GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

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


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|Roll20 Link- Age of Worms|

The efreet(i) senses the hostiles approaching, so rise(s) in the air to ready for the fight, no movement towards the doors.

At this time, Mahdi brings an explosion of color to the room, bringing the second efreeti to light for those about to engage, including the bearded devil, which wastes no time in slaying Purple outright. Still injured, pobrecito

Amiamble, Aldebert, Otah, and delayed Pent are up!


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

Round: 1, Initiative: 15-

Status:
HP: 89/114 | AC: 25 (F22/T13) (included: magic vestment +2)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Bull’s Strength, Resist Fire, Greater Heroism, fly (1/11m)
Weapon Equipped: Greatsword
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 2/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 5/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 69/69 (DR 5/evil) AC: 27 (F22/T15) (included: mage armor +4, haste +1)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Fire
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Aldebert leaps off Gretiem as he flies through the air at the efreeti. Thanks to the fly Pent bestowed, he closes with their new foe. Unfortunately heavy armor slows his flight and he only manages to close (double move - does not provoke if normal 10’ reach).


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 15+

Ami casts Invisibility Purge and moves into the room, climbing slightly on Yeen's back up into the air.

Invisible things within 55' should become seen by all.

Combat Stuff:

ACs: Ami: 27. Yeen: 23+4+4=31 (barkskin, mage armor) +4 TD
HP: Ami:83/83+0 temp; Yeen: 108/110 + 0 temp

Ami:
[ dice]1d20+11+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+6+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+15+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 3/8 used (DF*2,EE*1,AibBub*0)
Lvl 2: 5/7 used (barkskin*1,CMW*0,Bull*2,RE*2)
Lvl 3: 4/7 used (mag vest*2,MCfE*1,InvisPurge*1)
Lvl 4: 4/7 used (AirWalk*2,DivPower*1,Grove,FoM)
Lvl 5: 0/5 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami: Resist Fire.


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|Roll20 Link- Age of Worms|

Well played, Amiamble.

As the cat wrangler enters the room, yet another efreeti is revealed in the northern section of the room, hovering at the same height as the remaining efreeti. Now color-coded Blue and Red, for your convenience.

Otah and Pent are up!


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

Round 1, Init 12

Status:

AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = None

Emboldened by the devil's effortless efreeti effacement, the gnome drifts closer to the fire mage, and waits for the violence to die down in the adjacent room.

"Soooo... we should probably hold position, right?" Pent watches the doorway, listening for signs of distress and calls for support.

"Soooo... you thinking of bringing the gaggle back to Kelmarane, once we figure out how to return? They're not worth much on the slaver's block, cause too much trouble, usually. We had one once, sold him to a merchant who kept him chained by his chicken coop, spear in hand, to stave off scroungers. Ended up trying to return him, after it killed all the chickens."


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 now healed dwarf darts forward into the room behind the cat and lizard riders. Too far away, and his dwarven legs too slow, to be of any effect he positions himself to harass the efreeti in short order.

Double Move. Curse these dwarven stubs. :)


|Roll20 Link- Age of Worms|

Amiamble and Yeen enter the room, the cat rider bringing a sphere of revelation to the chamber, revealing another efreeti in the process. Aldebert leaps from Gretiem, gaining altitude to confront the additional efreet. Mahdi makes ready to reveal Purple's position, before the chamber is alight with the halfling's magic, allowing the bearded devil his due, slaying Purple outright. Mahdi, due to the fortunate order of Initiative, you haven't spent your Glitterdust, and may take another Round 1 action, as you desire.

Pent watches from afar, while Otah chases into the chamber, and readies to engage efreet again.

The two efreeti take full advantage of flank, targeting Aldebert solely.

Falchion, Al: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36 for 2d6 + 9 ⇒ (1, 1) + 9 = 11 damage
Confirm Critical #1?: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35 for 2d6 + 9 ⇒ (4, 3) + 9 = 16 damage
Falchion, Al: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 for 2d6 + 9 ⇒ (2, 4) + 9 = 15 damage
Confirm Critical #2?: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 for 2d6 + 9 ⇒ (6, 4) + 9 = 19 damage

Falchion, Al: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24 for 2d6 + 9 ⇒ (1, 5) + 9 = 15 damage
Falchion, Al: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 for 2d6 + 9 ⇒ (3, 2) + 9 = 14 damage

Blue has a field day, while Red finds no purchase with his blade.

Round 2
Efreeti- 15 (-116hpP)
Amiamble- 15
Aldebert- 15 (-42hp)
Mahdi- 13
Pent- 12
Otah- 5

The Party is up! Also, I conferred with your resident gnome, and agreed that Aldebert would have been healed fully, as was Otah. Pent, just tick off the charges from your wand.


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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

Alright! for the retconned round 1, Mahdi will cast Ball Lightning and stick the orbs in Red's square. Reflex DC 21 or take:

Damage: 3d6 ⇒ (1, 5, 1) = 7 (electricity)

Mahdi gestures and sends the lightning balls at one of the efreets, where they dance over the fiery skin with little stabs of energy.

Round 2:

The fire mage orders his.... balls... to continue to teabag the efreet, while also ordering the bearded devil to tear forward in the air with his glaive again.

Bearded devil vs blue: 1d20 + 11 ⇒ (1) + 11 = 12 vwish

The devil is clumsy with his new found flight. Mahdi tsks, sails into the room, and keeps the lighting orbs focused.

