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


9,351 to 9,400 of 10,988 << first < prev | 183 | 184 | 185 | 186 | 187 | 188 | 189 | 190 | 191 | 192 | 193 | next > last >>

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

Round: 5, Initiative: 13

Status:
HP: 124/124 +12 temp | AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)(Not included: +2 Blessings of Fervor)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 5/5 images), Blessing of Fervor
Weapon Equipped: Greatsword
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 +12 temp (DR 5/evil) AC: 29 (F24/T15) (included: mage armor +4, shield companion +1)(Not included: blessings of fervor +2)
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)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(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 +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1

Aldebert & Gretiem use Blessings of Fervor for +2attacks/AC/reflex saves this round.

Aldebert closes in on the hell hound, provoking with movement I suspect, as he tries a crushing blow!
Greatsword (magic): 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28 (BoF) damage: 1d10 + 13 ⇒ (1) + 13 = 14
Gretiem Bite (magic): 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34 (BoF) damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13


|Roll20 Link- Age of Worms|

Pent drones on, while Mahdi Vanishes, if only to make himself slender in the eyes of a new opponent from the southwest. Amiamble fires off some ice to engage and dissuade the heated encounter.

Reflex Save v DC 21, HH: 1d20 + 5 ⇒ (20) + 5 = 25
Reflex Save v DC 21, FG: 1d20 + 4 ⇒ (1) + 4 = 5

The Hound seems to be expecting hostility, having recently witnessed the strike team's effectiveness, but the Giant in his hubris is caught completely off-guard, despite his well-sighted condition.

Otah sets a sturdy defense, expecting the numerous foes to attempt a skirting along the outer wall. Aldebert makes sure their deadly intentions are laid bare, though only one giant really takes in the halfling's savagery, as he watches the northern Hell Hound cut down in the prime of his life, by both bite and blade.

The remaining Hell Hounds circle Aldebert warily, avoiding any needless opportunistic assaults. Little do they know how armored the little creature has become...

Bite Attack, Al: 1d20 + 5 ⇒ (16) + 5 = 21 for 1d8 + 1 + 1d6 ⇒ (8) + 1 + (6) = 15 damage

Bite Attack, Al: 1d20 + 5 ⇒ (12) + 5 = 17 for 1d8 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6 damage

Round 5
Hell Hounds- 12
Pent- 12-
Mahdi- 11+
Giants- 11 (Blinded 1r/-13hpR, Blinded 1r/-13hpB, -45hpG)
Magmin- 10
Amiamble-7

...
Round 6
Otah- 14
Aldebert- 13

Pent and Mahdi are up! The Purple Line represent's Mahdi's Wall of Force, and stands 10' tall.

Party Buffs
Blessing of Fervor


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) = Blessing of Fervor

Pent loses track of Mahdi, his gaze so recently straining to see to the southwest, and post a vigil to alert his crew, should something new come out of nowhere. Not really nowhere, actually, as there are very little directions they haven't already specked, so something new might come out of the southwest, to be more accurate. Something with horns, and lungs that roar. Something he pictures that has four legs, and red eyes, and really long teeth.

The Carpet seems to sense the gnome's discomfort, and rises to a height of 30', just to be cautious, and places a pillar between the gnome and the ungnome. 'Double Move' again.


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 eases into position, drifting unseen through the air... lining up on the two blinded giants...

Ami's idea seems like a great one to him. Mahdi becomes visible again as bitter frost erupts from his fingers, an element heretofore unknown to the usually-fire-mage. His teeth are gritted with the effort of summoning the alien nature of cold, but it catches both blinded giants anyway.

Cold Ice Strike, cold damage, Reflex Save DC 24 for half: 12d6 ⇒ (2, 3, 6, 4, 1, 5, 2, 6, 1, 1, 5, 3) = 39


|Roll20 Link- Age of Worms|

The fire giants Red and Blue fail to witness the incoming ice strike, and take the full might of Mahdi's dabble in the cold.

Reflex Save v DC 24: 1d20 + 4 ⇒ (13) + 4 = 17
Reflex Save v DC 24: 1d20 + 4 ⇒ (2) + 4 = 6

Mahdi:

You catch sight of the magmin gathering in the southern room, before one of them closes the door against your observations.

View temporarily left on Roll20, before I black it out :)

With the Hell Hounds holding off the northern assault, however long that lasts, the giants react to Mahdi's sudden appearance. Green picks up a hefty rock, and launches it, giving Blue a general direction in which to swing his ugly-looking greatsword.

Rock Lob(ster), M: 1d20 + 10 ⇒ (6) + 10 = 16 for 1d8 + 15 ⇒ (5) + 15 = 20 damage

Greatsword, M: 1d20 + 21 ⇒ (1) + 21 = 22 for 3d6 + 15 ⇒ (3, 5, 6) + 15 = 29 damage
Miss Chance, High Good: 1d100 ⇒ 98

Something shifts under Blue's foot at the last, the campfire boulders betraying the fire giant's center mass, and the fire mage is spared a massive metal slash.

