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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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 hoofs it over to the sarcophagus, and revels in the reading. "Nubkaura Inyotef VII, the Faithful Father. Interesting scrawl. Lost to time, now the box is unoccupied, and someone stuffs it away in a warehouse. Lovely." Pent looks up at Mahdi, shrugs, then pushes on. Getting back to the intersection, the gnome keeps an open eye or two, waiting for the halfs to get going again. Or maybe the dwarf.

"Odie, you fixing on hunting for more than peas in your pants? Which way you fixing to go? We've got mummy box over there, and we've got more hallways over here. Chop chop."

Perception: 1d20 + 17 ⇒ (1) + 17 = 18


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

"Do we think this a mere warehouse?" Mahdi answers Pent, his brows drawn together. "I seem to recall something about that lordling being murdered by his own son. Poor wretch. But look-- the fine hangings, the braziers... this seems... rather well arranged if this is merely stolen goods..."

The firemage frowns. "Still, I find no magic here, at least. Let us move further down the main hall..."


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

"Keep your britches on, little one, and stop contemplating whats in mine." Otah smirks.

Otah looks around the room, noticing the decorations. "Why is it empty? This is far too fancy a place for an empty box."

The dwarf idly prods at the curtains on the walls with his horsechopper, checking for anything that may behind them while the fire mage does his investigations. Then he exits the room and heads down the hall.

"We'll go left before we go straight."

Otah heads to turn down the left hand hallway and open that door. I've placed him in front of it on the map.


Maps: Travel * Hut and more

From where Otah stands he can see two doors, one to his side and one at the end of the corridor. Pent is nearest a third door, having gone straight after the dwarf suggested left. Yeen's nose pulls Ami in Otah's direction, growling not at the musk of the dwarf but whatever smell came from the now empty box. Beyond the unseen smell the feline seeks, there is no sign of activity.


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

Aldebert follows Otah to the doors and tries to prepare himself mentally for the walking dead...

Vampires and Mummies? What's next?!

He nods to Otah, ready? and opens the door to the side where he's standing.


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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

The dwarf readies his weapon, and gives Aldebert a nod.

Ready to swing at any foe who attacks from the door, or says "brains" in long drawn out speech. ;)


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 stands squarely in a T-intersection, waiting for those who lead to open doors which lead to things that bleed from noble deed.


Maps: Travel * Hut and more

As Aldebert goes to open the door the resistance of the door's look holds. It seems the only threat is the secured door.


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

Aldebert will try the door at the end of the hall to see if it's unlocked. If it also is, he returns to the middle door and tries to break it down...

1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (19) + 2 = 21


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

The dwarf shrugs his shoulders and follows Aldebert.

Otah continues to cover the doors tried by the halfling.


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 moves to where is brother wants to have the door opened. He urges Yeen to press against the door as well...but is not hopeful as if his brother could not open it, what chance would Yeen?

1d20 + 7 ⇒ (18) + 7 = 25 Str check (Yeen)
1d20 + 1 ⇒ (10) + 1 = 11 Str check (Ami) to aid

Oooh! Does a 27 bust that door?


Maps: Travel * Hut and more

Though Alderbert has the strength, his size betrays him as he bounces off the door. The sound of the wood stressing makes clear that it could be burst open, which Yeen proves to be true as the cat's size and strength overcome the door. Shortly after the sound of the bursting door fades as it echoes through the corridor, the door at the end corridor opens, the sound of armor clanking beyond.

WIll (DC 12), success:
The sound of the armor clanking is being produced by a simple spell.

B10

This room appears to be the bedroom and main chamber for an important individual. A large bed with a chest at its foot sits against one wall, while against the opposite wall stands a small altar. Shelves carved into the walls contain books, tiny statuettes of spiders and scorpions, and bottles of wine. A book sits on the bed, still open, apparently laid aside quickly.


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

Will: 1d20 + 9 ⇒ (19) + 9 = 28

"That's a false sound friends, ignore it. Someone in this room wants us to leave I suspect. Watch for invisible foes!"

He looks around the room as carefully as he can to try and find his foe.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24

He also tries to Detect Evil from the doorway facing into the room.


Maps: Travel * Hut and more

Detect Evil:
There is indeed evil present.


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 snuffle into the room, looking for invisible foes.

1d20 + 6 ⇒ (16) + 6 = 22 Perception (Scent) - Yeen

Ami will guide Yeen to point out anything he smells.

"If you reveal yourself and ask for true redemption from Sarenrae, we will spare you the sword or claw," Ami states formally, and totally meaning to give those that are wicked the claw.