Red, Reflex DC 21 or: 3d6 ⇒ (6, 4, 2) = 12 (electricity)

"Pent, I'm sure we can discuss the dispensation of m- of the kobolds when we're not in a pitched battle. So far they seem obedient creatures, no?"


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 15+

Ami and Yeen move up to attack Blue.

1d20 + 11 ⇒ (7) + 11 = 18 vs. DC 10 to aid

1d20 + 15 + 1 + 4 ⇒ (10) + 15 + 1 + 4 = 30 to hit; (bite,feast,+aid)
1d6 + 8 ⇒ (3) + 8 = 11 damage.

Combat Stuff:

ACs: Ami: 27. Yeen: 23+4+4=31 (barkskin, mage armor) +4 TD
HP: Ami:83/83+0 temp; Yeen: 108/110 + 0 temp

Ami:
[ dice]1d20+11+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+6+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+15+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 3/8 used (DF*2,EE*1,AibBub*0)
Lvl 2: 5/7 used (barkskin*1,CMW*0,Bull*2,RE*2)
Lvl 3: 4/7 used (mag vest*2,MCfE*1,InvisPurge*1)
Lvl 4: 4/7 used (AirWalk*2,DivPower*1,Grove,FoM)
Lvl 5: 0/5 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami: Resist Fire.


|Roll20 Link- Age of Worms|

Reflex Save v DC 21: 1d20 + 10 ⇒ (1) + 10 = 11
Reflex Save v DC 21: 1d20 + 10 ⇒ (1) + 10 = 11

Well then. To add insult to injury, Mahdi, let me unveil the two other balls you haven't rolled up, as your might in magic allows for three spheres of pain, not just one...

Red suffers the dogged balls of Mahdi, trying to wend his way out of the way of the spherical gifts of lightning.

More Pain: 3d6 + 3d6 + 3d6 + 3d6 ⇒ (2, 1, 6) + (2, 5, 1) + (5, 5, 6) + (6, 5, 1) = 45 Ouch

GM Rolls:

Stealth: 1d20 + 21 ⇒ (3) + 21 = 24
Perception, M: 1d20 + 3 ⇒ (8) + 3 = 11

As Mahdi demonstrates his magical might, he is targeted by two arrows, which sail out of the room's expanse, both striking the fire mage, though only one really, really buries itself.

Longbow, M: 1d20 + 16 ⇒ (7) + 16 = 23 for 1d6 + 4 + 7d6 ⇒ (1) + 4 + (6, 3, 6, 1, 5, 4, 2) = 32 damage
Longbow, M: 1d20 + 11 ⇒ (15) + 11 = 26 for 1d6 + 4 ⇒ (2) + 4 = 6 damage

Mahdi:

There is a humanoid wrapped in silks, clinging to the uppermost part of the wall to the very south, out of Amiamble's Invisibility Purge radius. He appears to be Spider Climbing, and he has a composite shortbow. And more arrows. And eyes only for you... Indicated on the map

And, yes, he's still invisible, after having attacked you.

Aldebert, Pent and Otah are up! Mahdi is attacked directly after his initiative.


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

Round: 2, Initiative: 15-

Status:
HP: 93/114 | AC: 25 (F22/T13) (included: magic vestment +2)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Bull’s Strength, Resist Fire, Greater Heroism, fly (1/11m)
Weapon Equipped: Greatsword
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 2/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 5/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 69/69 (DR 5/evil) AC: 27 (F22/T15) (included: mage armor +4, haste +1)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Fire
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Prior healing…
CLW x5: 5d8 + 5 ⇒ (8, 1, 5, 7, 5) + 5 = 31 (so five charges on the wand for the tracker)

Aldebert gets crushed between two efreet unhappily. He 5’ flaps to get into a better position, or at least start in that direction.

Fly: 1d20 + 3 ⇒ (5) + 3 = 8 vs DC 15 to hover.

Unfortunately, Aldebert’s flying skill is still rather weak as he’s only had a brief time to practice, and he’s forced to fly further - provoking from both efreet.

Eventually, he attacks his target…
Greatsword (magic): 1d20 + 13 ⇒ (17) + 13 = 30 damage: 1d10 + 13 ⇒ (10) + 13 = 23

At the end of it all, hurting badly, Aldebert will swiftly heal himself a little.
Lay on Hands: 6d6 ⇒ (1, 6, 2, 6, 3, 3) = 21 (swift)


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

GM:
Ah, thank you re the ball lightning correction! I was THINKING it seemed kind of weak for a spell of that level. That would be cuz I misread it. Also, if mister arrow-face's 7d6 is sneak attack damage, does he have some ability that lets him deal sneak attack ranged damage outside of 30'? He well might, it's just a rule that often gets overlooked. Or he might not even be a rogue. It won't really impact my actions either way, since I still got arrow tagged, just a question of by how much.

Mahdi hisses some foul curses in Ignan as an arrow finds him, streaking from a hidden foe. "Fah! A damned archer hiding on the ceiling-- invisible, but not for long... I'll deal with him as soon as I have a moment."


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 slides along the ground under red, grabbing Zenzirad by the rondel and thrusts it upward.

