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


6,201 to 6,250 of 10,988 << first < prev | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | next > last >>

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

Round 4, Init 6

Ami and Yeen leap to attack the featherlizard.

1d20 + 9 ⇒ (4) + 9 = 13 vs. DC 10 to aid.

1d20 + 11 + 4 ⇒ (1) + 11 + 4 = 16 to hit; (+aid)
1d6 + 8 ⇒ (3) + 8 = 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: 0/7 used ( )
Lvl 2: 3/7 used (barkskin*3)
Lvl 3: 1/5 used (MCPfE10)
Extend Rod: 2/3 used

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

Otah, Fort: 1d20 + 8 ⇒ (4) + 8 = 12

Though not enough a scratch appears on Otah, his flesh seems to stiffen. 4 points of Dex dmg.

One of the cockatrice suffers an attack from the halfling feline team.

Ami:
You notice a half-elf back toward the rear of the room nearly obscured by crates. She is intently focused on the cockatrices.[/ooc]

[g]Round Four[/b]: Pent now acting.

[spoiler=GM]C1 HP: 17/26. C2 HP: 15/26. (end of +7 round 4) WCMW: 2d8 + 1 ⇒ (4, 2) + 1 = 7


Maps: Travel * Hut and more

Round Four: Pent now acting.

Please ignore the messy spoiler above.

GM:
C1 HP: 17/26. C2 HP: 15/26. (end of +7 round 4) WCMW: 2d8 + 1 ⇒ (4, 2) + 1 = 7


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

ouch!


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

If the DC was 12, and he rolled a 12, that's a success, not a fail.


Maps: Travel * Hut and more

Always mess up the DC. No Dex dmg for Otah.


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 4, Init 16

Status:

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

Pent looks around and over boxes, spotting the winged goat thingies. For Mahdi's insight, the gnome flicks a hand in the direction of the cockatrices, and brings forth the Sarahtar once more.

Sarahtar: 1d20 + 10 ⇒ (9) + 10 = 19 for 1d8 + 2 ⇒ (3) + 2 = 5 damage

Target nearest cockatrice threatening a mate.


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

Less ouch! :)


Maps: Travel * Hut and more

Pent's looking will need to involve at least a 5-foot step (as reflected on Roll20). I forget, can the Sarahtar be summoned, moved, and attacked in one turn? Can it simply be summoned near the cockatrice in question? Will update accordingly once we've sorted out specifics.

The Sarahtar materializes and approaches the cockatrice. As the living guards moan in pain, it is clear that the winged creatures are the only resistance opposing the party.

Pent:
You notice a half-elf back toward the rear of the room nearly obscured by crates. She is intently focused on the cockatrices.

Round Five: Mahdi, Otah, and Aldebert now acting.

Initiative

NPCs (Guard C-F, AC 15), Init 15
Mahdi, Init 13
Otah, Init 9 (+2)
Aldebert, Init 9
NPCs (???), Init 8 (+2)
- Cockatrice (1) AC 15
- Cockatrice (2) AC 15
Pent, Init 8 (+0)
Ami w/ Yeen, Init 6
NPCs (Guard A&B, AC 15), Init 3

GM:
C1 HP: 17/26. C2 HP: 22/26.


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

Spiritual weapon rules text Short answer; Pent should be able to summon it anywhere in the building he has line of sight to easily as it's a medium range summons; it attacks on the turn it's summoned; it can also be moved with a move action first if he needs to do that.

Mahdi moves forward for a better view of the fight, and sends a blast of fire from his fingertips roiling out to wash over the nearer cockatrice #2.

Fire jet. Reflex DC 18 or take: 1d6 + 3 ⇒ (1) + 3 = 4 fire damage. SU ability, doesn't provoke (not sure if 'guard h' is still in this fight or not). If cockatrice fails save, on fire on its next turn for another 1d6 ⇒ 6 damage. If cockatrice makes save, only half the original damage and not on fire.


Maps: Travel * Hut and more

Thank you. All Pent needs then is a 5-foot step to establish line of sight which is already reflected on Roll20.

Shortly after the Sarahtar solidly impacts a cockatrice a jet of fire springs from Mahdi's outstretched fingers. The flames swiftly ignite the feathers covering the creature, continuing the burn as bits of feather fall away in a flapping of ash.

Ref #2: 1d20 + 7 ⇒ (1) + 7 = 8

Round Five: Otah and Aldebert now acting.