Maps: Travel * Hut and more

Smelling at the book that sits on the bed Yeen picks up a fresh scent that leads out of the room and down the corridor toward where the illusory sound Aldebert pointed out leads.


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

"You go on Ami, hunt. I've got something, and want to pin it down if I can. I'll be along shortly."

He concentrates to get the number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. He'll continue the next round as well to pinpoint the evil presence unless the level is just 'dim' in which case he hustles to catch up.


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

Will: 1d20 + 2 ⇒ (10) + 2 = 12

Otah steps into the room and looks at the contents of the open page.

He also stops to take a closer look at the small altar.
Perception (if necessary): 1d20 + 2 ⇒ (11) + 2 = 13

"Who does this person worship?"


Maps: Travel * Hut and more

Otah:
With even a cursory glance you can tell this individual worships Rovagug. The open text on the bed and those in the shelves are devoted to such.

Detect Evil:
There are two evil creatures in the area of equal strength.


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

"Ho ho! Wait up gents. There are two evil bastards in this very room! I can't see you, but I know you're there!" he concentrates the third round so he can see where they stand.


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

Pent slaps his forehead, as the half takes his advantage, and spits out his discovery before he can do anything with the information.

"That's perfect, Aldi. Couldn't have waited a moment longer? Couldn't have taken your shot, before the two sneaks know their cover's blown? Couldn't have kept it in your pants, until you popped your cork? Couldn't have held your tongue, before you whipped it out?" Pent watches the half take his sweet time figuring out what to do next.


Maps: Travel * Hut and more

For clarification I was under the impression that Aldebert was facing east, toward the door that seemed to open by itself along with the illusory sounds, not South toward the door that was burst open.


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

Oops! hehehe. OK. I thought I was facing south. Ahh the glories of PbP.

Aldebert continues to concentrate as he moves east to the door. (single move, standard to concentrate)


Maps: Travel * Hut and more

No need to redo detection. Just wanted to clarify so following actions would based on correct information.

""Ho ho! Wait up gents. There are two evil bastards in the room at end of this corridor. ! I can't see you, but I know you're there!"

Detect Evil:
Though you cannot see what lies either side of the door way, you know that one creature is near the doorway (south) and the other is near the far corner of the room (northeast).


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 pad up beside this brother, ready to do what must be done...

...and decides to call in friends to help.

"There are good animals to balance out the wicked," Ami quoteth.

Begin casting SMIII.


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 hurries up behind Aldebert as he hears Alde's words. He bends low to mutter to the halfling.

"Where can you feel foes? I might be able to simply drop a fireball on them," he whispers.


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

"They are spread out Mahdi, and there may be others. Nothing to do but to dive in!"

Besides, what happened to taking them alive? he wonders, though he does like Mahdi's fire.

He charges into the room facing the southern enemy. He closes and tries to attack if they're within range. He makes his first swing a nonlethal one.
Moves 5' on the map so far out of a possible 20'

Greatsword (magic): 1d20 + 9 + 1 - 4 ⇒ (17) + 9 + 1 - 4 = 23 (bless, nonlethal) damage: 1d10 + 10 ⇒ (1) + 10 = 11
miss chance if invisible: 1d100 ⇒ 98 as always, high is good for me

"There's another to the northeast somewhere!"


Maps: Travel * Hut and more

The sight of a greataxe coming down upon Aldebert is visible as he steps through the doorway, though only the hands of the creature who holds it is not. At the least they appear to be humanoid hands. As luck would have it, the large weapon glances off the halfling's armor twice! Blunted as Aldebert's blow may be, it clearly strikes the axe wielder. As the sound of the strike echoes it is quickly accompanied by the howl of what sounds to be a large dog of some kind. The flash of a black maw full of razor sharp teeth confirms that there is indeed a large dog like creature in the room, biting at Aldebert. Not only does the creature draw blood, but it nearly takes the now surrounded halfling to the ground.

greataxe: 1d20 + 12 ⇒ (6) + 12 = 18 (miss)
greataxe: 1d20 + 7 ⇒ (9) + 7 = 16 (miss)

Aldebert:
The greataxe is held by a human male, whose face is covered with crimson cloth. It is clear from the look in his eyes that the evil held within him as unhinged him. Other than the head to toe blood red cloth, you see hints of leather that has been decorated to have the look of teeth of a beast. You quickly surmise that this man holds to the faith of the beast. Near the door to the north you recognize Tamir, one of the individuals that expressed interest in the scroll. He gestures with a scroll in hand as large wolf materializes. This immense black wolf is the size of a horse, its fangs as large and sharp as knives. It immediately charges toward you.

