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

Round 7, Init 6

Free of hindering guards in his path, Pent bounds forward, hoping to make Tamir visible again, as quickly as he can. Double Move He doesn't look comfortable, assuming the lead, but he also doesn't want the two-faced dealer-kidnapper to get away.

"Comeoncomeoncomeoncomeon..."


Maps: Travel * Hut and more

Tamir is visible at the end of the hallway making his way through the door.

Round 8: Ami and Otah now acting.

Initiative
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18
Thugs (AC 15) Init 18 (Dead, one Unconscious)
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

The dwarf makes his best speed towards Tamir. Damn long-legs

Double move.


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

Round 8, Init 20

Yeen and Ami double charge to attack the visible foe. Ami tries to get the unrepentant servant of the beast to his knees.

Ami:
1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 CMD to trip, provokes.

Yeen:
1d20 + 11 + 2 + 2 ⇒ (17) + 11 + 2 + 2 = 32 to hit; (bite,DF)
1d6 + 8 + 2 ⇒ (5) + 8 + 2 = 15 damage.
1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 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

Tamir does not attack as Yeen careens into him. He falls to the ground, but is not caught. He crawls forward bleeding before he becomes invisible again. Ami can hear him chanting before the door closes.

Round 8: Mahdi and Aldebert now acting.

Initiative
Ami Init 20
Otah Init 19
Tamir (AC 23) Init 18 (Prone, -15 hp)
Thugs (AC 15) Init 18 (Dead, one Unconscious)
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)


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

"This man clearly wants to die," Mahdi mutters in disgust as he runs down the hallway. "Ami! Can you open that door!?"

Single move, readied action for if the door is open and he has line of sight to Tamir (Mahdi has See Invisibility up); if so, he will cast a flaming sphere on the man, Reflex save DC 19 or take 3d6 ⇒ (6, 2, 3) = 11 fire damage.


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

Round: 8, Initiative: 15

Status:
HP: 67/74, AC: 19 (F18/T14) (+3 from Barkskin not included)
Weapon Equipped: Greatsword
Conditions: Barkskin +3 (14/140m), Bless (4/70r)
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 continues to struggle without Gretiem, and he curses himself for not summoning him sooner, but there’s nothing for it. He plunges ahead, pushing his way into the hallway. (double move)


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

Round 8, Init 6

Pent moves just enough to reach the door, but fails to open it. Single move action not enough. Now I know what it must feel like for halfs to run around all short-legged and all... sheesh...

"Comeoncomeoncomeoncomeoncomeon..."


Maps: Travel * Hut and more

Round 9: Ami & 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 continues his jog towards the door as fast and far as his dwarven legs can take him.

Double move


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

Round 9, Init 20

Yeen and Ami take their AoOs on the crawling away elf...Yeen trying to grab him again.

Ami:
1d20 + 9 ⇒ (1) + 9 = 10 to hit;
1d6 + 2 ⇒ (1) + 2 = 3 damage.

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

If Yeen's grab fails again...then our Round 9 actions....

Ami will try to open the door.
Yeen will move through and attack again.

1d20 + 11 + 4 + 2 ⇒ (20) + 11 + 4 + 2 = 37 to hit; (bite,prone,DF)
1d6 + 8 + 2 ⇒ (2) + 8 + 2 = 12 damage.

Pot Crit:
1d20 + 11 + 4 + 2 ⇒ (4) + 11 + 4 + 2 = 21 to hit; (bite,prone,DF)
1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 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: 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 easily opens the door after failing to grab Tamir. Visible and laying on the ground, Yeen pounces on the man easily. A lifeless corpse is all that remains.

Assuming here Mahdi wouldn't waste the spell, but let me know if that isn't the case.

Round 9: Mahdi and Aldebert now acting.


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

Round: 9, Initiative: 15

Status:
HP: 67/74, AC: 19 (F18/T14) (+3 from Barkskin not included)
Weapon Equipped: Greatsword
Conditions: Barkskin +3 (14/140m), 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: 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 moves (double move) to the end of the hall and through the door to stand past/over the body. He looks ahead into the next chamber to see just exactly what might be waiting for them.


Maps: Travel * Hut and more

Roll20 updated. I tweaked positioning of Ami and Aldebert. Ami / Yeen would have been nearest Tamir, but I hadn't made him visible yet so Aldebert was nearest him. Will update with descriptions tomorrow. Depending on Mahdi's actions we may move ahead out of initiative.