Amiamble, Otah, and Aldebert are up!


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

Round: 6, Initiative: 13

Status:
HP: 124/124 +12 temp | AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 5/5 images), Blessing of Fervor
Weapon Equipped: Greatsword
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 +12 temp (DR 5/evil) AC: 29 (F24/T15) (included: mage armor +4, shield companion +1)(Not included: blessings of fervor +2)
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)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(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 +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1

Aldebert & Gretiem use Blessings of Fervor for extra attacks this round.

Aldebert concentrates on yellow, trying to plow the hound into the ground. Should it fall, he attacks pink and 5’ steps east.
Greatsword (magic): 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18 (feast) damage: 1d10 + 13 ⇒ (9) + 13 = 22
Greatsword (magic): 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 (feast) damage: 1d10 + 13 ⇒ (10) + 13 = 23
critthreat Greatsword (magic): 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 (feast) damage: 1d10 + 13 ⇒ (6) + 13 = 19

Greatsword (magic): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 (feast) damage: 1d10 + 13 ⇒ (8) + 13 = 21
BoF Greatsword (magic): 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35 (feast) damage: 1d10 + 13 ⇒ (6) + 13 = 19
critthreat BoF Greatsword (magic): 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17 (feast) damage: 1d10 + 13 ⇒ (4) + 13 = 17

Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16 (feast) damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15
Gretiem Bite (magic): 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 (feast) damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12
BoF Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20 (feast) damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15


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:
Just confirming, are the vulnerabilities to cold being included? Ami's cold ice strike that caught green should do more than 45, etc.

Mahdi snarls in annoyance as a rock wipes out his magical semblance of life and then a little extra. Temp HP gone, just 8 real damage taken

"The magmin are doing... something in that chamber to south. I can't see what, the little pests have closed the door. Bah."


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 7

Acting before Aldebert (I think), Ami urges Yeen to step forward and lunge at the near (yellow) with claw and fang and more claw. Ami casts Divine Favor through Yeen. BoF for extra attack.

Yeen:
1d20 + 18 + 1 + 3 ⇒ (4) + 18 + 1 + 3 = 26 to hit; (bite,feast,+DF)
1d6 + 9 + 3 ⇒ (6) + 9 + 3 = 18 damage.

1d20 + 19 + 1 + 3 ⇒ (16) + 19 + 1 + 3 = 39 to hit; (claw,feast)
1d4 + 9 ⇒ (3) + 9 = 12 damage.

1d20 + 19 + 1 + 3 ⇒ (10) + 19 + 1 + 3 = 33 to hit; (claw,feast)
1d4 + 9 + 3 ⇒ (4) + 9 + 3 = 16 damage.

1d20 + 18 + 1 + 3 ⇒ (15) + 18 + 1 + 3 = 37 to hit; (bite,feast)
1d6 + 9 + 3 ⇒ (4) + 9 + 3 = 16 damage.

Combat Stuff:

ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:91/91+0 temp; Yeen: 132/132 + 0 temp

Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab

[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.

[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.

Lvl 1: 3/8 used (DF*1,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 2/7 used (AirWalk*0,DivPower*0,Grove,FoM)
Lvl 5: 0/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 1/3 used (ColdIce*1,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)

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

Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).


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 shifts to the side, striking at the hound that approached.

vs. Pink
Zenzirad, primary, FO Bane, moved: 1d20 + 17 + 2 + 2 ⇒ (2) + 17 + 2 + 2 = 23 for damage: 2d4 + 7 + 2 ⇒ (4, 2) + 7 + 2 = 15 cold: 1d6 ⇒ 4 bane: 2d6 + 2 ⇒ (5, 5) + 2 = 12
Zenzirad, Iterative, FO Bane, moved: 1d20 + 12 + 2 + 2 ⇒ (3) + 12 + 2 + 2 = 19 for damage: 2d4 + 7 + 2 ⇒ (1, 4) + 7 + 2 = 14 cold: 1d6 ⇒ 1 bane: 2d6 + 2 ⇒ (6, 2) + 2 = 10
Zenzirad, iterative, FO Bane, moved: 1d20 + 7 + 2 + 2 ⇒ (14) + 7 + 2 + 2 = 25 for damage: 2d4 + 7 + 2 ⇒ (1, 3) + 7 + 2 = 13 cold: 1d6 ⇒ 6 bane: 2d6 + 2 ⇒ (5, 1) + 2 = 8


|Roll20 Link- Age of Worms|

Pent flits about, waiting for the battle to resolve. Mahdi lays down a line of cold fire, striking out at the two soon-to-be-sighted giants. Amiamble guides Yeen into Yellow, bringing the hound down with two swift strikes, while Otah tears into the hot hound of the north with the cold edge of Zenzirad, also slaying the dog.

