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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CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi growls, sounding rather Yeen-like in the moment.

"I am bloody tired of enemies rabbiting away on me," the fire mage spits. He runs back around the table to Aldebert and Gretiem and grabs the gecko's tail. "We are going after them."

There's an impressive crackle of smoke and flame, and then Mahdi disappears-- and possibly Alde and Gretiem, too. Mahdi uses the brief glimpse of the corridor he had ahead to guide his spell.

(Dimension Door-ing us into the next room. Alde and Gretiem only come along if they're willing, technically... if Alde is willing, we'll appear with me back at that far wall [as shown on map) and Alde south of me.)


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

Round: 3, Initiative: 15

Status:
HP: 67/74, AC: 19 (F18/T14) (+3 from Barkskin 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)

Sadly, there is no Gretiem to transport as he is reclining and eating large bugs in the stables, happy as can be. But Aldebert certainly goes along for the ride and is eager for targets on the other side.

If he can, he 5’ steps into range and attacks! If he must move first to reach his target, ignore the second swing. He starts off with nonlethal damage on the wizard, hoping to capture him and question him.

Greatsword (magic): 1d20 + 9 + 1 - 4 ⇒ (1) + 9 + 1 - 4 = 7 (bless, nonlethal) damage: 1d10 + 10 ⇒ (5) + 10 = 15
Greatsword (magic): 1d20 + 4 + 1 - 4 ⇒ (6) + 4 + 1 - 4 = 7 (bless, nonlethal) damage: 1d10 + 10 ⇒ (7) + 10 = 17

Alas the transportation proves too much for Aldebert and he cannot focus his sword arm. Yowzer.


Maps: Travel * Hut and more

Roll20 is updated. Please consider B13 viewable only to Mahdi and Aldebert.

Mahdi & Aldebert (B13):
The ceiling of this room arches up to a height of twenty feet, yet the thick, rotten smell in the air makes the room seem close and cramped. Three wide benches sit in the room facing a ten-foot-wide dais at the far end. The wall behind the dais depicts an immense carving of a hideous arachnid monster creeping out of a hole in the world the size of a kingdom. The smell seems to be coming from the mounds of decaying bodies heaped to the left and right of the dais, bodies in various stages of decay and caked with wax from the drippings of dozens of fat, sloppy candle wedged in among tangled limbs, empty eye sockets, and battered rib-cages. Three of the corpses rise and begin lumbering in your direction. The guard nearest the door moves to block its opening. Moving toward Tamir, Aldebert fails to connect. (@Aldebert please position yourself adjacent to Tamir however you choose.) The other guards let loose bolts once Aldebert has left Mahdi's side. The half-elf gestures in Mahdi's direction after a few bolts pierce him.
T2@ Mahdi, hand crossbow: 1d20 + 4 ⇒ (16) + 4 = 20, dmg: 1d4 ⇒ 4
T3@ Mahdi, hand crossbow: 1d20 + 4 ⇒ (4) + 4 = 8 (miss)
T4@ Mahdi, hand crossbow: 1d20 + 4 ⇒ (16) + 4 = 20, dmg: 1d4 ⇒ 3
T5@ Mahdi, hand crossbow: 1d20 + 4 ⇒ (1) + 4 = 5 (miss)
T6@ Mahdi, hand crossbow: 1d20 + 4 ⇒ (4) + 4 = 8 (miss)
@ Mahdi, Fort Sv, DC 15 or suffer from blindness

Initiative (Mahdi & Aldebert):

Large dog? (DEAD)
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18
Thugs (AC 15) Init 18
Undead? 1 & 2 (AC 14) Init 18
Mahdi Init 15 (-7 hp)
Aldebert Init 15
Half-elf (AC 16) Init 10
Pent Init 6
Axe Wielder (AC 24) Init 5 (Unconscious)
Undead? 3 (AC 14) Init 3

Round 3: Pent now acting.
Round 4: Ami and Otah now acting.

GM:
Right low, left high: 1d100 ⇒ 98Thugs, Init: 1d20 + 2 ⇒ (7) + 2 = 9, half-elf: 1d20 + 6 ⇒ (14) + 6 = 20, Ghouls 1&2: 1d20 + 2 ⇒ (10) + 2 = 12, ghoul 3: 1d20 + 2 ⇒ (14) + 2 = 16


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 20

Yeen and Ami move up to open the door and then attack the guard in the way.