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

Frowning when the door is opened and reveals Tamir already down, Mahdi runs forward. "What dropped him?" he demands of the universe at large. Fearful of some trick, he runs past the body and out into this larger space, scanning around with a quick look.

Yes, I'll save the spell, thank you! Double-moved on map; looking around for anyone invisible, since Mahdi's See Invisibility is still up


Maps: Travel * Hut and more

Much of this room is submerged in water. The water’s edge laps restlessly against two shores connected by a stout-looking wooden bridge. The floor of each shore is uneven, as is the ceiling, giving the room the appearance of lying at an angle.

Combat is over. Please feel free to continue out of initiative.


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

Aldebert looks down on the wreckage. "We've a few to question, but I'm not sure we're done searching yet. Let's grab their magics and press on until we're sure this place is empty."

He looks around the chamber a little and stands guard on the bridge - blade out.

Perception: 1d20 + 10 ⇒ (11) + 10 = 21


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 shuffles through the door, curious as to what lies below the largish warehouse. He's quite in awe when he sees a body of water, and a bridge. His reptile brain goads him into relieving himself as he so often does off of bridges, but he tamps down the tickle, preferring to follow the others in ferreting out felons still about.

Instead, he allows his curiosity to focus itself on searching Tamir, and any keys they may need to proceed. That, and paperwork. He looks the dead man over for tattoos of various dialects, which may yield further passphrases for unyielding doors. Also loot.


Maps: Travel * Hut and more

Aldebert:
You see a glowing, golden sword in the water not far from the center of the bridge.

Searching Tamir:
The man holds a wand, has a dagger stowed in his belt, wears a pair of well made boots, a ring, a interesting looking bag, spellbook and, six small flawed rubies.


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 watches as Yeen rips out the throat of the evil half-elf. When that is done, they pad about to make sure no others live nor that the group missed any magics or things of interest.

1d20 + 13 ⇒ (19) + 13 = 32 Perception w/Detect Magic

Do a full looting of the guards as well while we wait others to heal, including the axe guy in B12.


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

"Hey guys? I think I found something..."

Aldebert walks cautiously to the edge of the water near the center of the bridge. He points into the water at a glowing, golden sword.

He steps back from the edge and looks around for anyone who might try to push him in, jump him, etc. while the others loot and heal.

I could use a hit from the wand when there's an opportunity...
CLW Wand: 1d8 + 1 ⇒ (6) + 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

Otah stands over the body. "Why are our foes so stubborn to find their doom?" he asks to no one in particular.

"This is interesting, does this room serve any purpose?"

Hearing Aldebert speak about a sword, he walks over near the halfling and peers into the water.

Perception if necessary: 1d20 + 2 ⇒ (17) + 2 = 19


Maps: Travel * Hut and more

I have positioned Aldebert and Otah on Roll20 according to their descriptions. If everyone would position their tokens as indicated by their most recent actions and post an OOC "Ready," that would be helpful. Please avoid further non OOC posts until Ami has had a chance to respond.

Ami:
As Aldebert nears the middle of the bridge you detect magic near him. Could be his armor, could be something else. Take time to concentrate before leaving to loot the guards?


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

I stepped back slightly from the edge. Otherwise good to go!


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 end the life of the unconscious axe wielder, stopping yet another offspring of the Rough Beast.

Ami is still searching for magics and loot.

Ami is ready, but not sure why Aldebert would continue without Ami being 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

Pent moves towards the bridge, once Ami begins his looting with detections. Ready.


Maps: Travel * Hut and more

@Ami, so where are you? Your roll20 position did not reflect your posted actions. Please roll iniative on approach of the Axe Wielder.


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 is back watching Yeen rip out the throat of the evildoer axe wielder (by the door and wolf) which I think conforms to his post, above.


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

Ready, position wise

"Could you stop just murdering people," Mahdi calls out crossly. "Our initial purpose here has not changed!"


Male Half-Orc Monk 9 / Puppetmaster 2

A 5-foot wide orb like creature dominated by a central eye and large serrated mouth rises from the water. Hundreds of small seaweed-like bristles hang from the bottom of its body. Two large crab-like pincers protrude from its body, and two long, thin eyestalks sprout from the top of its orb. A ray flies from each of its eyestalks, spreads toward Otah and Aldebert, and another shoots strait at Pent.

