry growling.

Round 4
Ami: angry yowling, fist shaking; Yeen: angry growling.

Round 5
Ami: angry yowling, fist shaking; Yeen: angry growling.

Round 6
Ami: Cast Shield of Faith on Yeen. Yeen: angry growling.

Round 7
Ami: Cast Divine Favor on Yeen. Yeen: angry growling.

Round 8
Ami: angry growling; Yeen: angry growling.

Combat Stuff:

ACs: Ami: 24; Yeen: 20+3+4+3=30 (barkskin, mage armor, SoF)
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: 6/7 used (EE*3, DF, Shield of Faith)
Lvl 2: 4/7 used (Barkskin*3, Sound Burst)
Lvl 3: 2/5 used (SMIII, MCPfE10)

Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
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

Fast forward it is.

The bit of storm continues to advance at an even pace right toward the party. As in nears it is clear that although not as large as the storm that was first identified to the south, the cloud of sand is over 150 feet wide. Little can be seen within the cloud.

Round Eight: Otah now acting. (Distance from storm 40 feet.)

Anyone not behind the barrier:
You can see 1d105 ⇒ 47 feet beyond the edge of the approaching sandstorm. Roll perception.

Will work on setting up a map during the day tomorrow. I have a morning meeting so likely not until afternoon. Any predatory actions from rounds 2-7 should be posted before then if possible.


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 2: Draw 2 scrolls of air bubble
Round 3: Draw 3rd scroll of air bubble
Round 4: Make sure headscarf is moistened and secured
Round 5 and 6: Compile impressive curses in his head
Round 7: Cast air bubble on himself, duration 1 minute

Mahdi is hunkered in the shelter-- if possible at a gap point where he could look out, but prizing shelter over line of sight.


Maps: Travel * Hut and more

Roll 20 is updated. Please re-position yourself if needed. The current layout represents all PCs and Garavel under the overturned wagon with the horses and guards using the wagon as a partial barrier.


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

With the exception of Mahdi's last post, I thought Aldebert and Otah had agreed to give the better of the cover to the NPCs? In particular, if it seems like we're going to fight, Otah would be outside the box, rather than in it. I overlapped Otah's figure on top of a guard one... since I can't move the guard into the box.

Otah braces against the overturned wagon, horsechopper in hand.


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

Aldebert stays in position until the storm front passes and then we'll see...

But Otah's right. He'd be on the outer edge not in the middle, so swap him with a guard please.


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/Yeen are happy place. Many are within the 10' circle of Prot Evil, if that matters.

Ami and Yeen keep their eyes open, unsure what to expect.


Maps: Travel * Hut and more

Yes, please position yourselves accordingly.


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

Done and ready.


Maps: Travel * Hut and more

The storm advances just as it has in the moments before it neared the makeshift shelter. As it overtakes the barrier the blowing sand impedes visibility quite a bit.

Visibility within the cloud reduced to 45 feet. -4 to Perception.

Round Eight: Mahdi, Ami, Aldebert, and Pent 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) = None
Spells/Day
0-Lvl: Create Water, Guidance, Resistance, Stabilize
1-Lvl: Bless, Endure Elements, Shield of Faith, Sun Metal
2-Lvl: Admonishing Ray, Blinding Ray, Lesser Restoration, Spiritual Weapon
3-Lvl: Prayer, Stone Shape
4-Lvl: Dimensional Anchor

Pent peers painfully through the sands, hoping to understand the merit of moving out into the mica maelstrom. Move Action- Perception

Perception: 1d20 + 17 - 4 ⇒ (12) + 17 - 4 = 25

He readies a shot with his crossbow, should anything untoward move forward enough to merit his hostility. Readied Action- Fire at anything ugly within the storm.

+1 Light Crossbow: 1d20 + 7 ⇒ (13) + 7 = 20 for 1d6 + 1 ⇒ (5) + 1 = 6 damage


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 is similarly yielding the most sheltered position to a guardsman, if the positions beneath the wagon can be divided into 'more and less sheltered'. He is willing to be taking more of the fury of the storm, especially with his stoneskin spell up. I moved on top of a guardsman to try and reflect that, in the assumption that the square I was moving to is a more dangerous one, but I'm not certain that assumption is correct.)

Mahdi breathes in the rarefied air of his air bubble and takes no action for now, observing what's going on through slitted eyes.