This leaves poor Aldebert without a puppy.

Round 6
Aldebert- 13
Hell Hounds- 12
Pent- 12-
Mahdi- 11+ (-8hp)
Giants- 11 (-52hpR, -52hpB, -45hpG)
Magmin- 10
Amiamble-7

...
Round 7
Otah- 14

Aldebert, Pent and Mahdi are up! The Purple Line represent's Mahdi's Wall of Force, and stands 10' tall.

Party Buffs
Blessing of Fervor


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) = Blessing of Fervor

Curiosity gets the better of the gnome, as he flies the Carpet over to a more southern pillar, from where he can post vigil for attackers emanating from the southwest. Double Move, again


|Roll20 Link- Age of Worms|

Pent:

You can see an open courtyard, at the center stands a 50' tall ziggurat. At the top of the ziggurat stands a giant metallic bull, from its mouth pours smoke, as well as that beastly sound you heard earlier. There are two fire giants standing at the top, listening to the roar, smiles upon their faces.


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

"Hey. Fellas. There's a giant metal bull, standing on a 50' tall ziggurat, in an open courtyard. At the top of the ziggurat, I can make out two more fire giants. They seem to be listening to the bull, and liking it. I think the sound we heard earlier came from the bull up top."


|Roll20 Link- Age of Worms|

As soon as Pent reports what he sees, another loud monstrous bellow echoes throughout the stable, and courtyard to the southwest.


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

"Yep, I'm sure of it now. The bull's making the noise. And the giants seem pretty fixated on it, they don't seem to hear me talking back at you all."


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

Aldebert will close with the giant, swinging once mightily and missing, as does Gretiem. AoO's on the inbound I suspect for reach.

When he hears of the bull, "Great, now they're organizing a defense against us. Soon the whole town will be upon us! We cannot kill the entire city! We must find our way out of here..." He's angry, as much for the missed attack as anything.


|Roll20 Link- Age of Worms|

The fire giant doesn't decline to swing on the halfling rider, though he demonstrates a proficiency with his own blade to match that of the Abadarian.

Greatsword AoO, Al: 1d20 + 21 ⇒ (6) + 21 = 27 for 3d6 + 15 ⇒ (6, 5, 4) + 15 = 30 damage

Mahdi is up!


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 darkly contemplates the fact that he'd hoped his blinded prey would still be blinded, and discovers it's not the case. He beats an aerial retreat, resigning himself to a probable blow from one of those massive blades as he rejoins the others.

Full withdrawing, using blessing of fervor for the movement bonus. I started that turn at 15' and adjacent to blue, if I retreated up at a diagonal in mid-air I'm not sure if I could avoid the AOO or not (i.e., whether my second square of movement would have been within his reach or not). Either way, I'll take the AOO if I must, and double move in a big loop all the way back around to new map position.

"Now what?" he says through gritted teeth, clutching at one of his injuries. "If it's another of those golden bulls I suppose I could get some new spells out of it..."


|Roll20 Link- Age of Worms|

I'm thinking no AoO here, Mahdi. First cube was free...

With all giant eyes uncompromised, the fire giants finally have their say in this confrontation, now that the Bayt infiltrators have closed the distance.

Red and Green begin a campaign of halfling thumping. Their greatswords making great arcs through the air, like diabolical pendulums in a dungeon. For their lack of coordination, Aldebert is only struck twice of six attempts.

Greatsword, Al: 1d20 + 21 ⇒ (12) + 21 = 33 for 3d6 + 15 ⇒ (2, 6, 5) + 15 = 28 damage

Greatsword, Al: 1d20 + 16 ⇒ (13) + 16 = 29 for 3d6 + 15 ⇒ (6, 4, 5) + 15 = 30 damage

Greatsword, Al: 1d20 + 11 ⇒ (7) + 11 = 18 for 3d6 + 15 ⇒ (3, 6, 5) + 15 = 29 damage

Greatsword, Al: 1d20 + 21 ⇒ (13) + 21 = 34 for 3d6 + 15 ⇒ (5, 1, 1) + 15 = 22 damage

Greatsword, Al: 1d20 + 16 ⇒ (10) + 16 = 26 for 3d6 + 15 ⇒ (6, 1, 5) + 15 = 27 damage

Greatsword, Al: 1d20 + 11 ⇒ (3) + 11 = 14 for 3d6 + 15 ⇒ (5, 6, 2) + 15 = 28 damage

Blue decides to heft another boulder, and launch it at the back dwarven defender. His aim is true, and Otah is concussed from above.

Rock Lob(ster), O: 1d20 + 10 ⇒ (19) + 10 = 29 for 1d8 + 15 ⇒ (5) + 15 = 20 damage

No hide nor hair of the magmins...