GM:
C1 HP: 17/26. C2 HP: 13/26 (-6 hp round 6).


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

Round: 5, Initiative: 9

Status:
HP: 74/74, AC: 19 (F18/T14) (+3 from Barkskin not included)
Weapon Equipped: Greatsword
Conditions: Barkskin +3 (2/140m), Bless (5/70r)
GreatSword Attack BAB +7/+2, 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)

I’m not sure if guard (a) is unconscious. I think so, but if not, my first strike on him before I 5' step.

Aldebert steps up (5' step) on guard (h) and swings twice, still going for non-lethal damage.
Greatsword (magic): 1d20 + 9 + 1 - 4 ⇒ (1) + 9 + 1 - 4 = 7 (bless, nonlethal) damage: 1d10 + 10 ⇒ (1) + 10 = 11
Greatsword (magic): 1d20 + 4 + 1 - 4 ⇒ (17) + 4 + 1 - 4 = 18 (bless, nonlethal) damage: 1d10 + 10 ⇒ (4) + 10 = 14


Maps: Travel * Hut and more

Looks like an important detail got lost in one of my earlier postings. Anyhow, I'll work it into Aldebert's attack.

Though Aldebert's first swing misses, the second easily knocks the guard out. The few still alert see the blunted strike, moan in fear as weapons clatter to the floor. It is clear only the cockatrices pose any threat and whatever forces seems to be supporting them.

Round Five: Otah 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

Otah moves away from the cockatrice provoking and takes a swing at the half-elf he spots hiding behind a crate.

Warhammer, Two-handed, moving, subdual: 1d20 + 10 + 1 - 4 ⇒ (7) + 10 + 1 - 4 = 14
for: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

"Got one back here." he alerts the group.


Maps: Travel * Hut and more

Both cockatrices nip away at Otah as he moves away. Again the creatures fail to even scratch the dwarf, but something about their saliva seems to stiffen his flesh. To add insult to injury his strike fails to hit the half-elf.

AoO bite, cockatrice #1: 1d20 + 9 + 3 ⇒ (18) + 9 + 3 = 30, dmg: 1d4 - 2 ⇒ (1) - 2 = -1
AoO bite, cockatrice #2: 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31, dmg: 1d4 - 2 ⇒ (1) - 2 = -1

DC 12 Fortitude save, Fail:
Take 1d4 ⇒ 4 points of Dexterity dmg.

Otah, Fort: 1d20 + 8 ⇒ (14) + 8 = 22, Otah, Fort: 1d20 + 8 ⇒ (2) + 8 = 10

The cockatrices pursue the stiffened dwarf - continuing to nip away. Though one creature manages to draw a trickle of blood, Otah does not suffer further impact from the nature of the creature's bite.

bite, cockatrice #1, flanking: 1d20 + 9 + 3 + 2 ⇒ (11) + 9 + 3 + 2 = 25, dmg: 1d4 - 2 ⇒ (4) - 2 = 2
bite, cockatrice #2, flanking: 1d20 + 9 + 3 + 2 ⇒ (17) + 9 + 3 + 2 = 31, dmg: 1d4 - 2 ⇒ (2) - 2 = 0

DC 12 Fortitude save, Fail:
Take 1d4 ⇒ 2 points of Dexterity dmg.

Otah, Fort: 1d20 + 8 ⇒ (4) + 8 = 12, Otah, Fort: 1d20 + 8 ⇒ (12) + 8 = 20

Those who can see the half-elf notice her focus her attention and a wand in the direction of the Cockatrices.

Round Five: Pent and Ami w/ Yeen now acting.

Initiative

NPCs (Guard C-F, AC 15), Init 15
Mahdi, Init 13
Otah, Init 9 (+2) [-2 hp, -4 DEX]
Aldebert, Init 9
NPCs (???), Init 8 (+2)
- Cockatrice (1) AC 15
- Cockatrice (2) AC 15
- Half-elf AC 16
Pent, Init 8 (+0)
Ami w/ Yeen, Init 6
NPCs (Guard A&B, AC 15), Init 3

GM:
C1 HP: 17/26. C2 HP: 17/26 (-6 hp round 6). WCMW, 43/45 chg.: 2d8 + 1 ⇒ (1, 2) + 1 = 4


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 5, Init 6

Ami and Yeen move up to help Otah with the battle chickens of slowness.a

At Trice#2.
1d20 + 9 ⇒ (7) + 9 = 16 vs. DC 10 to aid Yeen

1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25 to hit; (+aid)
1d6 + 8 ⇒ (6) + 8 = 14 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: 0/7 used ( )
Lvl 2: 3/7 used (barkskin*3)
Lvl 3: 1/5 used (MCPfE10)
Extend Rod: 2/3 used

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


Maps: Travel * Hut and more

The duo slams into the cockatrice, striking it solidly. Feathers and blood fall to the warehouse floor, but the creature continues to move weakly.