Initiative
Mahdi: 1d20 + 10 ⇒ (5) + 10 = 15
Aldebert: 1d20 + 1 ⇒ (14) + 1 = 15
Pent: 1d20 ⇒ 6
Amiamble: 1d20 + 3 ⇒ (17) + 3 = 20 (with Yeenoghu)
Otah: 1d20 + 2 ⇒ (17) + 2 = 19

Round One: Ami and Otah now acting.

Initiative
Large dog? Init 22
Ami Init 20
Otah Init 19
Tamir Init 18
Mahdi Init 15
Aldebert Init 15 (-7 hp)
Pent Init 6
Axe Wielder Init 5

GM:
KaD HP: 58/58, 11 NL. KaD, Init: 1d20 + 4 ⇒ (1) + 4 = 5, Tam: 1d20 + 3 ⇒ (15) + 3 = 18, D Wolf: 1d20 + 2 ⇒ (20) + 2 = 22, bite: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24, dmg: 1d8 + 6 ⇒ (1) + 6 = 7(plus trip, CMB: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18)


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 finishes his spell as Aldebert moves in, calling forth a sun-drenched cheetah to aid in the fight!

Round 1, Init 20

Ami casts Divine Favor on Yeen as Yeen steps in front of Mahdi as Yeen chooses to attack the large dog fang to fang. Knowing that these are unrepentant servants of the Rough Beast, Ami and Yeen offer no quarter!

Yeen:
1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27 to hit; (bite,DF)
1d6 + 8 + 2 ⇒ (2) + 8 + 2 = 12 damage.

1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 to hit; (claw,DF)
1d4 + 8 + 2 ⇒ (2) + 8 + 2 = 12 damage.

1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25 to hit; (claw,DF)
1d4 + 8 + 2 ⇒ (3) + 8 + 2 = 13 damage.

Meanwhile, the cheetah attacks the man in back.

1d20 + 6 ⇒ (5) + 6 = 11 bite;
1d6 + 3 ⇒ (3) + 3 = 6 damage;
1d20 + 5 ⇒ (20) + 5 = 25 to trip.

AC15; HP 19

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: 2/7 used (DF*2)
Lvl 2: 3/7 used (barkskin*3)
Lvl 3: 1/5 used (MCPfE10, SM3)
Extend Rod: 2/3 used

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


Maps: Travel * Hut and more

Yeen bites into the dog like creature, drawing blood. A flurry of claws follow the bite as the dog like creature vanishes back to whatever forsaken place it was summoned from. The cheetah is far from as vicious as it's teeth fail to catch Tamir.

Round One: Otah now acting.

Point of interest: How does the cheetah get back to the man (Tamir) near the far door?

GM:
KaD HP: 58/58, 11 NL. Tamir: 39/39 hp. Wolf: 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

Otah darts into the room, jabbing the butt of his warhammer at the axe wielder as he crosses the threshold of the door.

Spring Attack on the axe wielder, non-lethal.

Warhammer, Two-handed, moving, non-lethal: 1d20 + 10 + 1 - 4 ⇒ (4) + 10 + 1 - 4 = 11
for: 1d8 + 4 ⇒ (3) + 4 = 7


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

"Hey! Haven't we seen that one before? He snooped around Rayhan's estate, trying for an audience, right? And here he is, trying to look reasonably innocent of any wrongdoing! He's in the right place for wrong deeds." Pent shuffles back and forth, hoping they're able to move into the room expeditiously.


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)
GM Lareg wrote:
Point of interest: How does the cheetah get back to the man (Tamir) near the far door?

Oh, I hope I didn't miss anything. But Ami can summon the cheetah in a spot within 25'+5'/2 levels of him. He can pop the cheetah behind the wolf, in theory. If I missed something, you can have it next to Ami.


Maps: Travel * Hut and more

Otah's attack glances off the man.

Is line of sight needed for the cheetah? On the road so I'm afraid I can't get to AP stuff. Will just continue with the round.

Round One: All PCs now acting.


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

Round: 1, Initiative: 15

Status:
HP: 67/74, AC: 19 (F18/T14) (+3 from Barkskin not included)(+2 from smite vs greataxe wielder not included)
Weapon Equipped: Greatsword
Conditions: Barkskin +3 (5/140m), Bless (30/70r)
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: 2/3 (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 5’ steps toward the table to get out of flank. If I can. If the table and chairs are in the way, I stay where I was.

