GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
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Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round 1, Initiative 19

Status:
HP: 13/13 AC: 17 (F16/T12)
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None

Aldebert steps (5') toward the slime between him and his brother and swings with his cold iron guisarme.
Guisarme Attack: 1d20 + 4 ⇒ (8) + 4 = 12 damage: 1d6 + 3 ⇒ (1) + 3 = 4

"What is this mess?"


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 15

Ami's eyes go wide as the beakers bizarrely break, throwing his hands up to show that he didn't touch nothing.

I didn't do it!

Ami and Yeen 5' step back getting into a position to fight. Ami snaps off a stone...

1d20 + 4 ⇒ (2) + 4 = 6 to hit;
1d6 + 1 ⇒ (4) + 1 = 5 damage.

...and Yeenoghu growls and flashes his paw in angry warning, as if just daring the mold to come closer.

Readied Claw: 1d20 + 2 ⇒ (19) + 2 = 21 to hit;
Readied Damage: 1d4 + 1 ⇒ (2) + 1 = 3 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

Round 1, Init 15

Kn Dungeoneering: 1d20 + 7 ⇒ (17) + 7 = 24

"Oh, for the love of--" There is the distinct irritation in Mahdi's tone that happens when, and only when, he runs into something he cannot burn. Offenses to nature, in his opinion. Fire's nature is to burn, so something that cannot be burnt violates his personal universe.

"Slime molds," he says shortly. "Immune to fire. ...and poison. They carry disease. Best not to engage with them at close range unless you must."

Move action to move, move action to reload the crossbow again.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round1, init 7...again.

Hazim growls in frustration after hearing his brothers news and rushes forward.

Scimitar1d20 + 6 ⇒ (9) + 6 = 15
damage1d6 + 1 ⇒ (2) + 1 = 3
sneak attack if it applies 1d6 ⇒ 3


Pent lets out a sound of disgust as the slimes come alive. He moves forward and shakily loads his crossbow.

Round 1 Slime Time

Slime 1

Aldebert lands a solid chop into the pile of goopy mold, but it seems to be pursuing Ami, advancing 5' towards him.

Mahdi gets his crossbow ready for battle along with Pent, but Hazim is ready to engage. He rushes forward, slicing through the slime and sending bits of fungi all over the wall.

Ami's attack misses, but Yeen strikes with his claw, dealing enough damage to dissipate the moldy pile.

Amiamble:
You notice that as Yeen's claw cuts through the slime, large amounts of mold and fungi remain on his limb. It almost seems to be climbing his paw at a rapid pace.

Slime 2

The remaining slime oozes forward to attack Aldebert.

Take your AoO.

Slam vs Aldebert: 1d20 ⇒ 8
Damage: 1d6 ⇒ 5


Round 2

Aldebert. . . 19
Mahdi. . . 15
Amiamble. . . 15
Pent. . . 13
Hazim. . . 7
Slime 2. . . 4


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, Init 15

Should it still be standing after Aldebert's AOO and regular turn...

Mahdi circles around behind the cabinets so that he has a shot at the mold.

Crossbow: 1d20 + 1 - 4 ⇒ (7) + 1 - 4 = 4 Penalty for firing into combat
Damage: 1d8 ⇒ 1

Sadly, it seems that Mahdi cannot duplicate his earlier dead-eye shot. THIS IS HOW UPSET HE IS OVER THE FACT THAT HE CAN'T BURN THESE THINGS. See what you've done?


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 15

Aw crud. Ami's eyes widen as the mold begins to climb Yeenoghu's limbs. Yeenoghu begins to rapidly lick his paw, as a cat tends to do to pretty much everything (poop, bugs, tape...) stuck to their fur. Reacting quickly, Ami springs off Yeenoghu's back...

1d20 + 4 ⇒ (6) + 4 = 10 Ride vs. DC 15 Quick Dismount

...and instead facepants as the barefoot gets caught on his stirrup. He stands (move action to dismount).

"Calm now, Yeenoghu. Let me scrape it off," Ami sooths.