Round Five: 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 5, Init 16

Status:

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

Pent keeps the Sarahtar busy harassing a cockatrice who still flails about, recognizing something other than the guards and the peckers. "Hey! Who are you??" The gnome calls out to the half-elf. "And why would you be waving a wand at the birds, now?"

Sarahtar: 1d20 + 10 ⇒ (7) + 10 = 17 for 1d8 + 2 ⇒ (8) + 2 = 10 damage

Pent adjusts his belt, glad to see Otah running the half-elf to ground. He debates further action, so he moves up and checks the downed guards, looking to stabilize any of them with a touch.


Maps: Travel * Hut and more

The Sarahtar finishes what feline and halfling began. Angered, the half-elf answers. "I oversee this warehouse. You and your friends are not welcome here." Flames continue to burn the surviving creature.

Round Six: Mahdi, Otah, and Aldebert now acting.

GM:
C1 HP: 11/26. C2 HP: -7/26, Dead


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

"Good, someone who can provide answers! Call off your monstrosities and submit to questions. The verbal fight is much less painful." Otah says as he hefts his warhammer.

Ready to swing should he do anything other than surrender or call off his attack animals.
Pre-emptive possible readied attack - Warhammer, subdual, moving: 1d20 + 10 - 4 + 1 ⇒ (11) + 10 - 4 + 1 = 18
for: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12


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
Half-Elf wrote:
"I oversee this warehouse."

"Hoooo, then you'd have seen our abducted friend come through, if you oversee all, here!! You'll know, then, that we don't welcome having to break in here to free our friend, eh? Sorry we had to char your chickens, but we are only defending ourselves against your hostilities, and your hostage-taking associations. We'd rather not harm you in the harrying. Please, show us to our friend, let him out, and you'll not see us again." Words are sooo much easier to wield.


Maps: Travel * Hut and more

"I do not answer to you." Even as Otah's strike hits solidly the half-elf stands defiantly.

Round Six: Mahdi and Aldebert now acting.

GM:
C1 HP: 11/26. C2 HP: -7/26, Dead. Half-elf: 34/34 (12 non-lethal)


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

"Then who do you answer to, pray tell?" Mahdi calls out over the sounds of battle, weaving a cautious way closer.

"Is it someone who'll step in to save you, should you be accused of kidnapping a respected local figure? I hope so, for your sake."

From his new position, Mahdi lashes out another blast of flame, this time at the other cockatrice (#1).

Fire jet. Reflex DC 18 or take: 1d6 + 3 ⇒ (5) + 3 = 8 fire damage. If cockatrice fails save, on fire on its next turn for another 1d6 ⇒ 4 damage. If cockatrice makes save, only half the original damage and not on fire.


Maps: Travel * Hut and more

"It seems you'll meet my partner soon enough." She, you can clearly tell in the light of the blast of fire, smiles as she speaks. Proud as the remaining cockatrice sidesteps the blast with a surprisingly agile flapping into the air.

Ref #1: 1d20 + 7 ⇒ (18) + 7 = 25

Round Six: Aldebert now acting


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

Round: 6, Initiative: 9

Status:
HP: 74/74, AC: 19 (F18/T14) (+3 from Barkskin not included)
Weapon Equipped: Greatsword
Conditions: Barkskin +3 (2/140m), Bless (6/70r)
GreatSword Attack BAB +7/+2, 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)

If the guard nearest me is still up, Aldebert swings twice trying to subdue the man.
Greatsword (magic): 1d20 + 9 + 1 - 4 ⇒ (12) + 9 + 1 - 4 = 18 (bless) damage: 1d10 + 10 ⇒ (2) + 10 = 12
Greatsword (magic): 1d20 + 4 + 1 - 4 ⇒ (1) + 4 + 1 - 4 = 2 (bless) damage: 1d10 + 10 ⇒ (5) + 10 = 15