5 foot step, lunge, full attack.
Zenzirad, primary, FO Bane, moved: 1d20 + 18 + 2 + 2 ⇒ (15) + 18 + 2 + 2 = 37 for damage: 2d4 + 7 + 2 ⇒ (1, 1) + 7 + 2 = 11 cold: 1d6 ⇒ 5 bane: 2d6 + 2 ⇒ (4, 1) + 2 = 7
Zenzirad, Iterative, FO Bane, moved: 1d20 + 13 + 2 + 2 ⇒ (8) + 13 + 2 + 2 = 25 for damage: 2d4 + 7 + 2 ⇒ (3, 4) + 7 + 2 = 16 cold: 1d6 ⇒ 4 bane: 2d6 + 2 ⇒ (5, 4) + 2 = 11
Zenzirad, iterative, FO Bane, moved: 1d20 + 8 + 2 + 2 ⇒ (6) + 8 + 2 + 2 = 18 for damage: 2d4 + 7 + 2 ⇒ (3, 1) + 7 + 2 = 13 cold: 1d6 ⇒ 6 bane: 2d6 + 2 ⇒ (1, 4) + 2 = 7

"Are there more hiding in here, or just the one?"


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 2, Init 12

Status:

AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = None

Pent doesn't dawdle when Mahdi goes flying into the room, though when he gets there, he does regret not keeping a closer distance, once he lays eyes on bleedin' Aldebert.

He puffs up and barks about a blade. Cast Spiritual Weapon

The Sarahtar immediates appears and harasses Blue.

Sarahtar: 1d20 + 14 ⇒ (12) + 14 = 26 for 1d8 + 3 ⇒ (4) + 3 = 7 damage

Sarahtar: 1d20 + 9 ⇒ (5) + 9 = 14 for 1d8 + 3 ⇒ (6) + 3 = 9 damage


|Roll20 Link- Age of Worms|

Mahdi:

The sneak is sneaky. The rule displeases me for this narrative, so it is overlooked with derision. ;) His build was a little lackluster, so I took license...

The flying halfling takes his licks for trying and failing to do the right thing.

AoO, Al: 1d20 + 16 ⇒ (16) + 16 = 32 for 2d6 + 9 ⇒ (4, 3) + 9 = 16 damage
AoO, Al: 1d20 + 16 ⇒ (1) + 16 = 17 for 2d6 + 9 ⇒ (2, 3) + 9 = 14 damage

Amiamble/Yeen bolt into Blue. Aldebert sees Red bleed. Mahdi sends bolts into Red, while his pet devil circles Blue menacingly. Pent brings the Sarahtar back, blapping Blue. Otah huffs and puffs before ending Red with his first swipe of Zenzirad.

The lone efreeti swings out in desperation at Amiamble.

Falchion, Am: 1d20 + 16 ⇒ (18) + 16 = 34 for 2d6 + 9 ⇒ (4, 5) + 9 = 18 damage
Falchion, Am: 1d20 + 16 ⇒ (3) + 16 = 19 for 2d6 + 9 ⇒ (4, 1) + 9 = 14 damage

It looks in a southerly direction, with grave uncertainty.

Round 2
Efreeti- 15 (-116hpP, -37hpB, -112hpR)
Amiamble- 15 (-18hp)
Aldebert- 15 (-37hp)
Mahdi- 13
M- 13-
Pent- 12
Otah- 5

Amiamble, Aldebert, and Mahdi are up!


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

Round: 3, Initiative: 15-

Status:
HP: 79/114 | AC: 25 (F22/T13) (included: magic vestment +2)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Bull’s Strength, Resist Fire, Greater Heroism, fly (1/11m)
Weapon Equipped: Greatsword
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 2/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 4/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 69/69 (DR 5/evil) AC: 27 (F22/T15) (included: mage armor +4, haste +1)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Fire
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

To start things off, he heals himself again, to try and stem the flow of blood onto the floor beneath him.
Lay on Hands: 6d6 ⇒ (6, 5, 2, 6, 3, 1) = 23 (swift)

Then Aldebert flies up and at blue, provoking as he closes into flank with his brother.
Greatsword (magic): 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 (flank) damage: 1d10 + 13 ⇒ (10) + 13 = 23


|Roll20 Link- Age of Worms|

Round 3 folks...

Missed it by one minute. Grr.


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

Gm:
Ah, okay.

Despite the pain of the arrows in him, Mahdi lashes out with magic to hide the unseen, bathing the skulking archer in the golden glitter he almost cast a few seconds ago. (Will save DC 17 or blinded, but shiny either way) Then, he beckons sharply with a hiss, instructions for both his orbs of devastating electricity and his enslaved devil.

The devil shifts slightly in mid-air to take advantage of positioning, striking with his most unwilling temporary ally Aldebert to keep the efreet off-guard. He gives Aldebert a wink as he does it, too.

Vs blue, flanking, power attack: 1d20 + 11 + 2 - 2 ⇒ (17) + 11 + 2 - 2 = 28
Damage: 1d10 + 15 ⇒ (2) + 15 = 17 And 2 bleed

Vs blue, flanking, PA: 1d20 + 6 + 2 - 2 ⇒ (12) + 6 + 2 - 2 = 18
Damage: 1d10 + 15 ⇒ (1) + 15 = 16

Move action to redirect spheres, std to cast glitterdust, done

"I only see the one, Otah."


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 15+

Ami takes a solid hit, but he and Yeen continue to fight.