Yeen:
1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 to hit; (bite,DF)
1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14 damage.

Meanwhile, the cheetah (round 3/7) will wait it's chance to pounce, but if Guard 1 is down, it will move in to attack Tamir again.

1d20 + 6 ⇒ (10) + 6 = 16 bite;
1d6 + 3 ⇒ (5) + 3 = 8 damage;
1d20 + 5 ⇒ (16) + 5 = 21 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

Ami finds the door locked. Feel free to retcon your actions with strength rolls to break down the braced door.


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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 muscles up to bust open the door.

1d20 + 1 ⇒ (20) + 1 = 21 Str

Boom!

Edit: Ami calls upon his cat aid him with the door.

1d20 + 5 ⇒ (6) + 5 = 11 Str to aid.


Maps: Travel * Hut and more

Even with the aid of Yeen, the small halfling impressive show of strength is unable to burst open the locked door. -4 Size penalty needed. Iff Pent does something before Ami we'll rework actions.


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, seeing the cat and it's rider in the way of the door, waits for it to be opened.

Delay


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

(save): 1d20 + 5 ⇒ (19) + 5 = 24

Perception DC 20 for those who aren't in the room:
It sounds like Mahdi is yelping and cursing up a storm on the other side of that door. Must be Tuesday.


Maps: Travel * Hut and more

I'm guessing here that Pent might make use of his dimension door spell to get he and Otah into the other room quickly. Knock could also be an option, but I'm not sure how that thing Pent does where he casts a spell he doesn't know works. I just recall something about fly previously. Thoughts?


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

Perception: 1d20 + 2 ⇒ (12) + 2 = 14

Otah pads back and forth, waiting for the door to open.


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 3, Init 7

Status:

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

Pent does indeed size up the room, and the dwarf, and the next room, and the dwarf's pacing, so moves up and listens closely to Mahdi's yelping, which should allow him a reasonable understanding of distance required to calculate a safe enough jump through the door to avoid arriving in Mahdi's immediate personal space, which is a very uncomfortable position to be in, from the gnome's personal experience.

Perception: 1d20 + 17 ⇒ (10) + 17 = 27

"We're going 'poof' to the other side, Odie. Don't resist me. Not the 'other side', the other side of that door. Got it? Yeah, I know what you're thinking. 'The gnome's irresistible, no problem giving into his every demand'. That's a good attitude to take, I'll have you know. Keep that up, and you'll go far, Odie. Not really far, now, because we don't want to end up in a wall, so don't think about it, just let my will guide us both. You even think about a wall, and you might screw this up for us. So don't think 'wall' right now, just think 'alright, gnome', over and over again, alright? Remember, no 'wall'. Stop it right now, Odie. I can tell you're thinking 'wall'. We can't wait. There we go. That blank look came across your face just now, so it should be safe now."

Dimension Door with the Dwarf to just in front of Mahdi in the back corner


Maps: Travel * Hut and more

Dwarf and gnome materialize near Mahdi successfully. @Pent & Otah, please read the B13 and Initiative spoilers. I've moved Otah. @Otah please feel free to position yourself elsewhere adjacent to Pent. We'll retcon Otah's actions.

Round 4: Otah now acting.


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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

Alright gnome, gnome, wall of gnomes, damnit, gnome The dwarf is distracted by his efforts of thought that he hardly notices his translocation.

He's brought out of his reverie by the presence of the guard. Stepping forward, he swings his warhammer to knock the foe down.

Warhammer, Two-handed, moving, non-lethal: 1d20 + 10 + 1 - 4 ⇒ (5) + 10 + 1 - 4 = 12
for: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13


Maps: Travel * Hut and more

The dwarf's blunted strike fails to do anything more than annoy the guard. Tamir backs onto the bench behind him before withdrawing away from Aldebert all while the guards continue to send bolts in Mahdi's direction. Meanwhile the first of the undead reach Mahdi. Though it claws ineffectually at the fiery figure, its teeth sink into a distinctly fleshy arm. The other two undead make their way toward Pent and Aldebert respectively.