Round 6
Giants- 11 (-52hpR, -52hpB, -45hpG)
Magmin- 10
Amiamble-7

...
Round 7
Otah- 14 (-20hp)
Aldebert- 13 (-50hp)
Pent- 12-
Mahdi- 11+ (-8hp)

The party is up! Lilliputians vs Giants!

Party Buffs
Blessing of Fervor


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

Round 7, Init 7

Ami and Yeen circle the green giant (provoking), so that Yeen can get into flank. BoF: +2 to ACs, not added below.

Yeen:
1d20 + 18 + 1 + 3 + 2 ⇒ (4) + 18 + 1 + 3 + 2 = 28 to hit; (bite,feast,+DF,+flank)
1d6 + 9 + 3 ⇒ (4) + 9 + 3 = 16 damage.

Yeen tries to take a bite out of green.

Combat Stuff:

ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:91/91+0 temp; Yeen: 132/132 + 0 temp

Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab

[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.

[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.

Lvl 1: 3/8 used (DF*1,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 2/7 used (AirWalk*0,DivPower*0,Grove,FoM)
Lvl 5: 0/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 1/3 used (ColdIce*1,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)

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

Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).


|Roll20 Link- Age of Worms|

Ami appears to be the worse for wear in the opportunistic exchange.

Greatsword AoO, Am: 1d20 + 21 ⇒ (11) + 21 = 32 for 3d6 + 15 ⇒ (5, 5, 1) + 15 = 26 damage

Otah, Aldebert, Pent, and Mahdi are up!


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

Round: 7, Initiative: 13

Status:
HP: 114/124 | AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 2/5 images), Blessing of Fervor
Weapon Equipped: Greatsword
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 +12 temp (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)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(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 +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1

Aldebert has mirror images up. Two other attempts were also close enough to pop images. So…
1 is me: 1d6 ⇒ 5 first attack
1 is me: 1d4 ⇒ 1 second attack

3 total images are blown leaving 2. I was hit for 22 damage. I had 12 temp, so I take 10.

Aldebert & Gretiem use Blessings of Fervor for extra attacks this round.

Aldebert helps his brother with green. If green should fall, he’ll five foot step to red and continue on.
Greatsword (magic): 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 (feast) damage: 1d10 + 13 ⇒ (5) + 13 = 18
critthreat Greatsword (magic): 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23 (feast) damage: 1d10 + 13 ⇒ (6) + 13 = 19

Greatsword (magic): 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 (feast) damage: 1d10 + 13 ⇒ (2) + 13 = 15
Greatsword (magic): 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 (feast) damage: 1d10 + 13 ⇒ (3) + 13 = 16
BoF Greatsword (magic): 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19 (feast) damage: 1d10 + 13 ⇒ (3) + 13 = 16

Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16 (feast) damage: 2d6 + 8 ⇒ (2, 6) + 8 = 16
Gretiem Bite (magic): 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 (feast) damage: 2d6 + 8 ⇒ (4, 3) + 8 = 15
BoF Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16 (feast) damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12


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

Choosing the extra attack from BoF, combined with Lunge

The dwarf slides forward and strikes out at the nearest fire giant.

Zenzirad, primary, FO Bane, moved: 1d20 + 17 + 2 + 2 ⇒ (2) + 17 + 2 + 2 = 23 for damage: 2d4 + 7 + 2 ⇒ (2, 1) + 7 + 2 = 12 cold: 1d6 ⇒ 2 bane: 2d6 + 2 ⇒ (2, 4) + 2 = 8
Zenzirad, Iterative, FO Bane, moved: 1d20 + 12 + 2 + 2 ⇒ (13) + 12 + 2 + 2 = 29 for damage: 2d4 + 7 + 2 ⇒ (1, 2) + 7 + 2 = 12 cold: 1d6 ⇒ 4 bane: 2d6 + 2 ⇒ (6, 4) + 2 = 12
Zenzirad, iterative, FO Bane, moved: 1d20 + 7 + 2 + 2 ⇒ (15) + 7 + 2 + 2 = 26 for damage: 2d4 + 7 + 2 ⇒ (2, 1) + 7 + 2 = 12 cold: 1d6 ⇒ 3 bane: 2d6 + 2 ⇒ (5, 4) + 2 = 11
Zenzirad, BoF, FO Bane, moved: 1d20 + 17 + 2 + 2 ⇒ (11) + 17 + 2 + 2 = 32 for damage: 2d4 + 7 + 2 ⇒ (1, 3) + 7 + 2 = 13 cold: 1d6 ⇒ 2 bane: 2d6 + 2 ⇒ (6, 6) + 2 = 14

"Where would we run to?!"


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

"Who said anything about running," Mahdi says, beginning to chant and weave his fingers in another spell. "Otah, try not to get between any of the giants, we're about to make you a match for them..."