He sizes up the greataxe and trusts his instincts. He Smites Evil (swift) and attacks!
Greatsword (magic): 1d20 + 9 + 3 ⇒ (10) + 9 + 3 = 22 (bless, smite) damage: 1d10 + 10 + 7 ⇒ (9) + 10 + 7 = 26 (smite)
Greatsword (magic): 1d20 + 4 + 3 ⇒ (4) + 4 + 3 = 11 (bless, smite) damage: 1d10 + 10 + 7 ⇒ (10) + 10 + 7 = 27 (smite)


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 strides into the room and lets loose with a blast of fire at the man who is summoning things to try and harry them. Clearly, his sense of restraint is starting to run low.

"You have a very simple choice," he spits as the flames roil over the man. "Surrender. Now. Do it at once; do it unequivocally. I am losing the patience to try and talk fools out of dying at the claws of that cat. Or, of course, you can keep fighting and die."

Fire jet, reflex DC 18 for half-damage. If fails, full damage, and on fire the following round (that would be considered ongoing damage for purposes of spellcasting/concentration checks).

Fire: 1d6 + 3 ⇒ (1) + 3 = 4
Ongoing damage if fails save: 1d6 ⇒ 2


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 20

Yeen and Ami move up to attack the axe man.

Ami:
1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 to hit; (slingstaff, melee,flank)
1d6 + 2 ⇒ (5) + 2 = 7 damage.

Yeen:
1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 to hit; (bite,DF)
1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14 damage.

1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 to hit; (claw,DF)
1d4 + 8 + 2 ⇒ (3) + 8 + 2 = 13 damage.

1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 to hit; (claw,DF)
1d4 + 8 + 2 ⇒ (1) + 8 + 2 = 11 damage.

Meanwhile, the cheetah attacks the man in back.

1d20 + 6 ⇒ (8) + 6 = 14 bite;
1d6 + 3 ⇒ (1) + 3 = 4 damage;
1d20 + 5 ⇒ (10) + 5 = 15 to trip.

AC15;hp19

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: 2/7 used (DF*2)
Lvl 2: 3/7 used (barkskin*3)
Lvl 3: 1/5 used (MCPfE10, SM3)
Extend Rod: 2/3 used

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


Maps: Travel * Hut and more

Line of sight all worked out.

Tamir steps away from the cheetah and with a wave of a hand buffers himself with a spell of some sort. Meanwhile the brothers redouble their efforts against the axe wielder, only one manages to connect. Yeen follows by biting into the man, drawing a gush of blood. Fire and fur pursue Tamir man, both to minimal affect as the much of the flame is avoided and the cheetah misses the man entirely.

Ref: 1d20 + 9 ⇒ (19) + 9 = 28

@Mahdi Due to travel I wasn't able to get Tamir's action posted before yours as it would take place initiative wise. Can just take the spell as if it came before he moved (currently what I've done) unless you wish to retcon the action. @Ami Assuming the Cheetah would move to pursue. Token is up on Roll20, please move it accordingly.

Round 2: Otah now acting.

Initiative
Large dog? (DEAD)
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18
Mahdi Init 15
Aldebert Init 15
Pent Init 6
Axe Wielder (AC 24) Init 5 (-21 hp)

GM:
KaD HP: 37/58, 11 NL. Tamir: 37/39 hp. Wolf: 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

Otah bounces forward, positioning himself across the other side of the foe from the most deadly and dangerous of kitties.

He brings the flat side of his hammer down on the man.

Spring attack
Warhammer, Two-handed, moving, flanking, non-lethal: 1d20 + 10 + 1 + 2 - 4 ⇒ (7) + 10 + 1 + 2 - 4 = 16
for: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13


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

Nah, that works for me. However Mahdi will try and Spellcraft whatever Tamir just cast:

Spellcraft: 1d20 + 15 ⇒ (6) + 15 = 21


Maps: Travel * Hut and more

Otah deftly maneuvers into the melee, but his strike fails to impact the man.

Round 2: Mahdi, Aldebert, and Pent now acting.

Mahdi:
Mage armor.