Stnd Action to scrape off the mold: 1d20 + 0 ⇒ (11) + 0 = 11 CMB (?)

Yeenoghu continues to lick the mold:

1d20 + 2 ⇒ (15) + 2 = 17 to hit;
1d6 + 1 ⇒ (6) + 1 = 7 damage.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round2, init 7

If the mold is still attacking, Hazim rolls over the table.

Acrobatics1d20 + 8 ⇒ (13) + 8 = 21
If he makes it over, he hops down to set up a flank.
Second acrobatics to land 1d20 + 8 ⇒ (8) + 8 = 16

Hazim swings with his scimitar.
To hit1d20 + 6 ⇒ (12) + 6 = 18
damage1d6 + 1 ⇒ (6) + 1 = 7
sneak if it applies 1d6 ⇒ 4


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

Status:
HP: 13/13 AC: 17 (F16/T12)
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None

Round 1 AoO, Initiative 19
Guisarme Attack: 1d20 + 4 ⇒ (5) + 4 = 9 damage: 1d6 + 3 ⇒ (4) + 3 = 7

Round 2, Initiative 19
Aldebert moves back a step and swings again at the slimy creature.
Guisarme Attack: 1d20 + 4 ⇒ (4) + 4 = 8 damage: 1d6 + 3 ⇒ (5) + 3 = 8

"I can't manage to get a bead on it - Hazim, maybe you'll have better luck!"


Aldebert and Mahdi both miss with their attacks, having a difficult time connecting against the blobby creature.

Hazim strikes successfully, and with style to boot.

Amiamble, concerned with the well-being of his cat, trips over his saddle on his way out. Yeenoghu is overly occupied with removing the mold stuck to his paw, but finally gets all of it off.

Pent takes aim with his crossbow and fires, almost knocking himself over in the process.

1d20 + 1 - 4 ⇒ (15) + 1 - 4 = 12
1d6 ⇒ 2

The bolt sails, piercing right through the slime's body. It gurgles a bit before finally melting away into a puddle of moss and fungi on the floor.

Woot! Gnome power! With that, the party is sitting at 1280/1300XP needed to level up. Oh, so close...


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Once everything is secure, Hazim will waive his brother over and show him the notes/books that got his attention earlier.


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 scowls at the blobby remnants of the mold, shakes his head, then wanders over to join his brother.

"You were just showing off," he snifs, regarding Hazim's leaps and jumps. "Now what have we here..."


@Mahdi:. Knowledge Arcana or Craft Alchemy to decipher what the formulas are for.


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

Kn Arcana: 1d20 + 7 ⇒ (7) + 7 = 14

Mahdi squints at the faded notes and formulae.


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 celebrates the victory by cleaning off the crud from Yeenoghu's leg, making sure the goop is gone.

Cruddy place.

When finished he will saddle up and get ready to push on. He will renew the light on Aldebert's guisarme, a fine weapon with which to slay gnolls.


@Mahdi:. As you pour over the notes, a good chunk of them are incomplete or illegible. However, you realize that these notes do contain complete formulae for creating marvelous pigments and restorative ointment. To someone that has an invested interest in alchemy, these recipes could probably fetch a bit of gold.


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

"These could be quite valuable," Mahdi exclaims. "I'm no alchemist, but if I were... Well, perhaps Almah has some contact with the Alchemist's Guilt back in Katapesh."

He handles the aged scrolls carefully, putting them away inside his pack.


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 turns back around to face the direction of his trigger pull, and laughs nervously. Did I do that? Can't take my eyes off the shot next time. Not getting any points for poor technique. he walks over to retrieve his bolt this time, and thinks better of it. "Hey, remind me to collect that bolt I dropped back there, would ya?"

"Hey. Maddie. Can I take a look at those papers? If you're reading, there's words to be read, and that kind of stuff interests me." Pent tucks away his crossbow, and taps his fingertips together in a rather expectant fashion.

Thanks, GMSloth, for accommodating my spotty posting.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim cleans his family scimitar vigorously.
Well done everyone.