Ami:
As you and Yeen approach the Axe wielder rises to his feet. With a gesture and chanting a floating battle axe appears near you.You may position yourself anywhere the room up to within 10 feet of the Axe wielder.

Round One: All PC now acting.

Initiative
Water creature (AC 16) Init 20
Axe Wielder (AC 24) Init 16
Otah Init 16
Mahdi Init 15
Ami Init 9
Pent Init 6
Aldebert Init 3

Initiative
Mahdi: 1d20 + 10 ⇒ (5) + 10 = 15
Aldebert: 1d20 + 1 ⇒ (2) + 1 = 3
Pent: 1d20 ⇒ 6
Amiamble: 1d20 + 3 ⇒ (6) + 3 = 9 (with Yeenoghu)
Otah: 1d20 + 2 ⇒ (14) + 2 = 16

GM:
AW init: 1d20 + 4 ⇒ (12) + 4 = 16, EM Init: 1d20 + 1 ⇒ (19) + 1 = 20


Maps: Travel * Hut and more

Round One attacks. Large post was proving too much.

Eye ray #1, touch @ Otah & Aldebert: 1d20 + 8 ⇒ (14) + 8 = 22

Fort, DC 19. Fail:
Stunned for 2d4 ⇒ (4, 2) = 6 rounds.

Eye ray #2, touch @ Pent: 1d20 + 8 ⇒ (5) + 8 = 13
Fort, DC 19. Fail:
Penalty to its Strength score equal to 1d6 + 5 ⇒ (5) + 5 = 10.

Ami:
The floating axe slashes at you, Floating axe: 1d20 + 9 ⇒ (2) + 9 = 11, (miss).

Round One: All PC now acting.

Initiative
Water creature (AC 16) Init 20
Axe Wielder (AC 24) Init 16
Otah Init 16
Mahdi Init 15
Ami Init 9
Pent Init 6
Aldebert Init 3


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

Round: 1, Initiative: 3

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

Fort: 1d20 + 11 ⇒ (7) + 11 = 18

Aldebert drops his great sword on the bridge and stands there like an idiot, drooling slightly, and watching the great beast through eyes dull and lifeless. He does nothing else…for a while.


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

Fort+hardy: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 Ruh roh!

What is.... that.... light....?

STUNNED: 1/6


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

Fortitude Save v DC 19: 1d20 + 7 ⇒ (5) + 7 = 12

Pent plays possum, against his will. 0 Strength = Unconscious

Ruh roh is Rih-t


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

Round 1, Init 9

"You should have stayed on your needs and begged for Sarenrae's redemption. I would have given it to you," Ami hisses as they charge the axewielder.

Ami:
1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13 to hit;
1d6 + 2 ⇒ (6) + 2 = 8 damage.

Yeen:
1d20 + 11 + 2 + 2 ⇒ (8) + 11 + 2 + 2 = 23 to hit; (bite,DF,charge)
1d6 + 8 + 2 ⇒ (1) + 8 + 2 = 11 damage.
1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 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

Round One: Mahdi now acting.

Ami:

The Axe wielder shakes his head as Ami misses. Though he shows the same motion as Yeen's bite misses, it is clear that the cat nearly had him in its maw. Silently the man swings away with his axe. The floating axe follows after the man's actions.

full attack, greataxe: 1d20 + 12 ⇒ (7) + 12 = 19 (miss)
full attack, greataxe: 1d20 + 7 ⇒ (7) + 7 = 14 (miss)
Floating axe: 1d20 + 9 ⇒ (7) + 9 = 16 (miss)

Not Ami:
The half-elf's voice can be heard, though the woman cannot be seen. "I can't believe it got them." Foot falls can be heard on the bridge. The orb like creature moves toward the bridge. It's claws clamp uselessly at Aldebert, who is just out of reach. Though it hits Otah, the dwarf is too big for the creature to get it claw around. claw: 1d20 + 7 ⇒ (18) + 7 = 25, dmg: 2d4 + 1 ⇒ (4, 3) + 1 = 8.

Round Two: Ami and Mahdi now acting.