If he’s down as I suspect, Aldebert double moves to join the others…


Maps: Travel * Hut and more

After Aldebert moves quickly across the warehouse the half-elf woman steps away from Otah, focusing her attention on the remaining cockatrice with the wand she holds. Once she does the creature continues to pursue the dwarf. Again a trickle of blood comes from the creatures attack, but no other impact occurs.

bite, cockatrice: 1d20 + 9 + 3 ⇒ (17) + 9 + 3 = 29,dmg: 1d4 - 2 ⇒ (3) - 2 = 1

Otah, Fort: 1d20 + 8 ⇒ (19) + 8 = 27

Round Six: Pent and Ami now acting.

Initiative

NPCs (Guard C-F, AC 15), Init 15 (Subdued / unconscious)
Mahdi, Init 13
Otah, Init 9 (+2) [-2 hp, -4 DEX; -1 hp]
Aldebert, Init 9
NPCs (???), Init 8 (+2)
- Cockatrice (1) AC 15
- Cockatrice (2) AC 15 (dead)
- Half-elf AC 16
Pent, Init 8 (+0)
Ami w/ Yeen, Init 6
NPCs (Guard A&B, AC 15), Init 3 (Subdued / unconscious)


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 5, Init 6

Ami and Yeen move up to help Otah with battle chickens #2.

1d20 + 9 ⇒ (16) + 9 = 25 vs. DC 10 to aid Yeen

1d20 + 11 + 4 ⇒ (19) + 11 + 4 = 34 to hit; (+aid)
1d6 + 8 ⇒ (1) + 8 = 9 damage.

1d20 + 11 ⇒ (10) + 11 = 21 to hit;
1d4 + 8 ⇒ (3) + 8 = 11 damage.

1d20 + 11 ⇒ (20) + 11 = 31 to hit;
1d4 + 8 ⇒ (3) + 8 = 11 damage.

Pot Crit:
1d20 + 11 ⇒ (15) + 11 = 26 to hit;
1d4 + 8 ⇒ (4) + 8 = 12 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: 0/7 used ( )
Lvl 2: 3/7 used (barkskin*3)
Lvl 3: 1/5 used (MCPfE10)
Extend Rod: 2/3 used

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


Maps: Travel * Hut and more

The half-elf watches in horror while the remaining cockatrice is torn into bits of flesh and feather. She frantically shifts her weight, clearly preparing to flee.

Round Six: Pent now acting.

GM:
C1 HP: -21/26, Dead. C2 HP: -7/26, Dead. Half-elf: 34/34 (12 non-lethal). WCMW: 2d8 + 1 ⇒ (6, 4) + 1 = 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)

Yeen takes the cockatrice's lifeless body in his mouth and shakes it violently side to side. Ami smiles and hangs on as the cat plays with its food.

"That one there is next, Yeen!" Ami points to the half elf who refuses to accept Sarenrae's judgement or repentance.


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 6, Init 16

Status:

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

Pent sighs with irritation, as he loads a bolt and shoots at the half-elf, when she fails to submit.

+1 Light Crossbow: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 for 1d6 + 1 ⇒ (6) + 1 = 7 damage

Further irritated as he almost plinks one of his comrades, Pent looks upward. "Alright, Sarah, make Yourself plain. Let Your blade fly true and strike hard, if the half-elf's meant to feel the weight of Your judgment!" The spiritual weapon flies directly at the cockalover.

Sarahtar: 1d20 + 10 ⇒ (20) + 10 = 30 for 1d8 + 2 ⇒ (6) + 2 = 8 damage
Confirm Critical?: 1d20 + 10 ⇒ (17) + 10 = 27 for 1d8 + 2 ⇒ (6) + 2 = 8 damage

"Holy-hand-a-verdict-down!" Pent slaps his thigh. "You answer to Sarah, plain enough! Drop to your knees, and you may stay your execution!!"

Pent whispers to his companions. "Are we capturing her? Interrogating her?"


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 mutters back, "Yes, yes we are, for the love of everything that isn't 'and then her throat gets ripped out by a giant cat'. That one is clearly in charge-- we need her alive."


Maps: Travel * Hut and more

Though Pent's bolt flies wide, the force of the spiritual weapon clearly hurts the half-elf. She clearly is looking ready to bolt.

Roound 7: Mahdi, Otah, and Aldebert now acting.