1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10 vs. DC 10 to aid Yeen

1d20 + 15 + 1 + 4 ⇒ (16) + 15 + 1 + 4 = 36 to hit; (bite,feast,+aid)
1d6 + 8 ⇒ (3) + 8 = 11 damage.

1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26 to hit; (claw,feast)
1d4 + 8 ⇒ (3) + 8 = 11 damage.

1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23 to hit; (claw,feast)
1d4 + 8 ⇒ (4) + 8 = 12 damage.

Combat Stuff:

ACs: Ami: 27. Yeen: 23+4+4=31 (barkskin, mage armor) +4 TD
HP: Ami:67/83+0 temp; Yeen: 108/110 + 0 temp

Ami:
[ dice]1d20+11+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+6+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+15+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 3/8 used (DF*2,EE*1,AibBub*0)
Lvl 2: 5/7 used (barkskin*1,CMW*0,Bull*2,RE*2)
Lvl 3: 4/7 used (mag vest*2,MCfE*1,InvisPurge*1)
Lvl 4: 4/7 used (AirWalk*2,DivPower*1,Grove,FoM)
Lvl 5: 0/5 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami: Resist Fire.


|Roll20 Link- Age of Worms|

Blue doesn't miss a beat as Aldebert closes, barely missing the new opponent.

AoO, Al: 1d20 + 16 ⇒ (8) + 16 = 24 for 2d6 + 9 ⇒ (1, 6) + 9 = 16 damage

The combined effort of the bearded devil, and the deviling halflings brings Blue to an abrupt end.

For the three balls of lightning, magical scimitar, six aggressors, and three dead efreeti cluttering the room, the sparkly humanoid perched on the ceiling/wall seems to wave at its eyes, peering through a scarf that conceals most of its head, before it draws an arrow, and takes another shot at Mahdi, this time without sneaky damage.

Will Save v DC 17: 1d20 + 6 ⇒ (11) + 6 = 17 Whew

Composite Shortbow, M: 1d20 + 16 ⇒ (14) + 16 = 30 for 1d6 + 4 ⇒ (4) + 4 = 8 damage

Composite Shortbow, M: 1d20 + 11 ⇒ (16) + 11 = 27 for 1d6 + 4 ⇒ (6) + 4 = 10 damage

Mahdi:

The arrows both burn as they enter your innards. They must bear some ill intent, laced with poison.

Please make a Fortitude Save DC 16, or suffer 1d6 ⇒ 2 Dex Damage.

The Party is up! Single round actions, for now.


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 Fort: 1d20 + 6 ⇒ (18) + 6 = 24

Hissing as more arrows find him, Mahdi nonetheless manages to resist the pain in his innards, though he wraps a thin arm around his belly. "You are dead," he snarls vindictively at his harasser. The barbazu responds to the venom in his words and immediately flies at the archer.

I think the barbazu has a charge lane, but if not, he still has the flighted move to get there and attack, so just -2 if not.

Flighted charge power attack: 1d20 + 11 - 2 + 2 ⇒ (19) + 11 - 2 + 2 = 30
Damage: 1d10 + 15 ⇒ (4) + 15 = 19 +2 bleed

Mahdi's now-bloodied hands gesture emphatically, and the lightning orbs drift after the archer as well. (Mahdi spending both his move actions to direct the orbs to converge on Mr Shiny. I put them behind him on the map but they're in his square.)

#1, Reflex save DC 21 or take: 3d6 ⇒ (3, 5, 6) = 14
#2, Reflex save DC 21 or take: 3d6 ⇒ (4, 1, 3) = 8
#3, Reflex save DC 21 or take: 3d6 ⇒ (5, 4, 3) = 12

...then Mahdi takes a protective step back through the doorway.


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

Round: 4, Initiative: 15-

Status:
HP: 72/114 | AC: 25 (F22/T13) (included: magic vestment +2)(not included: -2 from charge)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Bull’s Strength, Resist Fire, Greater Heroism, fly (1/11m)
Weapon Equipped: Greatsword
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 2/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 4/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 69/69 (DR 5/evil) AC: 27 (F22/T15) (included: mage armor +4, haste +1)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Fire
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Aldebert frowns at the winking devil, knowing he’s just trying to get under his skin. None the less, he does, and Aldebert almost misses the new threat. He turns however and does charge their new friend…

Greatsword (magic): 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25 (charge) damage: 1d10 + 13 ⇒ (4) + 13 = 17

He’ll then staunch some more bleeding.
Lay on Hands: 6d6 ⇒ (2, 5, 2, 3, 2, 2) = 16 (swift)


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 15+

Ami and Yeen airwalk at the final foe, charging to help his brother.

1d20 + 15 + 1 + 2 ⇒ (19) + 15 + 1 + 2 = 37 to hit; (bite,feast,+aid)
1d6 + 8 ⇒ (4) + 8 = 12 damage.
1d20 + 18 ⇒ (11) + 18 = 29 grab to grapple;

Combat Stuff:

ACs: Ami: 27. Yeen: 23+4+4=31 (barkskin, mage armor) +4 TD
HP: Ami:67/83+0 temp; Yeen: 108/110 + 0 temp

Ami:
[ dice]1d20+11+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+6+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+15+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 3/8 used (DF*2,EE*1,AibBub*0)
Lvl 2: 5/7 used (barkskin*1,CMW*0,Bull*2,RE*2)
Lvl 3: 4/7 used (mag vest*2,MCfE*1,InvisPurge*1)
Lvl 4: 4/7 used (AirWalk*2,DivPower*1,Grove,FoM)
Lvl 5: 0/5 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami: Resist Fire.


|Roll20 Link- Age of Worms|

Ami and Yeen clear the distance to Mr. Shiny, though they fail to Grapple. Aldebert closes the distance, soaring to greater altitudes, though he as of yet hasn't attacked.