Initiative
Water creature (AC 16) Init 20
Axe Wielder (AC 24) Init 16
Otah Init 16 (Stunned, 1/6; -8 hp)
Mahdi Init 15
Ami Init 9 (Stunned, 1/6)
Pent Init 6 (unconscious)
Aldebert 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

Before I take my action: what am I seeing? Again, I have see invisibility up, and I have had it up the last three or four rounds. I came out into the open bridge area and looked around a round ago. The description of hearing footsteps on the bridge and hearing the half-elf's voice but not seeing her would seem to suggest to me that she is invisible, so before I take my action I want to be sure, OOCly, that I do not in fact see her, since with my OOC understanding of things, I probably should be able to. My OOC understanding of things could be wrong. You don't have to tell me what spell she is under, obviously, but if she is not using invisibility and has some other way of not being seen, just say that my OOC understanding is incorrect.


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

Also since I'll likely want to know this anyway, regardless of the result of that clarification:

Kn Arcana to identify the thing that sounds an awful lot like a beholder: 1d20 + 15 ⇒ (13) + 15 = 28

If Kn Arcana is not the correct kn skill please substitute correct value, thanks


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 9

Ami and Yeen keep up their attacks on the axe jerk.

Ami:
1d20 + 9 ⇒ (14) + 9 = 23 to hit;
1d6 + 2 ⇒ (4) + 2 = 6 damage.

Yeen:
1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 to hit; (bite,DF)
1d6 + 8 + 2 ⇒ (2) + 8 + 2 = 12 damage.
1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 CMB grab

1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18 to hit; (bite.DF)
1d4 + 8 + 2 ⇒ (4) + 8 + 2 = 14 damage.

1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 to hit; (bite.DF)
1d4 + 8 + 2 ⇒ (2) + 8 + 2 = 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: 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
Mahdi al-Jabira wrote:

Also since I'll likely want to know this anyway, regardless of the result of that clarification:

[dice=Kn Arcana to identify the thing that sounds an awful lot like a beholder]d20+15

If Kn Arcana is not the correct kn skill please substitute correct value, thanks

Mahdi:
Should have been a spoiler in there for you. The half-elf ran from beyond the rocky outcropping pass the bridge that you could not see past and is now standing next to Otah and Aldebert. South of Otah and West of Aldebert. She is looking in your direction very surprised.It is an eye of the deep, but there is something unique about it. You've already seen it stun Otah and Adelbert. It has apparently sapped Pent's strength. If it get's much closer to Aldebert it will be able to grapple and constrict him.

Maps: Travel * Hut and more

Ami:
Though you miss, Yeen bites into the man and grabs him. Even with his impaired mobility you are unable to hit him.


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

Okay, net's back and I..... think I understand what's going on, maybe. One more question of clarification: am I now due for two actions before the eye of the deep goes again, or is my turn -> eye's turn -> my turn again? I want to do something that needs two standard actions but not clear if I have the initiative to do that.


Maps: Travel * Hut and more

Mahdi has round one actions. Eye goes first in round two, but those actions have been posted. So yes, you have two rounds before the eye goes again.


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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

Okay. Here's hoping I don't kill everyone. Desperate times call for desperate measures. Sorry in advance, Aldebert.

Mahdi's eyes widen with fury as he sees the damned half-elf is, in fact, here. He burns with the desire to immolate her, since things look bad and one might as well go out with that satisfaction, but... the other three are down and they might still pull this off... somehow.

Mahdi shouts and gestures, hands weaving in a complex pattern, and the cavern roars and fills with a sheet of blistering flame-- right on top of Aldebert. It slices a hair past Otah, intersecting between the two stunned humanoids and the monster.

Mahdi runs onto the bridge, drawing his staff as he goes-- straight for the half-elf as if he intended to physically knock her off the bridge-- but stops a few feet shy, hatred blazing in his eyes.

Round 1-standard: Cast Wall of Fire, as shown on the map. The wall is 20 feet on high and, importantly, it is opaque, so the eye-thingy can't see target rays through it if the wall is between it and a target. If it's doing physical attacks it'll have a 50% miss chance. Heat is aimed onto the Eye's side, so this round the Eye takes Damage: 2d4 ⇒ (4, 4) = 8 fire damage. Aldebert, unfortunately, takes Damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15. Round 1-move action: Mahdi runs forward to just West of Otah (single move)

"If my friends die here I'll see that you do too, as the last thing I do," Mahdi promises the half-elf in a hiss, and starts another spell.

I'm assuming the half-elf has no weapon drawn, but I'll cast defensively if she does (the Eye can't currently see me, because of the wall).