Starting a full round casting


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 12-

Status:

AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Blessing of Fervor

Pent continues to watch the courtyard, reporting any news, should news develop. "The giants seem focused on the metal bull. Given the noise, we might be safe, as long as you don't take too long bringing down these giants, otherwise they may call to aid..."


|Roll20 Link- Age of Worms|

Amiamble trades blows with Green. Otah launches a flurry of far-reaching attacks, the last one bringing the large opponent to his knees. Green is Unconscious Aldebert shirks off some images, while engaging Red in melee. Between him and Gretiem, they manage to strike the giant twice.

Pent posts a vigil, while Mahdi prepares a lengthier magical incantation.

Blue joins Red in holding their ever-diminishing line, both of them beginning to bellow loudly in Giant. It's clear to all they mean to gain the attention of their fellow fire giants to the southwest.

Red decides to close his eyes, and let his number of swings dictate his success against the mirrored meleer.

Greatsword, Al: 1d20 + 21 ⇒ (4) + 21 = 25 for 3d6 + 15 ⇒ (1, 3, 2) + 15 = 21 damage
Miss Chance, High Good: 1d100 ⇒ 45

Greatsword, Al: 1d20 + 16 ⇒ (19) + 16 = 35 for 3d6 + 15 ⇒ (5, 3, 3) + 15 = 26 damage
Confirm Critical?: 1d20 + 16 ⇒ (19) + 16 = 35 for 3d6 + 15 ⇒ (6, 5, 6) + 15 = 32 damage
Miss Chance, High Good: 1d100 ⇒ 82

Greatsword, Al: 1d20 + 11 ⇒ (15) + 11 = 26 for 3d6 + 15 ⇒ (5, 5, 5) + 15 = 30 damage
Miss Chance, High Good: 1d100 ⇒ 70

Having just arrived at Red's side, Blue takes a single strike, hoping to get lucky a different way, and hit the true opponent, not some little distraction.

Greatsword, Al: 1d20 + 21 ⇒ (19) + 21 = 40 for 3d6 + 15 ⇒ (5, 5, 5) + 15 = 30 damage
1 is Aldebert: 1d3 ⇒ 2

Pent:

You can just see one of the giants turn their head in your direction...

Round 7
Giants- 11 (-83hpR, -52hpB, -148hpG)
Magmin- 10
Amiamble-7 (-26hp)

...
Round 8
Otah- 14 (-20hp)
Aldebert- 13 (-68hp, 1 Mirror Image)
Pent- 12-
Mahdi- 11+ (-8hp)

The party is up! Lilliputians vs Giants!

Party Buffs
Blessing of Fervor


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 12-

Status:

AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Blessing of Fervor

Pent perks up from his perch upon the Carpet. "Easy, fellas. You need to silence those two, or you're going to have two more joining you shortly..."


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 jogs forward to engage blue.

Moved, Single attack. BoF for speed.
Zenzirad, primary, FO Bane, moved: 1d20 + 17 + 2 + 2 ⇒ (4) + 17 + 2 + 2 = 25 for damage: 2d4 + 7 + 2 ⇒ (3, 3) + 7 + 2 = 15 cold: 1d6 ⇒ 6 bane: 2d6 + 2 ⇒ (2, 4) + 2 = 8


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

Round: 7, Initiative: 13

Status:
HP: 77/124 | AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 1/5 images), Blessing of Fervor
Weapon Equipped: Greatsword
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: 9/10 (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 +12 temp (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)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(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 +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1

Aldebert & Gretiem use Blessings of Fervor for extra attacks this round.

Aldebert takes the hit and grimaces as it’s a bad one. ”I think that was a rib!”

He swiftly touches himself to try and counter some of the damage done.
Lay on Hands: 7d6 ⇒ (1, 3, 3, 5, 1, 5, 3) = 21 (swift)

He starts with Red, though Blue will do too if his brother beats him to it. He swings away, trying to fell another of the giant beasts.
Greatsword (magic): 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 (feast) damage: 1d10 + 13 ⇒ (7) + 13 = 20
critthreat Greatsword (magic): 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23 (feast) damage: 1d10 + 13 ⇒ (5) + 13 = 18

Greatsword (magic): 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 (feast) damage: 1d10 + 13 ⇒ (8) + 13 = 21
Greatsword (magic): 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 (feast) damage: 1d10 + 13 ⇒ (8) + 13 = 21
BoF Greatsword (magic): 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31 (feast) damage: 1d10 + 13 ⇒ (2) + 13 = 15

Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30 (feast) damage: 2d6 + 8 ⇒ (2, 3) + 8 = 13
Gretiem Bite (magic): 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 (feast) damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11
critthreat Gretiem Bite (magic): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 (feast) damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20

BoF Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33 (feast) damage: 2d6 + 8 ⇒ (4, 2) + 8 = 14


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 spell concludes, and Otah becomes a giant dwarf!