T2@ Mahdi, hand crossbow: 1d20 + 4 ⇒ (5) + 4 = 9, (miss)
T3@ Mahdi, hand crossbow: 1d20 + 4 ⇒ (17) + 4 = 21, dmg: 1d4 ⇒ 4
T4@ Mahdi, hand crossbow: 1d20 + 4 ⇒ (11) + 4 = 15, dmg: 1d4 ⇒ 1
T5@ Mahdi, hand crossbow: 1d20 + 4 ⇒ (6) + 4 = 10 (miss)
T6@ Mahdi, hand crossbow: 1d20 + 4 ⇒ (18) + 4 = 22, dmg: 1d4 ⇒ 4

Undead 1 bite@Mahdi: 1d20 + 3 ⇒ (17) + 3 = 20, dmg: 1d6 + 1 ⇒ (5) + 1 = 6,

Fort Sv, DC 13: Disease:
Con dmg: 1d3 ⇒ 2 Dex dmg: 1d3 ⇒ 1
Fort Sv, DC 13: paralysis:
rounds: 1d4 + 1 ⇒ (3) + 1 = 4
Claw 1: 1d20 + 3 ⇒ (5) + 3 = 8 (miss), Claw 2: 1d20 + 3 ⇒ (2) + 3 = 5 (miss)

Round Four: Mahdi and Aldebert now acting.

Initative
Large dog? (DEAD)
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18
Thugs (AC 15) Init 18
Undead? 1 & 2 (AC 14) Init 18
Mahdi Init 15 (-15 hp)
Aldebert Init 15
Half-elf (AC 16) Init 10
Pent Init 6
Axe Wielder (AC 24) Init 5 (Unconscious)
Undead? 3 (AC 14) Init 3


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

Round: 4, Initiative: 15

Status:
HP: 67/74, AC: 19 (F18/T14) (+3 from Barkskin 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 sees the undead, and though he’s eager to engage them, he steps (5’ step) to the guard and tries to cut him down so the door can be opened. Against such an array, he stops pulling his punches and goes for lethal strokes. Damn undead lovers don’t deserve our kindness…
Greatsword (magic): 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 (bless) damage: 1d10 + 10 ⇒ (5) + 10 = 15
Greatsword (magic): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 (bless) damage: 1d10 + 10 ⇒ (2) + 10 = 12

”Otah, we've got to get that door open, we need our full might!”


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

"Working on it!" the dwarf grunts in response.


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

Fortitude save 1 DC 13: 1d20 + 5 ⇒ (12) + 5 = 17
Fortitude save 2 DC 13: 1d20 + 5 ⇒ (20) + 5 = 25

Kn Religion to ID these undead?: 1d20 + 11 ⇒ (14) + 11 = 25

Mahdi snarls at the claws, bites, and crossbow bolts that actually draw his blood. It's a long time since he got physically injured.

He starts chanting the words of a spell, fingers weaving in a complex pattern. Defensively casting vanish, DC of 17; Mahdi can't fail the check.

He disappears from sight, and starts moving out of this annoyingly tight corner.

(Mahdi is moving, but if he learns anything interesting on the knowledge check, he would relay it to his comrades before he moves-- so that his voice isn't giving his new location away.


Maps: Travel * Hut and more

Knowledge (religion) >15:
The creatures are ghouls.

Knowledge (religion) >25:
Their bites can cause paralysis and goul fever. The claws can also spread fever.

Undead # bite@Aldeberti: 1d20 + 3 ⇒ (11) + 3 = 14, (miss)
Claw 1: 1d20 + 3 ⇒ (20) + 3 = 23, dmg (paralysis): 1d6 + 1 ⇒ (3) + 1 = 4

Fort Sv, DC 13: paralysis:

rounds: 1d4 + 1 ⇒ (3) + 1 = 4
Claw 2: 1d20 + 3 ⇒ (2) + 3 = 5 (miss)

Aldebert, Fort DC 13: 1d20 + 11 ⇒ (6) + 11 = 17

As he approaches the door, one of the undead figures bites and claws at Aldebert. Only one catches Aldebert. Resisting any ill effects, Aldebert kills the guard with one swing. The half-elf gestures at Aldebert, chanting.