Alack and alas, Mahdi, your Balls of Lightning only move a total of 20' per round, you only need to expend one move action to direct them, so I'll only fuss with the closest Ball for now, as it could reach Mr. Shiny.

Reflex Save v DC 21: 1d20 + 16 - 4 ⇒ (7) + 16 - 4 = 19 damage taken

Round 4 Actions still to go for Otah and 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

Round 4 batting cleanup

Status:

AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = None

Pent directs the Sarahtar to engage the sparkly sneaker. Move Action to redirect

"Don't suppose you're much for surrendering, in light of our overwhelming numbers?"

Sarahtar: 1d20 + 14 ⇒ (18) + 14 = 32 for 1d8 + 3 ⇒ (8) + 3 = 11 damage
Confirm Critical?: 1d20 + 14 ⇒ (1) + 14 = 15 for 1d8 + 3 ⇒ (2) + 3 = 5 damage

"Sarah doesn't seem to like you, I'm gathering. If you were pushing the efreeti, you're a pusher. Allow us to push back."


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

Hm. I always understood that to be 20' per round the same way Mahdi moves at 30' round but has the option to double move. I can see your ruling on it though. In that case Mahdi would have used a move action to draw a potion.


|Roll20 Link- Age of Worms|

Yeah, the language in the spell description is pretty clear- the balls don't have a fly speed, only a rate of 20'/round/perfect. Mahdi has his potion :)

Amiamble/Yeen charge the scarved humanoid. Aldebert gains on him, though he falls just short of engaging. Mahdi repositions his balls and his devil in the room, focusing on the sparkly skulker. Pent redirects the Sarahtar, connecting soundly. Otah GMPC shuffles closer to the bottom of the wall, watching and waiting for something interesting to happen from 40' up.

Mr. Shiny retreats. His wall-crawling carries him along the ceiling, as he angles towards the opposite corner of the room, towards the awaiting squishies at each entrance.

Spellcraft DC 17:

The humanoid's crawl speed is easily faster than a normal Spider Climb speed. Double, in fact.

I think Mr. Shiny incurs AoOs from both the devil and Yeen.

Round 5
Efreeti- 15 (-116hpP, -113hpB, -112hpR)
Amiamble- 15 (-18hp)
Aldebert- 15 (-37hp)
Mahdi- 13
Pent- 12
Otah- 5
M- 1 (-33hp, 2 Bleed)

The Party is up!


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

Round: 5, Initiative: 15-

Status:
HP: 72/114 | AC: 25 (F22/T13) (included: magic vestment +2)(not included: -2 from charge)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Bull’s Strength, Resist Fire, Greater Heroism, fly (1/11m)
Weapon Equipped: Greatsword
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 2/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 4/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 69/69 (DR 5/evil) AC: 27 (F22/T15) (included: mage armor +4, haste +1)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Fire
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

”Sit still!” he cries at the shifting speed demon along the ceiling. He charges down the lane (clear shot) and just reaches his target before swinging!
Greatsword (magic): 1d20 + 13 + 9 ⇒ (2) + 13 + 9 = 24 (feast, bull, gr hero, charge) damage: 1d10 + 13 + 6 ⇒ (1) + 13 + 6 = 20 (bull, gr hero)


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 15+

Yeen bites as the thing tries to flee, then moves higher up to bite again.

1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20 to hit; (bite,feast,high ground)
1d6 + 8 ⇒ (4) + 8 = 12 damage.

Normal attack:
1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26 to hit; (bite,feast,high ground)
1d6 + 8 ⇒ (1) + 8 = 9 damage.

Combat Stuff:

ACs: Ami: 27. Yeen: 23+4+4=31 (barkskin, mage armor) +4 TD
HP: Ami:67/83+0 temp; Yeen: 108/110 + 0 temp

Ami:
[ dice]1d20+11+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+6+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+15+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 3/8 used (DF*2,EE*1,AibBub*0)
Lvl 2: 5/7 used (barkskin*1,CMW*0,Bull*2,RE*2)
Lvl 3: 4/7 used (mag vest*2,MCfE*1,InvisPurge*1)
Lvl 4: 4/7 used (AirWalk*2,DivPower*1,Grove,FoM)
Lvl 5: 0/5 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami: Resist Fire.


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

Devil's AOO, power attack: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
Damage: 1d10 + 15 ⇒ (5) + 15 = 20

Actual turn

Another aerial charge, power attack: 1d20 + 11 - 2 + 2 ⇒ (14) + 11 - 2 + 2 = 25
Damage: 1d10 + 15 ⇒ (8) + 15 = 23

Grimacing at the approach of the enemy, Mahdi scowls. Can't fail that spellcraft

"He's annoyingly fast, isn't he," Mahdi says darkly. The devil doesn't speak at all, but whips around in midair and launches back towards the enemy. "What is he, I wonder? Or it."