(Basically on delay; not going to try attacking the wind, hehe.)


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 6

Ami takes a hold of Yeen, trying to protect his feline companion from the winds.

Delay.


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

Round: 8, Initiative: 5

Status:
HP: 72/74 AC: 19 (F18/T14)
Weapon Equipped: Greatsword
Conditions: Mirror Image (4/4)(8/40r), Bless (3/70r), Blessings of Fervor (1/7r)
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)
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)

Aldebert delays looking for a creature in the storm. He protects his eyes as much as he can, yet he peers out through his mask into the dust and sand.

Gretiem hisses, as if to say Of all the places you’ve led me, this is the silliest, let’s get under better cover!


Maps: Travel * Hut and more

The blowing sand makes it hard for even Pent's sharp eyes to penetrate into the center of the cloud.

Pent:
Though you cannot see into the center of the cloud you can tell that there is no sign of any other danger outside the cloud. Clearly it has driven anything else nearby away.

Round 9: Otah now acting.


Maps: Travel * Hut and more

As the cloud continues to move toward the group it seems to be slowing its pace.

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

Perception:
Mahdi: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8 (normal)
Aldebert: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
Pent: 1d20 + 17 - 4 ⇒ (9) + 17 - 4 = 22 (low-light)
Amiamble: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16 (normal)
Yeenoghu: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10 (low-light)
Otah: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11 (darkvision)

Pent:
What you see at the center of the cloud is a figure with strangely shaped glowing red eyes, unnaturally upright ears, and split tail, which betrays the unnatural origins of this black canine. This is no hyena.


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 squints through cloth, trying to make out anything in the storm.

Delay!


Maps: Travel * Hut and more

Typo. The above post should be around nine.


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

Round: 9, Initiative: 5

Status:
HP: 72/74 AC: 19 (F18/T14)
Weapon Equipped: Greatsword
Conditions: Mirror Image (4/4)(9/40r), Bless (4/70r), Blessings of Fervor (2/7r)
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)
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)

Storms don’t slow down like that, there must be something in there directing it. I wonder if it’s an air elemental?

Aldebert stands his ground and delays.


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) = None
Spells/Day
0-Lvl: Create Water, Guidance, Resistance, Stabilize
1-Lvl: Bless, Endure Elements, Shield of Faith, Sun Metal
2-Lvl: Admonishing Ray, Blinding Ray, Lesser Restoration, Spiritual Weapon
3-Lvl: Prayer, Stone Shape
4-Lvl: Dimensional Anchor

Pent sees something buried in the whirling sands. "Ooooo, there's something in there, trying to hide itself with the sand... it's got red eyes... and a split tail... and its ears are sticking straight up..."

Knowledge(Arcana): 1d20 + 5 ⇒ (19) + 5 = 24


Maps: Travel * Hut and more

Pent:
It's a Sha, a magical beast that can make a sandstorm and see through such storms.


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, Continued

"It's a Sha!! Evil creatures, those things. I'll bet it has no trouble seeing in the very storm it's responsible for creating!!"

With line-of-sight on the creature, Pent stabs a bony finger at the beast, trying to best it with two rays before the sand gets in his eyes and they get all gooey from the mucus that arises to try and coat the sand particles, which then end up in the corners by the nose, and make the eyes really, really itchy in the meantime.

Admonishing Ray, Ranged Touch Attack: 1d20 + 6 ⇒ (6) + 6 = 12 for 4d6 ⇒ (4, 2, 6, 6) = 18 non-lethal damage

Admonishing Ray, Ranged Touch Attack: 1d20 + 6 ⇒ (11) + 6 = 17 for 4d6 ⇒ (6, 5, 1, 2) = 14 non-lethal damage


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 6

Ami takes a hold of Yeen, trying to protect his feline companion from the winds.

Delay until he sees what the gnome is yelling about.


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

Hello from Vegas!

Otah continues to peer through the sand. Unable to see the source of Pent's concern, he waits for the red eyes to appear.

Still Delaying


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

"What? Where?" Mahdi growls, trying to get a bead on the creature through the sand.

Does Mahdi know anything about Shas? I don't know what skill would be the relevant one to roll.


Maps: Travel * Hut and more

@Mahdi roll Knowledge (arcana). If you meet or beat Pent's roll a few posts ago feel free to read his spoiler. I'll post more info if you exceed his roll. Hoping for a more detailed post soon.