@ Aldebert, Fort Sv, DC 15 or suffer from blindness

The door is no longer blocked / braced but it is still locked.

Round 4: Pent now acting.
Round 5: Ami and Otah now acting.

Initiative
Large dog? (DEAD)
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18
Thugs (AC 15) Init 18
Undead? 1 & 2 (AC 14) Init 18
Mahdi Init 15 (-15 hp)
Aldebert Init 15
Half-elf (AC 16) Init 10
Pent Init 6
Axe Wielder (AC 24) Init 5 (Unconscious)
Undead? 3 (AC 14) Init 3


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

"Filthy undead," Mahdi's voice says from the corner. "Try not to let them bite you-- they're diseased, and they can paralyze you too..."

His voice trails off as he relocates.


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

Fort: 1d20 + 11 ⇒ (5) + 11 = 16

Aldebert winces as his eyes dim briefly. That was close...

He wants the group to do it all. Open the door, kill the wizard, destroy the undead. He has no patience for any delay and wishes his own sword was faster. He buzzes with anticipation.

Is there a keyhole or just a deadbolt or something on this side? If it's a keyhole, I think the guard must have the key as the wizard didn't have time if I remember right, but let me know if that's not the case. Thanks!


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

Is the lock something that requires a key... from the inside? or is there a lever or bolt or something Otah can remove?


If so...

Otah five foot steps and opens the door.

If not...

The dwarf quickly scans the guard for a key and grabs it.


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 7

Status:

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

Pent's visage grows dark, as he realizes he's newly arrived in the company of undead.

Knowledge(Religion): 1d20 + 6 ⇒ (10) + 6 = 16

"Ghouls, of all the nasty flea-bitten, gutter-rotting, sun-loathing, senses-offending, spittle-inducing..."

Out of reflex, Pent clenches, converting Sarah's Soothe into Sarah's Seethe instead. Channel Energy to Damage Undead, no AoO for you!

Channel Energy, any undead within 30': 4d6 ⇒ (4, 5, 1, 4) = 14

He steps a little closer to his buddies, not at all interested in getting surrounded by the ghouls.

"Sorry, Odie, she wasn't the ghoul for you. There will be other ghouls out there, rest assured. She'll be good and dwarven, with a mustache to tickle your own."


Maps: Travel * Hut and more

Will Sv, G1: 1d20 + 5 ⇒ (6) + 5 = 11
Will Sv, G2: 1d20 + 5 ⇒ (6) + 5 = 11
Will Sv, G3: 1d20 + 5 ⇒ (15) + 5 = 20

Two of the trio of ghouls fall to the ground the ground. Otah easily unbolts the door, providing easy access for Ami and Yeen.

Round 5: Ami now acting.

Initiative
Large dog? (DEAD)
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18
Thugs (AC 15) Init 18
Undead? 1 & 2 (AC 14) Init 18 (DEAD)
Mahdi Init 15 (-15 hp)
Aldebert Init 15
Half-elf (AC 16) Init 10
Pent Init 6
Axe Wielder (AC 24) Init 5 (Unconscious)
Undead? 3 (AC 14) Init 3 (-7 hp)


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 20

Ami opens the door to allow Yeen to bound into the room. They bound into the room to attack the ghoul pestering Pent. Yeen's nose wrinkles as he tries to decide which smells worse.

Ami:
1d20 + 9 ⇒ (2) + 9 = 11 to hit; (slingstaff, melee)
1d6 + 2 ⇒ (6) + 2 = 8 damage.

Yeen:
1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 to hit; (bite,DF)
1d6 + 8 + 2 ⇒ (1) + 8 + 2 = 11 damage.

Combat Stuff:

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

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

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

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

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

Lvl 1: 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

Final exam writing over the weekend so posts will slow down until Monday.

Yeen bites the last ghouls, which crumbles to the floor in rotting parts. All but one of the remaining guards drop their projectile weapons on the bench and charge toward Pent and Aldebert. Tamir and one guard focus their attention on Ami. A bolt and ray of fire fly by Ami.

