GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
Roll20 Link
Treasure Log
New Map of Kelmarane


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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's eyes smile between the wraps around his head as the bubbles pop with color.

Nethys is a silly and dumb god. Why?

Ami and Yeen continue to snuff around.


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

@DM. Was more concerned with what was in the room we fell into, per my last post: "At the bottom, Hazim checks for dangers." I was looking forward, not backward. You were focusing on the shaft and what's behind again there, guy. ;)

Once the group is ready, Hazim will huddle forward, scouting ahead slightly (ten feet from the group.) He'll look/listen down both passages for any signs/clues.

Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
Perception 25/26 or

Perception: 1d20 + 5 ⇒ (17) + 5 = 22


@Hazim: I'm not sure what you're referring to. That's what I did. At the bottom, you checked for dangers, and I said there was nothing. And then you all move into Area 4. So...?


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

"I'd be more worried about the snarling monkey face and twisted grimaced statues than I would about the bubbles. I'm confused. Should we feel welcome, or intimidated, or both?" Pent looks over the statues, but moves on quickly as he watches Hazim become the Hound.

Knowledge, Statues?: 1d20 ⇒ 14 +1 Arcana, +7 Religion
Perception on Statues: 1d20 + 6 ⇒ (15) + 6 = 21


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

@DM - I was searching the room that we were dumped into, not the shaft we just came down (area 4). Your post made it sound like I was checking the area we just came from (the shaft.) Just making sure we are on the same page. So if we're good, we're good.


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

Checking out the shaft too long, and you're likely to get the shaft, so if I haft to shuffle you along, I won't think twice... :)


I think you're misunderstanding the description. The room you were dumped into is not Area 4. Once you exited the shaft, the party proceeds forward and then enters Area 4. The shaft/destination point is not really on the map, so don't base it completely off of that.


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 dusts himself off when he finally reaches the ground, wiping his sweaty palms on his robes. Climbing is not his strong suit. He checks on Sa'amm, gives him a reassuring pat on the carapace, then edges closer to the southern tunnel to peer around.

Groooooooooooooooan @ your puns, Pent.


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

Not nearly enough, I know. Gotta step it up...

Pent considers casting Detect Magic around the statues, but thinks again.

Pent follows Mahdi to the southern doorway, keeping his distance from the foreboding statues. "Do you have much experience searching ancient ruins, then? This is the first time I've been underground. Well, on purpose that is."

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

"Looks clear to me. It's as lively as a tomb down here."


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

Aldebert takes his 'burning' guisarme and has a look down the west hallway to see what there is to see.

"Amiamble, stay close, I may need your help."


As Hazim examines the statues in the room, something about them strikes him as odd. He notices a thin layer of ash on each of the statues, suggesting some sort of flame tied to the figures. Getting close, he can feel a bit of heat building around them, but doesn't seem to discharge.

@Hazim: You think they're tied to touch; if one were to place their hand on any of the statue, it would erupt in flame. You think it is possible to deactivate them though.


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

Amiamble follows Aldebert.

I got your back, brother.

Ami waves for the rest of the party to follow (or let Hazim take the lead).


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

Hazim hisses sharply, raising a hand for everyone to stop.

Do not touch anything. And watch where you step. These statues may be trapped. I can try and disable them, but I don't know if I can. They may still go off. Prepare yourselves.

Hazim gives the group a few moments to situate themselves. He then walks around each statue, examining it closely, carefully looking for pressure spots and plates, both on the statues and on the floor. He then pulls out his tools when he believes he has located the triggering mechanism. Sweating, he nods to Mahdi that he is starting.

Disable Device: 1d20 + 10 ⇒ (15) + 10 = 25


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

Aldebert stands stock still so as not to throw off Hazim. He whispers "May Abadar guide your hand good sir. while he waits.


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 stares a bit as Hazim approaches his task. "Yeah, may, well not Abadar, heh, he's not too interested in locks being picked, I thought. You should definitely consider asking Sarenrae to look over you... what am I talking about? I'm looking right at you. How do I not see these things before??" Pent shuffles up to Hazim, mulling over his tools, and puts a hand on his upper arm. Guidance, +1 to skill checks, among other things...


Hazim:
The trap doesn't spring, but you do not think you were successful in disabling it.


Pent:
The strange duality of the expressions on the statues seems to reflect the typical depiction of Nethys's two personalities: Knowledge and Destruction.