Enlarge person goes off. Otah should now be large.

Mahdi reorients slightly to have a better view of the incoming. "Pent, I appreciate you're keeping watch, but just so you know Aldebert is taking a beating here..."

The mage reaches into his belt pouch, clutches a pearl, and recharges his burst of radiance spell. std to use pearl of power. Taking BOF bennies of +2 to AC


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 7

Ami and Yeen circle the red giant, so that Yeen can get into flank.

Yeen:
1d20 + 18 + 1 + 3 + 2 ⇒ (2) + 18 + 1 + 3 + 2 = 26 to hit; (bite,feast,+DF,+flank)
1d6 + 9 + 3 ⇒ (4) + 9 + 3 = 16 damage.

Combat Stuff:

ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:65/91+0 temp; Yeen: 132/132 + 0 temp

Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab

[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.

[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.

Lvl 1: 3/8 used (DF*1,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 2/7 used (AirWalk*0,DivPower*0,Grove,FoM)
Lvl 5: 0/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 1/3 used (ColdIce*1,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)

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

Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).


|Roll20 Link- Age of Worms|

Amiamble steers Yeen around the campfires, arriving in flank, and suffering a swing of opportunity for his troubles.

Greatsword AoO, Am: 1d20 + 21 ⇒ (11) + 21 = 32 for 3d6 + 15 ⇒ (6, 5, 5) + 15 = 31 damage

Otah lands a full swing on Blue, bloodying the fire giant on his hip. Aldebert strikes hard, twice, setting Gretiem up to wink out Red, who lumbers backwards and collapses to the ground. The gecko peppers Blue with two more bites, leaving the last local fire giant ripe for the kill.

Pent wiles away the combat time, watching other fire giants at play, while Mahdi points out the bleeder, and prepares for further confrontation, just as Otah is enlarged to similar heights as the giants!

The last giant, Blue, prepares himself for the inevitable death blow, closing his eyes, and seeking the Abadarian's head in exchange.

Greatsword, Al: 1d20 + 21 ⇒ (18) + 21 = 39 for 3d6 + 15 ⇒ (2, 3, 4) + 15 = 24 damage
Miss Chance, High Good: 1d100 ⇒ 77

Greatsword, Al: 1d20 + 16 ⇒ (7) + 16 = 23 for 3d6 + 15 ⇒ (1, 5, 1) + 15 = 22 damage
Miss Chance, High Good: 1d100 ⇒ 57

Greatsword, Al: 1d20 + 11 ⇒ (3) + 11 = 14 for 3d6 + 15 ⇒ (4, 2, 6) + 15 = 27 damage
Miss Chance, High Good: 1d100 ⇒ 96

Round 8
Giants- 11 (-153hpR, -109hpB, -148hpG)
Magmin- 10
Amiamble-7 (-57hp)

...
Round 9
Otah- 14 (-20hp, Enlarged)
Aldebert- 13 (-71hp, 1 Mirror Image)
Pent- 12-
Mahdi- 11+ (-8hp)

The party is up! Lilliputians and GrOtah NewHeights vs Giant!

Party Buffs
Blessing of Fervor


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

"Woah! the dwarf lets out as his perception of the room now includes a downward angle on all sides.

He takes a second to adjust to being able to see the large fire men eye to eye... and the halflings eye to eye... before making a jog around the remaining giant.

Move, BoF for AC
Zenzirad, primary, FO Bane, moved, flank, large: 1d20 + 17 + 2 + 2 + 2 + 2 ⇒ (18) + 17 + 2 + 2 + 2 + 2 = 43 for damage: 2d4 + 7 + 4 ⇒ (1, 1) + 7 + 4 = 13 cold: 1d6 ⇒ 1 bane: 2d6 + 2 ⇒ (5, 2) + 2 = 9


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

Round: 8, Initiative: 13

Status:
HP: 74/124 | AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 1 image), Blessing of Fervor
Weapon Equipped: Greatsword
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: 8/10 (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 +12 temp (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)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(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 +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1

Aldebert & Gretiem use Blessings of Fervor for extra attacks this round.

He swiftly touches himself to try and counter some of the damage done.
Lay on Hands: 7d6 ⇒ (3, 1, 3, 2, 2, 5, 5) = 21 (swift)

He holds up his sword in salute a brief instant, before bringing it down again and again. He flanks with Otah, and digs in to the last giant.
Greatsword (magic): 1d20 + 14 + 3 ⇒ (3) + 14 + 3 = 20 (feast, flank) damage: 1d10 + 13 ⇒ (3) + 13 = 16
Greatsword (magic): 1d20 + 9 + 3 ⇒ (13) + 9 + 3 = 25 (feast, flank) damage: 1d10 + 13 ⇒ (7) + 13 = 20
Greatsword (magic): 1d20 + 4 + 3 ⇒ (19) + 4 + 3 = 26 (feast, flank) damage: 1d10 + 13 ⇒ (10) + 13 = 23
critthreat Greatsword (magic): 1d20 + 4 + 3 ⇒ (12) + 4 + 3 = 19 (feast, flank) damage: 1d10 + 13 ⇒ (1) + 13 = 14