Now that danger has passed, Hazim takes some time to search the room properly. He will also inspect the door to the north.

for both room and door. Looking for locks/traps/noises on other side:

Perception 20+4=24/25vs traps.

And then we open the door.


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 arches his brows at the gnome, adjusting his pack on his back.

"Messire Pent: pick up the bolt you dropped back there," he deadpans.

"And of course you may inspect the papers. However, as a scholar in my own right, I am protective of arcane lore-- after all, in the hands of the irresponsible, much damage may be done. There are horror stories of demons and worse summoned by such things as, say, the mispronunciation of one syllable."

Mahdi examines his fingernails. "It is Mah-di, Messire Pent. As soon as you have proven you will not summon demons with creative pronunciation, I shall be delighted to present the documents for your inspection."

His eyes gleam with humor of his own.


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)

Amiamble's eyes glitter with mirth at Mahdi's response.

I'll have to write that one down.

Ami titters as he goes to follow Hazim.

Maybe that one is okay.


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

Aldebert keeps watch in the middle of the room - staying close enough to provide light to the readers. When they finish their investigations, he moves near the door to provide light for Hazim - and to watch over him, ready to help as needed.


I'm just going to give you guys the rundown of these halls, since it's safe. You all spend some time slowly and thoroughly navigating the tunnels and here are your findings.

A20

The monastery’s undercrypt is a series of ten-foot-wide rough-hewn passages dug in a double-cross formation. The main thoroughfare runs north to south, with two similar eastwest passages crossing the main hall about fifty feet apart. An eerie silence pervades the cool subterranean funerary network, which must contain the bodies of scores—if not hundreds—of honored worshipers of Sarenrae in shallow niches carved into the walls of the east-west passages. Many of these skeletal remains have been roughly tossed from their niches, and countless bones and skulls line the floor.

Despite the creepiness, none of the skeletal remains react to your presence here. Based on some of the old remains, it seems there was a struggle here long ago, which would explain why some bones are randomly strewn about the floor. Skeletons are jumbled up against walls, skulls are smashed in with some sort of blunt force, and so on. Many wear the faded orange robes of monastery clerics, often with signs of crippling injuries suffered at the hands of their attackers.

A20a

A pile of skeletons bearing terrible broken bones lies at the terminus of this passage. An ornate mace is still clutched in the bony grip of a skeleton here, which glows with a magical aura when detected by Mahdi.

Mahdi's Spellcraft: 1d20 + 7 ⇒ (9) + 7 = 16

It's a +1 light mace. All weapons and armor are medium by default, so assume that unless I point out otherwise.

A20b

A corpse of a man in yellowing leather armor— clearly not a member of the monastic community—lies at the end of this passage. He wears a suit of well-kept leather armor and bears a beautiful dagger.

Mahdi's Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24

Masterwork leather armor, and a +1 dagger.

A20c

Buried under a jumble of bones at the end of this passage is a small teak box emblazoned with the holy symbol of Sarenrae. The box contains a wooden holy symbol of Sarenrae suspended from a silver chain, as well as a silver brooch that radiates a magic aura of faint abjuration.

Mahdi's Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11

You're not certain what the brooch is.

A20d

More remains and debris line the floor here, though nothing of note is found.

A20e

Stairs lead up from the undercrypt, though end abruptly at a wall. A cursory examination reveals this to be a secret entrance/exit from the lower levels, though where it leads, you're not certain.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim will attempt to open the door. He signals to the others what he's doing.

Perception take 20 if possible for 24/25.
DD to unlock door, take 20 if possible for 28.

If unable to take 20:

perception 1d20 + 4 ⇒ (3) + 4 = 7
disable device1d20 + 8 ⇒ (4) + 8 = 12

Hazim will then proceed forward, signaling his companions to join, weapons ready.


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)

Amiamble looks dejected after not finding any gnolls here to slay and pauses near the stairs up (A20e).

Amiamble points to the group indicating that they should go this way.