Is it possible for Mahdi to make any sort of knowledge check on this thing? Or is it too swathed up for identification?

Knowledge base roll, if possible: 1d20 ⇒ 16 With a minimum +13, higher depending

Mahdi debates his options, hesitant to drink his sole curative potion short of being actually in danger. The balls of lightning won't reach the enemy so he leaves them where they are. He decides to simply shut the door in front of him, and draws a scroll while he's at it. Two move actions


|Roll20 Link- Age of Worms|

Mahdi:

The humanoid appears to be enhanced by magic, but not a magic cast upon itself recently. A thought occurs to you, of something you've read regarding genies and their minions- this humanoid might very well be Genie-Bound, benefiting from a connection to a powerful genie, which thrums even now in the humanoid's presence. The genie can at will strip its minion of power, and likely knows the condition of its asset per Status.


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 12

Status:

AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = None

Pent takes a cue from Mahdi, backing up his Carpet, which in turn backs himself up as he's riding upon it at present, then he closes the door on the advancing ceiling demon, waiting just long enough for the Sarahtar to take one last swipe. Double Move

Sarahtar: 1d20 + 14 ⇒ (1) + 14 = 15 for 1d8 + 3 ⇒ (3) + 3 = 6 damage

The spiritual weapon blinks out of existence.


|Roll20 Link- Age of Worms|

Amiamble/Yeen chase after the ceiling rider, managing to strike at it once. Aldebert's charge nearly hits the fleeing foe. Mahdi and Pent get to closing doors. Otah debates his grounded course of action, while the bearded devil soars above him.

Mahdi:

From your position outside the closed door, you're given a brief respite from the battle beyond the door, only to see your the skulk at the top of the stairs, looking over the fallen efreet. They seem to be well preoccupied with body counts at present.

Pent:

The sounds of battle rage beyond the door, and you are currently alone with your Carpet, no new hostiles detected at present.

Aldebert, Amiamble, Otah, Bearded Devil:

Mr. Shiny maneuvers across the ceiling as if it were the floor below.

Acrobatics to Avoid AoO: 1d20 + 35 ⇒ (8) + 35 = 43

Reaching the closed door so recently closed by the gnome, the humanoid suddenly shifts into a gaseous form of its previous self. Yes, Gaseous Form has been cast.

Round 6
Amiamble- 15 (-18hp)
Aldebert- 15 (-37hp)
Mahdi- 13
Pent- 12
Otah- 5
M- 1 (-67hp, 2 Bleed, Gaseous)

The Party is up! Otah can lay out two rounds of action in pursuit.


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

Round: 6, Initiative: 15-

Status:
HP: 72/114 | AC: 25 (F22/T13) (included: magic vestment +2)(not included: -2 from charge)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Bull’s Strength, Resist Fire, Greater Heroism, fly (1/11m)
Weapon Equipped: Greatsword
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 2/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 4/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 69/69 (DR 5/evil) AC: 27 (F22/T15) (included: mage armor +4, haste +1)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Fire
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Aldebert 5’ flaps, or tries to, in frustration to attack the mist.
fly: 1d20 + 3 ⇒ (10) + 3 = 13 vs DC 15

Failing, he flies around to the side of the form, and attacks, mostly out of frustration, at the gassy figure.
Greatsword (magic): 1d20 + 13 + 7 ⇒ (19) + 13 + 7 = 39 (feast, bull, gr hero) damage: 1d10 + 13 + 6 ⇒ (10) + 13 + 6 = 29 (bull, gr hero)

I don't think gaseous folk can be critted, so I won't waste the confirmation roll.


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 6, Init 15+

Ami and Yeen pace closer, trying to take a bite out of the air.

1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12 vs. DC 10 to aid Yeen

1d20 + 15 + 1 + 4 ⇒ (7) + 15 + 1 + 4 = 27 to hit; (bite,feast,+aid)
1d6 + 8 ⇒ (4) + 8 = 12 magic damage.

Combat Stuff:

ACs: Ami: 27. Yeen: 23+4+4=31 (barkskin, mage armor) +4 TD
HP: Ami:67/83+0 temp; Yeen: 108/110 + 0 temp

Ami:
[ dice]1d20+11+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+6+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+15+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+16+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 3/8 used (DF*2,EE*1,AibBub*0)
Lvl 2: 5/7 used (barkskin*1,CMW*0,Bull*2,RE*2)
Lvl 3: 4/7 used (mag vest*2,MCfE*1,InvisPurge*1)
Lvl 4: 4/7 used (AirWalk*2,DivPower*1,Grove,FoM)
Lvl 5: 0/5 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami: Resist Fire.


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

Cursing, the dwarf stumbles along below Mr. Shiny, waiting for him to fall. As he shows off his upside-down agility, the dwarf takes an alternative approach and instead runs to position himself to cover both the doors his allies hide behind.

Moved to threaten both the doors, which technically puts his mini under Aldebert.


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

The barbazu roars out in a bellowing voice that it's prety has turned to mist; Mahdi shouts back through the door to attack anyway. He also yells back: "It's some sort of genie-bound servitor, granted power by its master. Who no doubt knows its exact disposition at any moment. Ugh."

Looking over his shoulder, Mahdi snorts to see the kobolds closing. "All of you, careful, I am still fighting something in this room ahead! And don't touch any of those weapons. They're too big for you anyway. Don't touch anything else of theirs either, unless you want me to think you're stealing..."