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

This one is tough, and maybe beyond me. I don't think I can get it. With Pent's help, I can give it one more try. But if we do that, you may all want to move up into another area. But if we don't touch anything, we may be able to just by pass this room. Thoughts?
Sweat drips from Hazim's face, sign of the effort he put into trying to disarm the trap.

Hazim waits for the others to decide what they are going to do.

1. If it is concensus to move on, he helps guide the others verbally around the statues and the floor, hoping to not trigger anything.

2. If the group wants to try disable, Hazim will gladly give it one more shot, just as long as the group will recover his body, if there's anything left. When they are in place, he tries one more time, his body tense, ready to react to danger.


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

"It's that tough is it? If it's that tough, I imagine the penalty for failure will be high. If we can avoid it, I say we do so. Good eye catching it though... good eye."

Aldebert is happy to avoid the trap and continue on for now.


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

Amiamble pads along, following close to his brother.

Ami is happy to wait a few moment, hiding in the hallway.


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

"I'd politely refrain from penalties, let alone failure. And since we seem to be doing a good job of avoiding what's not been leveled against us, due to Hazim's deft manipulations, of course, I'd say we continue not failing through refraining." Pent looks eager to not be in the room, his face mimicking the statues by altering between the dual demeanors.


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

Hazim guides everyone out of the room, doing his best so that the trap isn't triggered. Once we are out, he scouts ahead again, staying 10 feet ahead, going slow and searching for signs of other traps, grooves in the wall, listening for signs of movement or odd noises.

Stealth: 1d20 + 9 ⇒ (15) + 9 = 24
Perception: 1d20 + 5 ⇒ (8) + 5 = 13+1 for traps.

The player in me wants another stab at that trap. With Pent's guidance, I had 26 total, from a roll of fifteen. Only five more numbers on the die, I can DO IT. Maybe later ;0


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)

While Hazim works, Ami leans down to whisper in his brother's ear.

"Brother, there are no gnolls here. Why are we here? This is a tomb, a crypt where even gnolls dare not tread. Shouldn't we come back when we have slain many gnolls and the area is clear?"

Ami turns his head to watch Hazim and the others before returning to whisper in Aldebert's ear.

"Brother, next time you should lead. You are the strongest and smartest here. You will lead us to killing gnolls, won't you?"


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 holds his breath, gripping his staff tightly, while his brother messes with the trap. Only when Hazim rocks back on his haunches does he exhale. No death today... at least not yet. He agrees with the others they should move through for now.

As he passes he stares up at the statues and the faces of Nethys. Perhaps he can gleam some purpose of this trap.

Knowledge Arcana/Religion: 1d20 + 7 ⇒ (18) + 7 = 25

When Hazim indicates the ash to him, he smiles weakly. "I could always stand there and trigger them intentionally... fire isn't such a bother, after all..."

But no, later. For now they creep through.


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

"Brother, there are no gnolls here. Why are we here? This is a tomb, a crypt where even gnolls dare not tread. Shouldn't we come back when we have slain many gnolls and the area is clear?"

Ami turns his head to watch Hazim and the others before returning to whisper in Aldebert's ear.

"Brother, next time you should lead. You are the strongest and smartest here. You will lead us to killing gnolls, won't you?"

"It's true, there are no gnolls down here, but we may be able to use this as a base of operations to attack them. Best to be sure there's nothing here that could attack at an inopportune moment yes?"

He chuckles a little and continues, "I do not need to lead from the front my brother. Hazim will find many traps that I would not see. The leader is not necessarily the one in front." He says it like he almost believes it.

Aldebert continues to follow Hazim into the dark places.


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

"The smart ones never are..." Pent taps the side of his nose, and nods at Aldebert.

Pent keeps up with group. "This has to be the shrine to Nethys. Has to be. Zastoran will be pleased." Pent looks very content with himself.


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

Hazim laughs softly at Ami

I'm not trying to lead, just trying to keep us safe, scouting ahead. You are more than welcome to take the front. Just try not to set things off with your face. Or your cats face. Hazim waves Ami forward.


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)

@Hazim: My words to Alde were whispered so you could not hear. You should lead on.


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

"Where to Hazim? West or South do you think?" Aldebert is ready to head deeper into the subterranean vaults. He stands ready at the western hall, but he'll head south if Hazim thinks that route safer and free of traps.

Traps are a menace. Nothing you can fight back. Good thing we have Hazim along to guide us.


Hazim decides to hang back a bit and examine the statues, seeing if he can determine the secrets of the trap hidden within, while also providing watch back at the entrance should anyone/anything attempt to ambush from the tunnel back to the surface.