When someone else goes up, Amiamble will follow after re-casting Light as necessary.

Ami doesn't 'need' any of the loot, but would hold onto a magic weapon just in case as neither are a preferred weapon.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

and Hazim would love to add the dagger to his collection.


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

"I normally carry a morning star as a backup weapon, but if no one else will use it, this mace is rather fine. Depending on the opposition, it might even be preferable in fact. I understand some forms of undead are more susceptible to the mace than my guisarme."

Aldebert moves through the dusty wreckage careful to not step on any of the dead when at all possible.

"You know, we might consider contacting a priest of Sarenrae when we're sure this place is safe. They may want to reconsecrate this tomb and re-intern the bodies here."

Aldebert will offer to carry other items as well until we're back upstairs. He's already slowed by his armor, so a little more weight won't hurt overmuch. When everyone has thoroughly examined the chambers, he joins his brother near the stairwell down.

I too don't wield any of these items per se, but the mace is a handy backup in place of my morning star - at least for now.


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)

Mace to Alde, dagger to Hazim, brooch to 'Maddie', and mw leather to sell pile.

Amiamble reloads his staffsling while Yeenoghu sniffs around.


As Hazim fiddles with the door, he's eventually able to get enough of a grip to slide it open. At the same time, a grinding sound coming from the room beyond can be heard.

A12

The brightly painted walls of this small chapel, probably meant for personal prayer and reflection, stand out as unusually garish for the otherwise reserved architecture notable elsewhere in the monastery. On the walls, numerous rectangular wooden plates traced in gold filigree depict a strapping warrior battling creatures of fire, riding a chariot on the wind, and engaging in other acts of noble heroism. It is the same figure depicted elsewhere in the monastery, but the sheer number of images here suggest that this shrine was especially important to the clerics who honored him as a saint of Sarenrae. Perhaps a quarter of the gold plates have been pried away or hacked apart by long-absent vandals.

Opposite the main entry door, dominating a section of the north wall, stands a man-sized statue of the warrior, its face marred by what look like numerous blows from an axe. The statue holds both hands in front of him, bent at the elbow, palms up, as if expecting an offering. Several deep rents from similar axe blows make it clear that someone tried to hack the arms from the statue decades ago, but was unable to do so.

The gold plating on the walls could likely be scraped off and sold for cash, though it would require a bit of work to deface all of the design in this room.

And we're back on the main floor! There's only one spot that has not been explored yet.


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)

Amiamble spends a few moments gliding his hands over the gilt plates, admiring the golden gift that had relevance to Sarenrae.

Blessed be the Sun and those that toil within Sarenrae's light.

Amiamble spends a few more moments looking at the deeds of the heroic warrior, hoping someday to do the same. He imagines a noble halfling on catback, fighting off hordes of gnolls with his mighty slingstaff of sunly justice.

Amiamble's eyes lose themselves in happy reverie.

* * *
After a few moments, Ami shakes himself awake and back to the task at hand.

He will head back to the chapel and quickly dismount Yeenoghu...

1d20 + 4 ⇒ (5) + 4 = 9 Ride vs. DC15 Quick Dismount

...and trips against the wall, faceplanting his forehead.

*sigh* I hope no one saw that.

He rights himself and dismounts proper. He'll check to make sure his buckler is attached and his sling loaded.

When the party is ready and unless someone else wants to go first, Ami will bravely climb the ladder of doom.


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

Poor Ami. Someday he'll get the hang of that dismount. Hrm, come to think of it, I'll need to learn those skills as well. My mount shall be forthcoming before I know it, granted by god, and I must be ready for it!

Aldebert carefully studies his weapon while Amiamble struggles to dismount. He then climbs the ladder, ahead of Amiamble if he'll let him, though possibly behind Hazim.


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

You'll have penalties using the mace as it's sized for Medium, but yes, it's a good backup for now in case we hit something that has to be hit with magic!

Mahdi announces what he's found, of course, and passes the dagger to his brother. The brooch is quite pretty, but irritates him as he doesn't know what it does. He puts it away in his pack for now, for further study later.