Mahdi reads the scroll in his hand and turns invisible. Invisibility, 3 minute duration He opens the door, and takes an adjusting defensive step.

The barbazu follows his master's orders, diving to attack the cloud regardless.

Vs Mist, power attack, charge: 1d20 + 11 + 2 - 2 ⇒ (20) + 11 + 2 - 2 = 31 ....yeah, yeah, can't crit on clouds
Damage: 1d10 + 15 ⇒ (4) + 15 = 19 Non magical, so ignore first 10 points of damage, but gaseous form appparently does not prevent bleed.


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 12

Status:

AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = None

Pent listens as devil barks, Mahdi hoots, and a door opens. He debates his next step, and decides that he better just sit pretty, and make sure nothing tries to slip past him in gassy bags.

Readied Attack: 1d20 + 10 ⇒ (14) + 10 = 24 for 1d6 + 1 ⇒ (4) + 1 = 5 damage


|Roll20 Link- Age of Worms|

Amiamble/Yeen strike out at vapors, ripping the essence despite the form. Aldebert does the same. Mahdi returns to the fray, while his barbazu also connects with the mist, though not as strongly as the halflings.

But it proves just enough to slay the individual.

Round 7
Amiamble- 15 (-18hp)
Aldebert- 15 (-37hp)
Mahdi- 13
Pent- 12
Otah- 5
M- 1 (-110hp, 2 Bleed, Gaseous)

Combat is over.

Drifting to the floor below, the gaseous form settles on the floor of the Bayt, and remains so for several minutes.

Do you wait, and for how long?


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 looks at his scimitar slash, but then sees the multiple wounds to his brother and trots over to heal Aldebert.

2d8 + 5 ⇒ (3, 1) + 5 = 9 CMW

”You should be more careful, Brother. I don’t like it when you are hurt,” Ami complains as he tries to get his brother’s wounds to knit.


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

Status:
HP: 81/114 | AC: 25 (F22/T13) (included: magic vestment +2)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Bull’s Strength, Resist Fire, Greater Heroism, fly (1/11m)
Weapon Equipped: Greatsword
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 2/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 4/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 69/69 (DR 5/evil) AC: 27 (F22/T15) (included: mage armor +4, haste +1)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Fire
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Aldebert enjoys the warm glow of healing from his brother. ”Thank you brother! I hope to get better at this flying thing, so I don’t flutter about so.”

He turns to Mahdi, ”So how long does this usually last? This gaseous condition?”

He’s content to wait it out (do let me know how many minutes as I have spells going), though he begs for some wand healing while they wait. If he gets it…
CLW: 7d8 + 7 ⇒ (4, 4, 2, 5, 3, 4, 4) + 7 = 33


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

"How does this mist thing work Mahdi? Does it reform back, or do it's wound stick? Can we stick it in a jar?"

"Mahdi? Where'd you go?"


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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's voice moves, even if he is unseen as he steps forward-- save for a little trail of blood. "I'm right here. I went unseen again as a precautionary measure. Ngh. Ow. Barbazu: I release you, go back to whatever pit spawned you..."

The barbazu looks one last time at Aldebert before vanishing in a cloud of foul brimstone.

"It... SHOULD reform its body, yes. Eventually. If this works as a normal spell. With genie-magic afoot I can make few promises. Pent, do you have any of... Sarah's... collective healing left, since several of us are injured?

"We need to heal as best we're able; if I'm right about the bond between our little skulker here and its master. We mightn't want to wait too long. Ow."

There's a hiss and a curse and then a bloody arrow appears in mid-air, dropped to the ground. "Let me try something."

Caster level check to dispel magic on the gaseous form: 1d20 + 11 ⇒ (20) + 11 = 31 Lol, I hope that'd do it.

"I have spread myself rather thin with the combats today. I would have little left to contribute if we wind up fighting this fellow's genie master today... though perhaps that genie is Jhahvul himself, back in our world," Mahdi says grimly. "If we can, though, I suggest we draw back somewhere within the sections of this prison-slash-palace we've already cleared, and try and rest and prepare for retaliation."

Mahdi strokes his beard, unseen. "Pent, you recall that planar being imprisoned we passed, yes? The one sobbing to itself. Do you think Sarah might grant you some manner to tend to it? We could do worse than to keep acquiring new allies as we go. Especially if this is to be a mass jailbreak.

"--on a more personal note, do you have much left in the way of your goddess's healing blessings? Those arrows stung."

Not sure on the status of the wand, but Mahdi's down 39 hp just now. If my dispel rendered our archer friend visible, Mahdi will inspect the corpse/gear/etc.


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

Status:
HP: 114/114 | AC: 25 (F22/T13) (included: magic vestment +2)
Conditions: Endure Elements (24h), Magic Vestment (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Bull’s Strength, Resist Fire, Greater Heroism, fly (1/11m)
Weapon Equipped: Greatsword
GreatSword Attack BAB +11/+6/+1, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 2/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 2/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 8, concentration +12, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 69/69 (DR 5/evil) AC: 27 (F22/T15) (included: mage armor +4, haste +1)
Fort: 8 Reflex: 8 Will: 5 (SR 14, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/11h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Fire
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

If we're going to try and rest, Aldebert will use his lay on hands on Mahdi's injuries... Twice.