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

Arcana!: 1d20 + 15 ⇒ (10) + 15 = 25

Nothing else to know about 'em? Mahdi's usual question of interest is whether or not they're immune or resistant to fire; in this case he'd also want to know if they're intelligent, and/or evil. Usually rolls in the 20s might grant us a few tidbits of info, unless the creature is a super-high CR.


Maps: Travel * Hut and more

Sha, AC 17, touch 14, flat-footed 13

Of Pent's two rays only the second seems to purturb whatever the gnome claims lies within the cloud.

Mahdi:
One item from Pent's spoiler (2 tid bits, beating the DC by ten, 1 tid bit for each 5 DC is exceeded.) and you know the creature has no immunities (assuming Mahdi is trying to specifically recollect immunities).

The sand seems to shift, but a this point no one can tell where the edge of the storm lies.

Those who delayed should re-roll perception.


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 stares out into the storm, trying to see what the gnome sees.

1d20 + 13 ⇒ (14) + 13 = 27 Perception

Ami's eyes go wide, willing Yeen to see what he sees.


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

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

Eyes blasted by scouring sand, Otah covers his eyes with his arms.

"Where?!"


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

Aldebert peers into the swirling sands, trying to find what eludes him.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11

He immediately gets a bit of grit in his eye and has to stick his finger in there to fish it out.


Maps: Travel * Hut and more

The sand seems to whirl and whip around the barrier clouding nearly everyone's vision.

Ami:
You clearly see a creature approach the make shift barrier.

Round 9: Delayed action(s).

Roll20 updated. Though the creature token has been revealed only Ami and Pent 'see' the creature. @Aldebert please roll perception for Gretiem. EDIT: Super fast, thank you Aldebert. Seems Gretiem is also hampered by the sand.


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

Right, sorry.

Gretiem Perception: 1d20 + 2 ⇒ (9) + 2 = 11


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

"Brother! OOOO-tah! It is here, I see it! COME!"

Ami and Yeen scramble out of the wagon, circling the thing.

Ami:
1d20 + 9 ⇒ (10) + 9 = 19 vs. DC10 to aid Yeen; (slingstaff, melee)

Yeen:
1d20 + 11 + 2 + 4 ⇒ (1) + 11 + 2 + 4 = 18 to hit; (bite, DF, +Aid)
1d6 + 8 + 2 ⇒ (1) + 8 + 2 = 11 damage.

Combat Stuff:

ACs: Ami: 24; Yeen: 20+3+4+3=30 (barkskin, mage armor, SoF) + 2 more MCPFE10
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: 6/7 used (EE*3, DF, Shield of Faith)
Lvl 2: 4/7 used (Barkskin*3, Sound Burst)
Lvl 3: 2/5 used (SMIII, MCPfE10)

Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
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


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

Round: 9, Initiative: 5

Status:
HP: 72/74 AC: 19 (F18/T14)
Weapon Equipped: Greatsword
Conditions: Mirror Image (4/4)(9/40r), Bless (4/70r), Blessings of Fervor (2/7r)
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)
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)

Aldebert wipes his eyes as his brother bounds into the storm. Not satisfied to rest while his brother works, Aldebert rushes after him. He almost certainly provokes from the creature as he walks past him to get into position next to his brother.

"I'm coming brother!"

He then swings where his brother swings - attacking the square as best he can.
Greatsword (magic): 1d20 + 9 + 3 ⇒ (20) + 9 + 3 = 32 (Bless, BoF) damage: 1d10 + 10 ⇒ (4) + 10 = 14
Miss chance (low is bad for me): 1d100 ⇒ 25

Gretiem Bite: 1d20 + 6 + 3 ⇒ (10) + 6 + 3 = 19 (Bless, BoF) damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Miss chance (low is bad for me): 1d100 ⇒ 38

confirm Greatsword (magic): 1d20 + 9 + 3 ⇒ (7) + 9 + 3 = 19 (Bless, BoF) damage: 1d10 + 10 ⇒ (9) + 10 = 19


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

Sorry, busy days.

Mahdi hangs back, squinting around, unwilling to squander precious spells until he has a clear visual bead on the creature. At least he knows his fires will be effective.

Perception: 1d20 + 3 ⇒ (2) + 3 = 5

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