Cast defensively, DC 19: 1d20 + 17 ⇒ (4) + 17 = 21 (success - communal resist energy - fire)

His hands glow with a pale light, and Mahdi hurriedly touches himself, Otah, and Aldebert, shoving around the half-elf with a tenuous grip on the bridge thanks to his magical climbing slippers.

Round 2- standard - cast communal resist energy; round 2- move through allies, touching to dispense spell. Mahdi, Alde, and Otah should each have fire resistance 20 now. The wall continues to burn outwards towards the eye for Damage: 2d4 ⇒ (1, 3) = 4. If the Eye moves forward through the wall it will take Damage: 2d6 + 7 ⇒ (2, 4) + 7 = 13 fire damage.

Some clarifying:
To be clear, what am I ultimately trying to do is to put the opaque line in such a position that it shelters us from the Eye and requires the Eye to either move through the wall and take damage to attack us, or that it has to pull back to no longer be taking damage where it's at. If the wall's position isn't quite right for that as I've drawn it, then let me know how I'd have to place the straight line. The rules on W.O.F. are rather vague as to whether or not WOF takes up horizontal space or not (i.e, whether it fills the full space of a square it's in, or whether it's presumed to run along the border of a square. I assumed in my drawing of the WOF that it is taking up squares, hence the damage to Aldebert. If you want to rule it only takes up a border of a square, there'd be no damage to Aldebert.

Okay, ridiculous quasi-suicidal tactic now done.

"AMI! WE ARE UNDER ATTACK BACK HERE AND YOUR BROTHER WILL PROBABLY DIE!" Mahdi shouts back over his shoulder.


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

Status:
HP: 59/74, AC: 19 (F18/T14) (+3 from Barkskin not included)
Weapon Equipped: None
Conditions: Barkskin +3 (18/140m), Bless (15/70r), Stunned (1/6r), Resist Energy, fire (20) (1/??r)
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 cooks as the wall slices through him. Though stunned, you almost see a smile cross his lips as the half-elf and eye-stalk also burn.

Go Mahdi!


Maps: Travel * Hut and more

@Mahdi, can I get a caster level check to see what the wall of fire does under water?


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

Suresure

CL: 1d20 + 7 ⇒ (14) + 7 = 21


Maps: Travel * Hut and more

There is no sign of the creature coming through the wall. The half-elf can be heard yelling, "Kill me if you will. It won't help you against the beast. It heeds no one but the jackal"

Ami:
The Axe wielder struggles against Yeen's grip. CMB: 1d20 + 8 ⇒ (16) + 8 = 24. Breaking free, the man backs away as the floating axe continues to attack. Floating axe: 1d20 + 9 ⇒ (9) + 9 = 18 (miss)

Mahdi:
You see the half-elf continue moving across the bridge, just passing Pent.

Revealed the half-elf for ease of tracking for Mahdi. /waves hand 'no else sees.

Round 3: All PCs now acting.

Initiative
Water creature (AC 16) Init 20
Axe Wielder (AC 24) Init 16
Otah Init 16 (Stunned, 1/6; -8 hp)
Mahdi Init 15
Ami Init 9 (Stunned, 1/6)
Pent Init 6 (unconscious)
Aldebert Init 3


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

Round: 3, Initiative: 3

Status:
HP: 59/74, AC: 19 (F18/T14) (+3 from Barkskin not included)
Weapon Equipped: None
Conditions: Barkskin +3 (18/140m), Bless (18/70r), Stunned (3/6r), Resist Energy, fire (20) (1/??r)
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, DC 12+)
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 continues to gurgle, and a single bubble of spittle appearing at the corner of his mouth. He tries to pop it, but it remains stubbornly behind, even through the wall of flames encompassing his body.

Stun 3/6


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 9

Ami and Yeen keep up their attacks on the axe jerk.

Ami:
1d20 + 9 ⇒ (2) + 9 = 11 to hit;
1d6 + 2 ⇒ (4) + 2 = 6 damage.

Yeen:
1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 to hit; (bite,DF)
1d6 + 8 + 2 ⇒ (5) + 8 + 2 = 15 damage.
1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 CMB grab

1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 to hit; (bite.DF)
1d4 + 8 + 2 ⇒ (3) + 8 + 2 = 13 damage.

1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 to hit; (bite.DF)
1d4 + 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:

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