Lay on Hands x2: 12d6 ⇒ (2, 4, 5, 2, 1, 4, 1, 1, 4, 3, 4, 3) = 34


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 assists with the marshaling of gear. "Mass jailbreak. I like that. I can not wait to get back to our plane."

"If our mighty wizard needs a nap, then we should let him have a nap. Might want to tell your gaggle to help take turns on watch though."


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
Mahdi wrote:
"Pent, you recall that planar being imprisoned we passed, yes? The one sobbing to itself. Do you think Sarah might grant you some manner to tend to it? We could do worse than to keep acquiring new allies as we go. Especially if this is to be a mass jailbreak--on a more personal note, do you have much left in the way of your goddess's healing blessings? Those arrows stung."

Pent eventually opens his door, and drops to communally low levels to bring everyone into a Sarah circle for healing.

Selective Channeling, no no fire blokes: 6d6 ⇒ (3, 3, 5, 5, 1, 4) = 21
Chance of Emissions, Low's a go: 1d10 ⇒ 2

Selective Channeling, no no fire blokes: 6d6 ⇒ (2, 6, 2, 2, 4, 4) = 20
Chance of Emissions, Low's a go: 1d10 ⇒ 9

"Alright, alright. We've got ourselves some backtracking to do, then. If we rest, I may be able to understand the weeping one better, and can ask Sarah for something special. At least I hope."

Pent waits on the Carpet for the others to move forward.


|Roll20 Link- Age of Worms|

The bearded devil disappears as the final word is spoken by the fire mage.

Minutes turn into moments, as Mahdi brings his contrarian magics to bear upon the gaseous form of the scarved archer.

The archer is an elf, and his gear is a small cornucopia.

Loot:

8 Doses of Unknown substance
+2 Mithral Shirt
+1 Genie-Bane Rapier
+1 Composite Shortbow (+3 Str Adj)
Gloves of Dexterity +2
Cloak of Resistance +1
Ring of Protection +2
MW Thieves' Tools

The efreet also have their masterwork falchions.

The Kelmaranians debate their next move, a skulk of kobolds nearby waiting with collective baited breath to learn where the cause will be taken up next. A murmuring throughout the skulk lends you the name of the fallen elf- Matajinn. The kobolds seem slightly more reverential in their servility with his death.

...

Returning to lower levels Possibly checking in with Shazathared and Rayhan, possibly camping in the kobold/Noble Salamander's quarters?, the party finds a guarded night passes without event.

Also, please Level Up to 12.


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

He holds up the unknown vials, "This is probably poison... nasty stuff. We should dump it before anyone hurts themselves."

Aldebert heads back down to the lower levels with the others. He leaves behind the several masterwork falchions as being entirely too large and heavy to cart around.

He definitely wants to check in with Shazathared and Rayhan before camping - and the noble salamander quarters are as good as any place else. He suggests the standard watch, not trusting the kobolds to their own watch, but welcoming one or more of them as additional eyes on his watch if they are so ordered by Mahdi.


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

Status:
HP: 124/124 | AC: 26 (F23/T13) (included: magic vestment +3)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale))
Weapon Equipped: None
GreatSword Attack BAB +12/+7/+2, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 10/10 (Swift, 6d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 9, concentration +13, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice, Shield Companion
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 65/65 (DR 5/evil) AC: 29 (F24/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Shield Companion (+1 AC, +1 saves)(1/9h)
Smite evil (swift, +0 att +10 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Sneak, Stay, Watch, Work
Bite Attack BAB +10, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1

In the morning, Aldebert casts Endure Elements for his own comfort - and offers a casting or two to any in need. He then casts a new one, Shield Companion on Gretiem. He asks Madhi for Mage Armor for Gretiem, and Pent for Magic Vestment (which I think goes to +3 if Pent also leveled up) and Hero’s Feat (how many temp HP do we get?).

After morning prayer and calisthenics, he checks over his gear and then asks the group, ”So, where do you want to start? Shall we head back to the top and work our way down? Or check out some of the places we skipped over down here and work our way up?"

He doesn't seem to much care which way they go - he's ready to kill more efreeti!


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 seems to snap out of his daze, recovering his wits enough to regain some focus to the tasks at hand. He thinks resting is a wonderful idea as it feels like the party has been in combat from the moment they woke up in the morning.

"Mah-DEE!? Do you wish me to summon my lovely grove of water and food and rest as well? Would that improve your mood and maybe help you stop calling upon those who would be wicked, maybe?" Ami tries to smile at Mahdi, trying to encourage the firemage to a higher state of being, a more noble mien.

1d20 + 1 ⇒ (13) + 1 = 14 Diplomacy @ Mahdi

* * *

After his discussion with Mahdi, he will follow his brother back to the salamander quarters. He will again summon the Grove of Respite not only because it makes him happy, but also that Yeen will be comfortable and have the opportunity to drink and loll in a place of safety.

He will spend considerable time roughhousing with his cat, and only when he is tired of being completely out-wrestled by his cat (with several small, 'accidental' scratches from incompletely withdrawn claws), Ami will convince Yeen to pounce on Aldebert...to which Ami will pounce as well to aid his cat. Ami will not be satisfied until Aldebert is prone and his face is being completely licked clean by Yeen.

He needs a good cleaning. Also, this is fun!

* * *

In the morning, Ami will cast his usual protective spells on Yeen and Aldebert and be ready to go.

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