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

Round: 2, Initiative: 15

Status:
HP: 67/74, AC: 19 (F18/T14) (+3 from Barkskin not included)(+2 from smite vs greataxe wielder not included)
Weapon Equipped: Greatsword
Conditions: Barkskin +3 (5/140m), Bless (30/70r)
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: 2/3 (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 shuffles a bit (5’ step). He presses his attack, his eyes bulging with the effort.
Greatsword (bypass all DR): 1d20 + 9 + 3 ⇒ (16) + 9 + 3 = 28 (bless, smite) damage: 1d10 + 10 + 7 ⇒ (10) + 10 + 7 = 27 (smite)
Greatsword (bypass all DR): 1d20 + 4 + 3 ⇒ (13) + 4 + 3 = 20 (bless, smite) damage: 1d10 + 10 + 7 ⇒ (2) + 10 + 7 = 19 (smite)


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

"Well, judging by what he cast he didn't know we were coming," Mahdi says with a short chuckle. To the man, he says, "I regret to inform you you declined to surrender, so now I can't stop the wild beasts from killing you."

Mahdi circles around to keep a better eye on the man.

Move action to keep Tamir in line of sight; I am most likely going to ready a damage-dealing spell to attack him should he begin casting, but I will need to see layout of room beyond first (assuming I can now see into it?) for purposes of selecting that spell.


Maps: Travel * Hut and more

Aldebert nearly levels the man with his first strike. As the man quakes from the force of the first strike there is visible relief as following strike glances off the man's armor. The relief is short lived as the man's legs give out from under him as he looses consciousness.

GM:
KaD HP: 10/58, 11 NL (unconscious). Tamir: 37/39 hp. Wolf: Dead.

Round 2: Pent now acting.

Roll20 updated. Alas the short corridor with doors prevents sight into the next room.


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 1-2, Init 6

Status:

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

Pent wanders into the room, debating which way to work around the table. He finds a corner of the room, a little nervous for the new presence of a cheetah, and the old presence of the bristly fire mage. Yeah, the corner is fine.

While he passes Aldebert, he touches him. Cast Guidance "May Sarah see you strike soundly." The gnome looks over, around the doorway.

"We really gonna have to spill your blood? You that loyal to your Jackhole? We're only interested in freeing Rayhan, you know. We're not committed-bloodletters. Just drop your weapons and your pretensions, and see that you're gonna hurt more here in a moment, and for what? The chance to obtain some rumored thing off the back of an old man? Where's your honor?"


Maps: Travel * Hut and more

Round Three: Ami and Otah now acting. (Mahdi has a spell to cast I think, so do be aware of that as you prep round three actions.)


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

Round 3, Init 20

Yeen and Ami move up to try to grab and bite the man in the corner.

Ami:
1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23 to aid Yeen.

Yeen:
1d20 + 11 + 2 - 4 + 4 ⇒ (4) + 11 + 2 - 4 + 4 = 17 to hit; (bite,DF,cover,aid)
1d6 + 8 + 2 ⇒ (3) + 8 + 2 = 13 damage.
1d20 + 11 + 2 - 4 ⇒ (7) + 11 + 2 - 4 = 16 CMB to grab;

Meanwhile, the cheetah attacks the man in back.

1d20 + 6 ⇒ (12) + 6 = 18 bite;
1d6 + 3 ⇒ (3) + 3 = 6 damage;
1d20 + 5 ⇒ (12) + 5 = 17 to trip.

AC15;hp19

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: 2/7 used (DF*2)
Lvl 2: 3/7 used (barkskin*3)
Lvl 3: 1/5 used (MCPfE10, SM3)
Extend Rod: 2/3 used

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


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

Seeing that there is no room in the little corridor for a big blooming fireball that won't catch his own allies in it, Mahdi pouts, and instead readies to summon a sphere of flame atop Tamir.

(Readied action to cast Flaming Sphere if/when Tamir begins spellcasting, right in Tamir's square. Should that condition trigger, the flaming sphere will appear, and Tamir has a DC 19 Reflex save or take Damage: 3d6 ⇒ (6, 3, 4) = 13 fire damage. Should he wind up taking any damage as a result, he'd need to make a concentration check to continue casting. Successful save = no damage = no need for the concentration.)


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 hustles across the room to take a position behind Yeen.

Double move


Maps: Travel * Hut and more

As Otah moves around the room, Ami, Yeen, and Cheetah attack their foes - all failing to land a strike. Seeing he is beset by foes, Tamir steps away and then continues to retreat into the room behind him. Someone else in the room quickly pushes the door shut.

Round Two: Mahdi, Aldebert, and Pent now acting.

Roll20 updated. Though the door is closed that Tamir went through I have revealed a portion of the room as it would have been seen as he moved through the door.

Initiative
Large dog? (DEAD)
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18
Mahdi Init 15
Aldebert Init 15
Pent Init 6
Axe Wielder (AC 24) Init 5 (Unconscious)

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