BoF Greatsword (magic): 1d20 + 14 + 3 ⇒ (20) + 14 + 3 = 37 (feast, flank) damage: 1d10 + 13 ⇒ (8) + 13 = 21
critthreaet BoF Greatsword (magic): 1d20 + 14 + 3 ⇒ (11) + 14 + 3 = 28 (feast, flank) damage: 1d10 + 13 ⇒ (2) + 13 = 15

Gretiem Bite (magic): 1d20 + 13 + 3 ⇒ (15) + 13 + 3 = 31 (feast, flank) damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16
Gretiem Bite (magic): 1d20 + 8 + 3 ⇒ (11) + 8 + 3 = 22 (feast, flank) damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13
BoF Gretiem Bite (magic): 1d20 + 13 + 3 ⇒ (15) + 13 + 3 = 31 (feast, flank) damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12


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 7

Yeen 5' steps and lunges at the remaining giant.

Yeen:
1d20 + 18 + 1 + 3 ⇒ (8) + 18 + 1 + 3 = 30 to hit; (bite,feast,+DF)
1d6 + 9 + 3 ⇒ (1) + 9 + 3 = 13 damage.

1d20 + 19 + 1 + 3 ⇒ (8) + 19 + 1 + 3 = 31 to hit; (claw,feast)
1d4 + 9 ⇒ (4) + 9 = 13 damage.

1d20 + 19 + 1 + 3 ⇒ (6) + 19 + 1 + 3 = 29 to hit; (claw,feast)
1d4 + 9 + 3 ⇒ (1) + 9 + 3 = 13 damage.

BoF:
1d20 + 18 + 1 + 3 ⇒ (7) + 18 + 1 + 3 = 29 to hit; (bite,feast)
1d6 + 9 + 3 ⇒ (4) + 9 + 3 = 16 damage.

Combat Stuff:

ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:65/91+0 temp; Yeen: 132/132 + 0 temp

Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab

[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.

[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.

Lvl 1: 3/8 used (DF*1,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 2/7 used (AirWalk*0,DivPower*0,Grove,FoM)
Lvl 5: 0/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 1/3 used (ColdIce*1,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)

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

Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).


|Roll20 Link- Age of Worms|

Was shooting for poetic last stand on Giant's part, but hindsight would have had him keeping vigilant to incoming attacks. If he's going to Full Attack, he would have been unable to snack AoOs. So, Aldebert's coin flip shifts from 50% Total Concealment to 50% chance to strike the real Aldebert, and not his Mirror Image. We move forward...

Yeen finishes the last fire giant in the vicinity, leaving both Otah and Aldebert to reconsider their actions in the moment.

Combat is over, unless you advance Southwest this round...


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 takes heed of Mahdi's stat call on Aldebert, so navigates carefully back and away from the bully courtyard to heal the half, and ready for further fighting, as is the halves' natures.

Cure Moderate Wounds: 2d8 + 10 ⇒ (7, 3) + 10 = 20

He then channels to include them all.

Channel Positive Energy, no no fireglow: 6d6 ⇒ (4, 3, 5, 3, 6, 6) = 27
Chance of Emissions, Low's a go: 1d10 ⇒ 7

"So, yep, the two fire giants didn't seem to pay much mind to the bellower over here. How do you want to proceed?"


|Roll20 Link- Age of Worms|

From your current position, you have several ways forward, actually.

A set of double doors at the northern part of the stables...

The set of stairs you used to arrive at this level...

A corridor just south of the stairs you used to arrive at this level...

The bull bellow courtyard to the southwest...

The door to the south, most recently used by the gaggle of magmin in retreat...

The hall further south and to the east...

Let me know how and where you proceed.


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

Status:
HP: 121/124 | AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 1 image)
Weapon Equipped: Greatsword
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: 8/10 (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 +12 temp (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)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(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 +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1

Brought within a hair of fully healed, Aldebert thanks Pent, ”Well done, thanks for that, and the low emissions.” he grins.

”So, shall we let them flee, or follow them and see where they went?” he gestures to the southern door. ”If not there, how about those double doors? I myself would prefer the double doors once we’ve processed this lot, but I’m agreeable to suggestion.”

He’ll quickly search the bodies for portable loot, one last lazy mirror image spinning around him as he does so. He moves quickly, hoping to use that image in one more fight if possible.


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)

Healed by Pent, Ami smiles at the gnome, then looks to make sure his brother is okay. Seeing his brother only has minor scratches, Yeen and Ami paw and sniff through the bodies of the dead, looking for magics or loots or maps or whatever else might be helpful.