Area 6

A narrow hallway extends from the open archway, but not too narrow as to prevent passage.

The floor of this chamber is covered with centuries of untouched dust. Along the walls, cobwebs cover gruesome fresco work depicting unworthy souls dismemebered by demonic sphinxes. In the west wall, a pair of niches hold painted statues of gynosphinxes, glaring with wooden menace from beneath layers of ancient filth. A third nice stands empty to the south, while a fourth filled with rubble lies to the north.

Nothing seems to be stirring in this chamber. A cursory glance reveals flakes of old plaster scattered around the floor near the south wall.


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

Amiamble nods to Aldebert, uncertain about continuing, but willing to follow his brother anywhere...even if there are no gnolls there.

"I got your back, brother. Go on, now," Ami whispers encouragingly.

After Aldebert moves, Ami and Yeenoghu (squeeze?) to follow him.


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

Aldebert looks around for a moment by the doorway hesitating. Eventually, and with a deep breath, he steps into the room for a closer look at the niches.


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 looks back at Hazim and Mahdi. "Should we wait? Let them call back if trouble shows itself?" Pent moves up cautiously, not liking the bend in the hallway.


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

"I'm coming with you," Mahdi says in a mutter to Pent. "He won't be happy until he's figured that damned trap out."

Mahdi speaks as if resigned to Hazim's mannerisms, and if it were no big deal, but he's unhappy to leave his brother behind and it shows in the tenseness of his voice. Well, Hazim is tough and can take care of himself, of course, but... stll.

He stands at the rear of the little group as they continue to explore, keeping his ears primed both for noises ahead... and noises behind, from his brother.

Perception: 1d20 + 2 ⇒ (10) + 2 = 12


As the heroes explore the room, suddenly the wooden sphinxes began to groan, as if ancient pieces of wood trying to bend once more, and glowing red appears in their empty eye sockets.

Initiative:
Mahdi: 1d20 + 6 ⇒ (14) + 6 = 20
Aldebert: 1d20 + 1 ⇒ (8) + 1 = 9
Amiamble: 1d20 + 5 ⇒ (11) + 5 = 16
Pent: 1d20 ⇒ 19
Sphinx 1: 1d20 ⇒ 1
Sphinx 2: 1d20 ⇒ 2

Round 1

20. . . Mahdi
19. . . Pent
16. . . Amiamble
9. . . Aldebert
2. . . Sphinx 2
1. . . Sphinx 1

The carved statues begin to animate and the mouth of the sphinxes begin to speak in unison:

Ancient Osiriani:
"The Lord of Magic grants Power to both sides of the same coin. Prove your gift or face Destruction."


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

Round 1, Init 20

Mahdi freezes as the sounds of one of the languages he has studied rings outs in the room.

"Wait a moment!" he hisses to the others. "I know the tongue, they're asking for a token of devotion to Nethys!"

His mind races quickly. Prove the gift-- what, the practice of magic? Any number of spells might suffice for that, should he cast them. Or should they proffer perhaps the symbol of Nethys, the mask they had found?

Knowledge Arcana/Religion to gain insight into what 'proof' might best suit the guardians: 1d20 + 7 ⇒ (5) + 7 = 12

Unless his knowledge check suggests something better to him, Mahdi will cast 'Detect Magic' in order to 'prove' himself as a magician.


Mahdi:
Unfortunately, as your brain races for a solution, an obvious one does not present itself immediately to you.


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

Detect Magic it is, then! Whilst gesturing his colleagues to stay back and not step further into the 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

Pent tries to squeeze out an answer regarding the riddle of the sphincters.
knowledge, arcana/religion: 1d20 ⇒ 1 +5 for Arcana, +7 for Religion

By the constipated look on Pent's face, an answer is not soon forthcoming.


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

Poot. We're on initiative, and I skipped that part...

Round 1, Init 19

Status:

AC = 13
HP = 17/17
Weapon Equipped = Light Crossbow
Condition(s) = Mildly disturbed that wood is talking to us

Pent readies to fire his crossbow at anything remotely threatening, including an unexpected backstep by Aldebert's left buttcheek.