G4 @ Pent, short sword: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16, dmg: 1d6 + 1 ⇒ (2) + 1 = 3
G2 @ Aldebert, short sword: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 (miss)
G3 @ Aldebert, short sword: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 (miss)
G5 @ Aldebert, short sword: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 (miss)

G6@ Ami, hand crossbow: 1d20 + 4 ⇒ (3) + 4 = 7 (miss)

Scorching ray, touch: 1d20 + 3 ⇒ (6) + 3 = 9, (miss)

Round 5: Mahdi and Aldebert now acting.

Initiative
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18
Thugs (AC 15) Init 18
Mahdi Init 15 (-15 hp)
Aldebert Init 15
Half-elf (AC 16) Init 10
Pent Init 6 (-3)
Axe Wielder (AC 24) Init 5 (Unconscious)


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

Round: 5, Initiative: 15

Status:
HP: 67/74, AC: 19 (F18/T14) (+3 from Barkskin 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)

"Well done everyone! You lot should really surrender now, we have you right where we want you!"

Aldebert takes advantage of flank with his brother and starts with an attack on Guard 2. If he drops, he swings on Guard 3 with his next stroke (though without the +2 for flank of course).

Greatsword (magic): 1d20 + 9 + 3 ⇒ (15) + 9 + 3 = 27 (bless, flank) damage: 1d10 + 10 ⇒ (2) + 10 = 12
Greatsword (magic): 1d20 + 4 + 3 ⇒ (19) + 4 + 3 = 26 (bless, flank) damage: 1d10 + 10 ⇒ (9) + 10 = 19


Stats:
HP 107/107;AC27; F 11,R 15,W 15; Init:9; Perc 20 (normal). Yeenoghu: 154/154; AC 37 (usually);F 14+5,R 15+5, W 6+5; Perc 8;Acro 18 (lowlight)
Aldebert Piddlespot wrote:
"Well done everyone! You lot should really surrender now, we have you right where we want you!"

Ami hisses in agreement, looking around for those that might accept Sarenrae's redemption...he knows he won't need to give the staff or claw to those that truly repent.


Maps: Travel * Hut and more

Two guards fall without a word.

Round 5: Mahdi now acting.


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Mahdi draws his wand of summon monster and begins to activate it, knowing this will not break his current unseen state.


Maps: Travel * Hut and more

Seeing she is out matched, the half-elf disappears.

Round 5: Pent now acting.
Round 6: Ami and Otah now acting.


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

Round 5, Init 7

Status:

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

Pent doesn't argue with ghouls dropping and guards hopping closer. He shuffles past Otah, glad to have something to hide behind. When he arrives, he brings Sarah's Strength to his team. Cast Bless- +1 to Hit and v Fear Saves

"The peahen just disappeared. We want to bring her back to our sighted concerns?"


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)

Can you describe the disappearing by the half-elf? Did it cast a spell and blip? Or concentrate and blip? Just gone?

Round 6, Init 20

Yeen and Ami attack the guard#4, and can step up to guard#5 if #4 falls.

Ami:
1d20 + 9 ⇒ (15) + 9 = 24 to hit; (slingstaff, melee)
1d6 + 2 ⇒ (3) + 2 = 5 damage.

Yeen:
1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 to hit; (bite,DF)
1d6 + 8 + 2 ⇒ (6) + 8 + 2 = 16 damage.

1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 to hit; (claw,DF)
1d4 + 8 + 2 ⇒ (4) + 8 + 2 = 14 damage.

1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 to hit; (claw,DF)
1d4 + 8 + 2 ⇒ (4) + 8 + 2 = 14 damage.

All attacks are deadly, because these servants of the Rough Beast deserve it.

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

The half-elf chanted and made gestures before disappearing.

Though Ami does not take down a guard immediately, Yeen finishes what was begun and then turns to kill again.

Round 6: 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

Reactive spellcraft to the chanting and the gestures:

Spellcraft: 1d20 + 15 ⇒ (14) + 15 = 29


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 forward, still opting to use the flat side of his hammer. This time, on Tamir.