Mahdi pauses a few moments before the statue of the figure, head tilted. Nice enough workmanship, but despite the prevalence of worship to Saranrae in Katapesh, Mahdi has never felt much piety for the sun-goddess. He'll take wild Nethys any day of the week.

Still, no reason to be disrespectful, so he gives the statue a wide berth (after a muttered cantrip to see if it's magical).

Finally they are back in the main sanctuary. Mahdi purses his lips in irritation as they stare up into the choir loft's shadows.

"Here, let me hold the ladder steady for you," he says when he sees Ami preparing to climb. He goes to do that. Because he's damn well not going up it.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim watches the brothers scramble up the ladder. And then joins them up as soon as there is space for him.


GM casts Time Stop...

GM:
1d20 + 17 ⇒ (7) + 17 = 24
1d20 + 17 ⇒ (16) + 17 = 33
1d20 + 18 ⇒ (13) + 18 = 31

Perception:
Amiamble: 1d20 + 7 ⇒ (15) + 7 = 22
Aldebert: 1d20 + 3 ⇒ (3) + 3 = 6
Mahdi: 1d20 + 2 ⇒ (7) + 2 = 9
Hazim: 1d20 + 4 ⇒ (16) + 4 = 20
Pent: 1d20 + 5 ⇒ (11) + 5 = 16

@Amiamble & Hazim: While everyone walks up the stairs back to the chapel and ultimately towards the choir loft above, something catches your eye. A small, golden ring sits amidst the torn papers and trash that litter the floor. (Noted on the map.)


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim picks up the ring.

Appraise1d20 + 6 ⇒ (13) + 6 = 19 and then shows it to Ami and Mahdi.


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)

Amiamble puts his hand up, military style, in an attempt to halt the group.

He uses his slingstaff to point at the ring.

Amiamble gives the 'you-go-this-away' and 'I'll-go-thataway' signal to Aldebert. With that, Ami heads north along the chapel wall, his slingstaff ready to twirl.


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

"Sharp eyes, you two."

Mahdi will check it for magic, naturally, and if it is magical, attempt to ascertain its properties.

Spellcraft if needed: 1d20 + 7 ⇒ (16) + 7 = 23


Excellent. Mwahaha!

@Mahdi: While your brother walks up to check it out, you are able to determine that it is quite magical. In fact, you're able to deduce that it's a very useful Ring of Feather Falling.

Hazim spots the ring that, apparently, was overlooked before and walks up to retrieve it. As he stoops to pick it up, a familiar "bad" feeling washes over him.

Before he can react, a small TWANG! is heard, and the skull chandelier above suddenly snaps! The grotesque candelabra plummets right towards Hazim, while high-pitched giggling echoes in the cathedral.

Hazim's Reflex: 1d20 + 6 ⇒ (15) + 6 = 21
Hazim's Reflex: 1d20 + 6 ⇒ (14) + 6 = 20

Despite luck being against him, the rogue is able to step aside quickly enough that the chandelier misses him, crashing to the ground in a broken heap. (Difficult terrain through the black-boxed area.)

Surprise Round

A pair of pugwampis step out from the pews, bows in hand, and barking menacingly.

In addition, a third pugwampi steps forward at the front of the chapel. He looks bigger than the other two, his face covered in fatty rolls and wearing a tiny crown of bird bones on his head. He is wearing armor and is wielding a hammer much too big for the creature. He grins and barks at the party,

Gnoll:
"Me King Mokknokk! You come, kill my minions! Not fair! You die!"