Light Crossbow: 1d20 + 1 ⇒ (6) + 1 = 7 for 1d6 ⇒ 3 damage


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

Round 1, Initiative 9

Status:
HP: 18/22 AC: 17 (F16/T12)
Weapon Equipped = Guisarme
Conditions = Endure Elements
Smite Evil = 1/1 (+2 attack, +2 damage, +2 AC)
Lay on Hands = 3/3 (1d6 healing)

Aldebert heeds the wisdom of Mahdi and backs off (5' step). He grips his guisarme tightly and readies an attack if they close with ferocity (i.e. if the cantrip display doesn't work).

So, if they attack I'll swing wildly in fear and miss...
Guisarme Ready: 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d6 + 3 ⇒ (6) + 3 = 9

"Good luck Mahdi. Good luck!"


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 16

Ami delays, waiting to see what the sphinxes do.


Round 1, Sphinx Hijinks!

The wooden statue with the woman' face steps out of the niche threateningly, as if not appeased with anything presented to it.

Aldebert swings as he swings the statue approach, but misses. The same goes for Pent and his crossbow bolt.

Technically, Aldebert also gets an AoO as well.

The sphinx statue walks forward and takes a swing with its big, wooden paw at Aldebert

Sphinx 2 vs Aldebert
Slam: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

But the halfling parries the attack easily.

I'm assuming Ami is coming out of delay before the next sphinx goes?


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

Round 1 AoO, Initiative 2+

Status:
HP: 18/22 AC: 17 (F16/T12)
Weapon Equipped = Guisarme
Conditions = Endure Elements
Smite Evil = 1/1 (+2 attack, +2 damage, +2 AC)
Lay on Hands = 3/3 (1d6 healing)

Guisarme AoO: 1d20 + 6 ⇒ (17) + 6 = 23 damage: 1d6 + 3 ⇒ (6) + 3 = 9

"Ahhh! Mahdi, it didn't work, it didn't work!"

Aldebert, hopefully, connects with the wooden creature as it closes.


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

"It seems to be working just fine, Aldebert. I've come to think of your smile as quite magical." Pent looks like he's in need of urinary relief, with the sphinx in such close proximity.


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 0

Amiamble and Yeenoghu fight for Aldebert's life. Ami moves to flank with Aldebert (provoking).

1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 to hit;
1d6 + 2 ⇒ (1) + 2 = 3 damage.

"Bree-yark, Yeenoghu!"

1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 to hit; (bite)
1d6 + 1 ⇒ (2) + 1 = 3 damage.


Aldebert swings again and takes a big chunk out of the wooden statue as it approaches, but it doesn't seem to disable it.

Amiamble moves around to get into a better position with his brother, but draws the ire of the animated sphinx in doing so.

AoO vs Ami
Slam: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Ami swings his staff and connects, cracking the sphinx a bit. Yeen's sharp teeth are unable to pierce the wooden object, however.

The other statue also comes to life and advances towards Aldebert, being the closest victim.

Sphinx #1 vs Aldebert
Slam: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 (flanking)
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

But the armored Piddlespot continues to deflect the oncoming attacks.


The party stands their ground against the incoming statues, hacking away at one of them. They both seem hostile and unfazed by Mahdi's presentation.

Round 2

20. . . Mahdi
19. . . Pent
9. . . Aldebert
2. . . Sphinx 2 (wounded)
1. . . Amiamble
1. . . Sphinx 1

GM:
#1: 31/31
#2: 19/31


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

Round 2, Initiative 3

Status:
HP: 18/22 AC: 17 (F16/T12)
Weapon Equipped = Guisarme
Conditions = Endure Elements
Smite Evil = 1/1 (+2 attack, +2 damage, +2 AC)
Lay on Hands = 3/3 (1d6 healing)

Aldebert takes a 5' step back to keep his guisarme in reach (and get out of flank) and attacks with his brother's flank!
Guisarme AoO: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 damage: 1d6 + 3 ⇒ (1) + 3 = 4

GM Sloth - I think I still have flank, as does my brother, from my new location. Let me know if that is not the case obviously. :) If no flank, I'll take out my hammer and do the same thing (same die rolls too).


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

Round 2, Init 1+

Amiamble and Yeenoghu fight for their lives...and for the lives of those around him.

1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11 to hit; (staff)
1d6 + 2 ⇒ (5) + 2 = 7 damage.

"Bree-yark, Yeenoghu!"

1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 to hit; (bite)
1d6 + 1 ⇒ (3) + 1 = 4 damage.

1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 to hit; (claw)
1d4 + 1 ⇒ (2) + 1 = 3 damage.

1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 to hit; (claw)
1d4 + 1 ⇒ (3) + 1 = 4 damage.

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