Warhammer, Two-handed, Bless, Moving, non-lethal: 1d20 + 10 + 1 + 1 - 4 ⇒ (7) + 10 + 1 + 1 - 4 = 15
for: 1d8 + 4 ⇒ (8) + 4 = 12

Move, attack


Maps: Travel * Hut and more

Mahdi:
The half-elf cast invisibility.

Otah's blunted strike misses. Tamir doesn't wait for his luck to change, backs away from the dwarf and with a quick series of gestures and arcane words can no longer be seen. The only living guard steps toward Otah, grimly facing his inevitable end fighting. As he fails to calm his fears, he swings his blade wide.

short sword @ Otah: 1d20 + 3 ⇒ (5) + 3 = 8 (miss)

Round 6 Mahdi and Aldebert now acting.

Initiative
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18
Thugs (AC 15) Init 18
Mahdi Init 15 (-15 hp)
Aldebert Init 15
Half-elf (AC 16) Init 10
Pent Init 6 (-3)
Axe Wielder (AC 24) Init 5 (Unconscious)


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

Round: 6, Initiative: 15

Status:
HP: 67/74, AC: 19 (F18/T14) (+3 from Barkskin not included)
Weapon Equipped: Greatsword
Conditions: Barkskin +3 (14/140m), Bless (2/70r)
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)

Pent Arotha wrote:
"The peahen just disappeared. We want to bring her back to our sighted concerns?"

"I’d love to be able to attack. If you can make them visible again, by all means good sir, make it happen!”

Aldebert moves up on the only foe he can see - closing with the guard. (double move sadly)


CN Human Wizard 14 | Fort +8, Ref +7, Will +11; (+1 vs. fire) | AC 15 - CMD 17 | P +18, Init +10 | HP 87/94 | 12/12 jets remaining | Current buffs: Mage Armor, Overland Flight, Life Bubble, See Invisibility, Locate Creature (Hazim), Prot from fire 120 pts

Sorry, busy weekend!

Mahdi calls out-- invisible himself-- "She's gone invisible. Could someone shut the door before she walks out that way, thank you..."

He abandons his activation of the wand (still loses a charge from it, I believe) in order to cast a different spell. See invisibility

(If he is now able to see her location, he will give clear instructions as to where the half-elf is, i.e., 'five feet north of Otah' or whatever.)

He adds on, watching the guard trying to make a last stand: "In case you didn't hear: you don't need to die today. Lay down arms, stop this stupidity, and whatever else, you'll still be breathing when we leave. I'm not a patient man, and I've been very, very good so far at refraining from fireballing all of you.... don't make me wish I had done so."

After speaking, he moves again, returning closer to the others now that there's less ghouls over there.


Maps: Travel * Hut and more

Mahdi describes the half-elf's location, "She's just north of Otah, but moving toward the door. Moments later the door swings open. As if it's not clear, she's gone through that door."

Mahdi:
Tamir is two squares north and one square west of Aldebert.

Round 6: Pent now acting.
Round 7: Ami and 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

"Surrender already, fool!" the dwarf bellows at the guard, still attempting to subdue him.

Warhammer, Two-handed, Bless, Non-lethal: 1d20 + 10 + 1 - 4 ⇒ (2) + 10 + 1 - 4 = 9
for: 1d8 + 4 ⇒ (6) + 4 = 10

Warhammer, Iterative, Bless, Non-lethal: 1d20 + 5 + 1 - 4 ⇒ (2) + 5 + 1 - 4 = 4
for: 1d8 + 4 ⇒ (6) + 4 = 10

Seriously. Dice. c'mmon.


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 7

Aldebert wrote:
"I’d love to be able to attack. If you can make them visible again, by all means good sir, make it happen!”

Pent nods, then calls on his Goddess. "Alright, Sarah. We need Your Shine, but in a slightly different manner. You see, there's someone here who's undermined us, who's plundered kind men from us, who's trying to hide under a veil of magic, which means he's trying to hide from our righteous eyes, which just won't do. Would You help us to reveal the evil? Thank You kindly."

Cast Invisibility Purge, depicted by 40' yellow circle on the map, with a step forward to try and include all sneaks in the room.