Initiative:
Mahdi: 1d20 + 6 ⇒ (2) + 6 = 8
Hazim: 1d20 + 4 ⇒ (5) + 4 = 9
Hazim: 1d20 + 4 ⇒ (6) + 4 = 10
Aldebert: 1d20 + 1 ⇒ (2) + 1 = 3
Amiamble: 1d20 + 5 ⇒ (9) + 5 = 14
Pent: 1d20 ⇒ 13
Pug 1: 1d20 + 6 ⇒ (10) + 6 = 16
Pug 2: 1d20 + 6 ⇒ (2) + 6 = 8
Mokknokk: 1d20 + 6 ⇒ (9) + 6 = 15

Round 1

Pug 1. . . 16
King Mokknokk. . . 15
Amiamble. . . 14
Pent. . . 13
Hazim. . . 9
Mahdi. . . 8
Pug 2. . . 8
Aldebert. . . 3


Round 1, Init 16

Pugwampi #1 runs forward and fires his bow at the rogue.

Shortbow vs Hazim flat-footed: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d3 - 4 ⇒ (2) - 4 = -2

But misses horrendously!

Round 1, Init 15

King Mokknokk laughs, then focuses his gaze on Hazim's scimitar. His eyes nearly bulge out of his head and his jowls quiver.

Hazim's Will: 1d20 + 0 ⇒ (2) + 0 = 2
1d6 ⇒ 3

Hazim feels his beloved scimitar vibrate intensely for a moment. Thankfully, his weapon is fairly well-built and doesn't crack or break from the vibrations.

Mokknokk howls and yells,

Gnoll:
"Not fair! Get them, minions!"


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 14

Amiamble's scarf muffles his cry of surprise as the chandelier falls. His eyes bend merrily when Hazim reveals himself to be unhurt, then curl into anger as he sees the approaching pugwampery.

Ami moves to a clear line of sight and fires at Pug#1 (or Pug#2 if #1 is engaged in melee).

1d20 + 4 ⇒ (15) + 4 = 19 to hit;
1d6 + 1 ⇒ (4) + 1 = 5 damage.

Ami will reload and Yeenoghu will ready to bite should they be engaged.

Ready Bite:

1d20 + 2 ⇒ (2) + 2 = 4 to hit;
1d6 + 1 ⇒ (2) + 1 = 3 damage.


-4 cover penalty for firing over pews and their tiny size. It's still enough though.

The stone hits pugwampi #1, startling it, but does not kill it.


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 1, Init 8

"Little devils," Mahdi hisses to himself when the chandelier nearly smashes his brother flat. He follows the words with the crackling hiss of a spell.

A protective nimbus flares into life around him. Shield spell. If it has been less than an hour since we originally entered the monastery, then both that and Mage Armor are currently up, making Mahdi's AC 19.

Then he hurriedly starts making his way along the center aisle, trusting his brother and the others can keep the pugs busy.


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

Round 1, Initiative 3

Status:
HP: 13/13 AC: 17 (F16/T12)
Weapon Equipped = Guisarme
Bolts = 8 of 10
Conditions = None

Aldebert rushes forward, thwarted though by the difficult terrain, and just manages to get a little closer to his quarry.

"Damn runts are back!"


@Mahdi: It hasn't quite been an hour, though it is very close. You're good.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round1, init 9... I'm moving up in the world

Hazim runs forward and attempts to flip over Pug1.

Acrobatics1d20 + 8 ⇒ (16) + 8 = 24

In position (if he makes it), he swings on Pug2.

Scimitar1d20 + 6 ⇒ (19) + 6 = 25
damage1d6 + 1 ⇒ (2) + 1 = 3
sneak if it applies 1d6 ⇒ 6


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Roll to confirm crit with scimi 1d20 + 6 ⇒ (6) + 6 = 12
and extra damage for crit total 1d6 + 1 ⇒ (5) + 1 = 6add to the earlier amount (3 normal damage + 6 sneak.)


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

my apologies guys, forgot to roll twice on d20's.

2nd acrobatics roll 1d20 + 8 ⇒ (13) + 8 = 21
2nd to hit with scimitar 1d20 + 6 ⇒ (7) + 6 = 13

Ignore my crit post above (unless by some miracle I roll another crit threat.)


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

NP, NP. If I was doing much that relied on d20s I'd be forgettin' 'em too!


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)

Amiamble whirls his staffsling menacingly, waiting for his next shot.

C'mere, you little breakfast snacks!

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