Initiative

NPCs (Guard C-F, AC 15), Init 15 (Subdued / unconscious)
Mahdi, Init 13
Otah, Init 9 (+2) [-2 hp, -4 DEX; -1 hp]
Aldebert, Init 9
NPCs (???), Init 8 (+2)
- Cockatrice (1) AC 15 (dead)
- Cockatrice (2) AC 15 (dead)
- Half-elf AC 16
Pent, Init 8 (+0)
Ami w/ Yeen, Init 6
NPCs (Guard A&B, AC 15), Init 3 (Subdued / unconscious)

GM:
C1 HP: -21/26, Dead. C2 HP: -7/26, Dead. Half-elf: 18/34 (12 non-lethal).


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

Round: 7, Initiative: 9

Status:
HP: 74/74, AC: 19 (F18/T14) (+3 from Barkskin not included)
Weapon Equipped: Greatsword
Conditions: Barkskin +3 (2/140m), Bless (7/70r)
GreatSword Attack BAB +7/+2, 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)

"Got it Mahdi."

Aldebert steps up (5’ step) and swings twice on the half-elf. He strikes non-lethally.
Greatsword (magic): 1d20 + 9 + 1 - 4 ⇒ (9) + 9 + 1 - 4 = 15 (bless) damage: 1d10 + 10 ⇒ (4) + 10 = 14
Greatsword (magic): 1d20 + 4 + 1 - 4 ⇒ (2) + 4 + 1 - 4 = 3 (bless) damage: 1d10 + 10 ⇒ (1) + 10 = 11

And apparently not at all! Wiff!


Maps: Travel * Hut and more

Though Aldebert's swings miss, the half-elf's expression does not appear to show any comfort at this fact.

Round 7: Mahdi and Otah 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

"If somebody could grab her before she manages to flee that would be splendid," Mahdi sighs. He stomps forward over the dead cockatrice, then gestures, erupting a shower of golden sparks over the half-elf and the remaining cockatrice alike.

Glitterdust, will save DC 17 for cockatrice and the lady


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 nods in assent. "Yeah, don't worry about the grabby-grabby, if we want to be gabby-gabby."


Maps: Travel * Hut and more

There is an audible yelp as the woman paws at her eyes.

WIll, half-elf: 1d20 + 4 ⇒ (3) + 4 = 7 Both cockatrice are dead.

Round 7: Otah now acting.

GM:
C1 HP: -21/26, Dead. C2 HP: -7/26, Dead. Half-elf: 18/34 (12 non-lethal). WIll, half-elf: 1d20 + 4 ⇒ (3) + 4 = 7, WIll, half-elf: 1d20 + 4 ⇒ (19) + 4 = 23


Maps: Travel * Hut and more

GMPC

Otah moves to assist in subduing the half-elf, but manages only to dent a crate. As the bits of wood fall to the ground the half-elf's form quickly looses its solidity. Where she stood there is nothing more than a vapor that begins moving away from the party an under a door not far from where she was crouched during the heat of the battle.

Warhammer, Two-handed, moving, subdual: 1d20 + 10 + 1 - 4 ⇒ (6) + 10 + 1 - 4 = 13 (miss)

Round 7: Pent and Ami now acting.

Initiative

NPCs (Guard C-F, AC 15), Init 15 (Subdued / unconscious)
Mahdi, Init 13
Otah, Init 9 (+2) [-2 hp, -4 DEX; -1 hp]
Aldebert, Init 9
NPCs (???), Init 8 (+2)
- Cockatrice (1) AC 15 (dead)
- Cockatrice (2) AC 15 (dead)
- Half-elf AC 16
Pent, Init 8 (+0)
Ami w/ Yeen, Init 6
NPCs (Guard A&B, AC 15), Init 3 (Subdued / unconscious)


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 7, Init 6

With the guards subdued, the halfelf disappeared into gnomefart, and the cocktrices dead, Ami scouts to right side of the map. He looks for foes and things to slay who are wicked and serving the Rough Beast.

1d20 + 13 ⇒ (18) + 13 = 31 Perception

Moved one move to the right, happy to move if needed or back if nothing there.

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: 0/7 used ( )
Lvl 2: 3/7 used (barkskin*3)
Lvl 3: 1/5 used (MCPfE10)
Extend Rod: 2/3 used

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


Maps: Travel * Hut and more

Ami:
Though you cannot survey the entire by sight warehouse, what you hear tells you that it is very likely that there are no other dangers near.