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 20

Yeen and Ami move up to attack the now visible foe...assuming this edition of Pent's non-odoriferous eminations reveals the unseen, cirlcing around it from the far side. Which might provoke. Please move Ami next to foe but down corridor.

Ami:
1d20 + 9 ⇒ (19) + 9 = 28 to hit; (slingstaff, melee)
1d6 + 2 ⇒ (1) + 2 = 3 damage.

Yeen:
1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 to hit; (bite,DF)
1d6 + 8 + 2 ⇒ (5) + 8 + 2 = 15 damage.
1d20 + 13 ⇒ (19) + 13 = 32 CMB grab

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

Edit: Got into Roll20.

As everyone in the room now eyes a visible and clearly concerned Tamir, Ami and Yeen turn the corner to see an empty hallway. The remaining guard looks with sympathy at Tamir, unharmed by Otah's blunted strikes. Tamir does not look back, but begins to move along with the guard. Something is helping the fleeing magic user move much further than seems possible.

@Otah AoO at the guard. @Ami/Yeen AoO at guard OR Tamir.

Ami:
As you eye the empty hallway the door at the far end swings open.

Round 7: Mahdi, Aldebert, and Pent now acting.

Initiative
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18
Thugs (AC 15) Init 18
Mahdi Init 15 (-15 hp)
Aldebert Init 15
Half-elf (AC 16) Init 10
Pent Init 6 (-3)
Axe Wielder (AC 24) Init 5 (Unconscious)


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

"Stop, damnit!" the dwarf grunts as the guard tries to move away

AoO - Warhammer, Two-handed, Non-lethal: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17
for: 1d8 + 4 ⇒ (5) + 4 = 9


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

Round: 7, Initiative: 15

Status:
HP: 67/74, AC: 19 (F18/T14) (+3 from Barkskin not included)
Weapon Equipped: Greatsword
Conditions: Barkskin +3 (14/140m), Bless (3/70r)
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)

Though Aldebert is eager to stop them, there’s nothing he can do with his short legs and heavy armor. He watches as the two escape his grasp, though he does double move toward the door. If I only had Gretiem!


Maps: Travel * Hut and more

Though Otah makes contact, the blunted strike does keep the guard from moving away.

@Ami/Yeen AoO at guard OR Tamir.

Round 7: Mahdi and Pent now acting.


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

AoOs on Tamir:

Ami:
1d20 + 9 ⇒ (1) + 9 = 10 to hit; (slingstaff, melee)
1d6 + 2 ⇒ (6) + 2 = 8 damage.

Yeen:
1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 to hit; (bite,DF)
1d6 + 8 + 2 ⇒ (1) + 8 + 2 = 11 damage.
1d20 + 13 ⇒ (1) + 13 = 14 CMB grab


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 (now visible again, thanks to Pent's spell) backs up to see down the newly removed hallway, teeth bared, his face twisted with annoyance built to fury.

"You're idiots," he shouts at the running people. "You've been offered your lives several times over, but so be it: I'm tired of this!"

He gestures, and shouts, and a tiny bead of red-hot light arcs away from his fingertips, racing down to the end of the hall to explode directly atop Tamir.

Fireball, will only hit Tamir, Reflex DC 20 for half: 7d6 ⇒ (2, 2, 5, 1, 3, 3, 1) = 17

This is all assuming that Yeen doesn't actually manage to grab the fleeing Tamir. If Yeen does, I'll place the fireball closer, to hit the guard and Tamir (but not Yeen and Ami).


Maps: Travel * Hut and more

Ref, Guard: 1d20 + 5 ⇒ (18) + 5 = 23
Ref, Tamir: 1d20 + 9 ⇒ (11) + 9 = 20

After Yeen and Ami fail to hit Tamir, both he and the guard are met by a bloom of flame. Both manage to avoid the full heat of the blast, but the guard still slumps to the ground unconscious.

Round 7: Pent now acting.

Initiative
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18 (-8 hp)
Thugs (AC 15) Init 18 (-8 hp, 9 non-lethal dmg, Unconscious)
Mahdi Init 15
Aldebert Init 15
Half-elf (AC 16) Init 10
Pent Init 6 (-3)
Axe Wielder (AC 24) Init 5 (Unconscious)

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