Round 7: 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)

Ami and Yeen scamper back after checking things out over there.


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 8

Pent raspberries as the half-elf cockalover disappears into mist. "Alright, flight, not fight. Out of sight, might makes her light right out. Can't say I blame her. Now we chase her?"

Pent moves up carefully, expecting a cockatrice to poke its head outta a crate, and nip him rigid.

Double Move


Maps: Travel * Hut and more

The warehouse sits quiet, the night breeze gusting occasionally through open doors that must be out of sight, beyond the boxes away from where the party entered. Now and then a moan of an unconscious is heard, but there is clearly no threat from them.

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

Initiative

NPCs (Guard C-F, AC 15), Init 15 (Subdued / unconscious)
Mahdi, Init 13
Otah, Init 9 (+2) [-2 hp, -4 DEX; -1 hp]
Aldebert, Init 9
NPCs (???), Init 8 (+2)
- Cockatrice (1) AC 15 (dead)
- Cockatrice (2) AC 15 (dead)
- Half-elf AC 16
Pent, Init 8 (+0)
Ami w/ Yeen, Init 6
NPCs (Guard A&B, AC 15), Init 3 (Subdued / unconscious)


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

Round: 8, Initiative: 9

Status:
HP: 74/74, AC: 19 (F18/T14) (+3 from Barkskin not included)
Weapon Equipped: Greatsword
Conditions: Barkskin +3 (2/140m), Bless (8/70r)
GreatSword Attack BAB +7/+2, 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)

”By Abadar what was that? Not human certainly?” He turns to Mahdi, ”What can do that? Is it the Genie back again?”

He unconsciously clutches at the thing under his armor as he double moves to the far side of the door, ready to open it next round unless someone beats him to 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

Spellcraft?: 1d20 + 15 ⇒ (2) + 15 = 17

By the description alone, I'd assume that's gaseous form, but let me know if that's incorrect so that Madhi can accurately explain what happened. Also, did she physically cast with gestures/chanting? (The difference is of interest to Mahdi in distinguishing between someone casting spells, and someone doing spell-like abilities or possibly SUs.)

eta: bleh, just saw how low i rolled. well, it may not matter, then


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

Assuming I can't learn much from that crap roll:

Mahdi grits his teeth. "After her! It! Whatever! I don't know, Aldebert-- there are spells that can do lots of things. With any luck, she might still be blind from my last spell."

Judging by the low will save, she likely is blinded-- I don't believe gaseous form (still making an assumption that is the ability, I could be wrong) would remove that. So she should be getting a will save each round to negate it.

He races forward along in the direction of the door. Took a single move on the map, assuming I'm going the right direction for pursuit. Ready to fire jet anything that attacks me


Maps: Travel * Hut and more

Mahdi:
All the chanting you manage to make out gives you a clue to the fact that the half-elf was casting a spell, you are unsure of what the spell could have been.

Round Eight: Otah now acting.

Will give Otah a chance to post throughout the day otherwise I'll move us along this evening.


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

"Why does everything want Yeen to chase it down? Do they have a deathwish? At least we can still see this one."

The dwarf moves against the wall next to the door and attempts to open it with a quick shove.

move, open door from the side to stay clear of a charge lane.


Maps: Travel * Hut and more

Round Eight: Pent and Ami now acting.

Initiative

NPCs (Guard C-F, AC 15), Init 15 (Subdued / unconscious)
Mahdi, Init 13
Otah, Init 9 (+2) [-2 hp, -4 DEX; -1 hp]
Aldebert, Init 9
NPCs (???), Init 8 (+2)
- Cockatrice (1) AC 15 (dead)
- Cockatrice (2) AC 15 (dead)
- Half-elf AC 16
Pent, Init 8 (+0)
Ami w/ Yeen, Init 6
NPCs (Guard A&B, AC 15), Init 3 (Subdued / unconscious)

Aldebert:
Beyond the door you hear the sound of a moving breeze, it grows distant and then is heard no more. Perception roll for more specifics.


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

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

"I heard something, I think, but it's faded now and I can hear no more. I fear she may have escaped, but let us pursue anyway, we have much to discover here."

6,201 to 6,250 of 10,988 << first < prev | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Rat Sass's Legacy of Fire - Gameplay All Messageboards

Want to post a reply? Sign in.