1d20 + 18 ⇒ (8) + 18 = 26 Perception w/Detect Magic

Until he finishes his searching (and allowing Yeen to rip out a few throats), Ami is not ready to think about where to go next.


|Roll20 Link- Age of Worms|

GM Rolls:

1d100 ⇒ 63
1d100 ⇒ 68
1d100 ⇒ 55
1d100 ⇒ 35
3d6 ⇒ (1, 2, 2) = 5
5d6 ⇒ (1, 3, 3, 1, 5) = 13
1d4 ⇒ 3

Fire Giant Lootin':

Three Half-Plate Armors (Large)
Three Greatswords (Large)
Bag of 3 humanoid and 2 animal skulls
Sack of 13 gemstones, 50gp each
Box of 300 large steel nails


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

"You made easy enough work of the three flamin' gigantics, and Otah's looking reasonably ready to rampage. I suggest you tackle the ziggurat waiting to the southwest. Clear out the main floor of this level of the Bayt, before breaking down big doors..."

Pent seems quite bold from his position on high.


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

Aldebert nods along with Pent's suggestion, "Sure, works for me!" and he rides to the southwest after gathering up the gems. He leaves the rest for now as being too bulky to be worth the effort.


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)

Man, that wall worked really well to separate and slow our foes, thanks Mahdi!

Ami also follows the gaseous gnome's suggestion, happy to follow the giant potato-eyed Otah into battle. Ami moves to the left as he chases his brother to the south.

Ami and Yeen slow up as the peer carefully around the corner.

1d20 + 10 ⇒ (11) + 10 = 21 Stealth
1d20 + 18 ⇒ (2) + 18 = 20 Perception


|Roll20 Link- Age of Worms|

The Bayt infiltrators approach the open courtyard, cautiously.

The frightful screams and bellows of what sounds like an enraged bull echo through this vast courtyard. In the center of the court stands a fifty-foot-tall ziggurat, atop which looms a statue of a bull. Smoke issues from the statue’s open mouth, as does the eerie bellowing. Beyond the ziggurat stands the huge domed palace that surmounts the citadel, its double domes glinting beneath a roiling molten sky.

From your position, the two fire giants at the top of the ziggurat are easy enough to spot, as their belly laughs seem to pair in consequence to the bellows of the bull. They do not seem to be aware of your approach.

Knowledge(Arcana) DC 30:

The brazen statue is a magical device honoring the sacred apis (bull) from ancient genie mythology. The statue is hollow and was created as a torture and execution device for a particularly cruel pasha. A hatch on the bull’s side allows access to the interior of the hollow statue— this hatch can only be opened from the outside. Once a creature is placed within its interior, magical flames spring to life to burn with a slow, torturous cruelty. The creature inside takes 3d6 fire damage and 3d6 divine damage each round (similar to a flame strike spell), no save. The magical fire cannot reduce a creature to lower than 1 hit point, although the pain caused by the burning continues to mount. Special sound tubes in the bull’s head amplify the screams of the afflicted like the bellows of an enraged and living bull.

Roll20 Map has been updated. There is no ceiling past the white dash lines. Before them, the ceiling is 40' high.


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)

1d20 + 10 ⇒ (4) + 10 = 14 Stealth

Ami and Yeen pad down the right side of the map, getting ready to charge into flank when the hot POtahto gets going.

As a reminder, invisible things are seen by Ami up to 60' in range.


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

Aldebert waits for Otah to proceed so he doesn't get too far ahead and follows on his footsteps.


2 people marked this as a favorite.
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

Shucks, Ami, battlefield control is what wizzards do best!

Kn Arcana: 1d20 + 21 ⇒ (13) + 21 = 34

Mahdi, despite his oft-jaded mannerisms, is momentarily brought up short as he catches sight of the bull, and it jogs an old memory. His face twists with distaste, and he hangs in mid-air a moment before remembering himself.

"The bull's a torture device," he says shortly. "Someone is probably inside it, right now. Being seared alive by the heated metal. ...Bugger this."

From his pathfinder's pouch Mahdi snatches out a scroll etched with dozens of arcane glyphs. As he reads it, it crumbles to nothingness, but Mahdi's hand becomes charged with eerie green glow. He points at the backside of the massive bull.

"How's this for an 'emission', you filthy torturers!" he shouts.

The ray blasts from hand towards the bull, across the mid-air space between them.

Ranged touch: 1d20 + 7 ⇒ (13) + 7 = 20

I'm casting disintegrate, from a scroll we found ages ago, targeting an object (i.e., a ten foot cube of the bull's booty). The ass gets a Fort save: DC 22, I think, for the scroll. If it fails, there should be a 10 ft negation of bull-s%$+; if it succeeds, it still takes 5d6 ⇒ (1, 4, 1, 6, 4) = 16 damage.


|Roll20 Link- Age of Worms|

GM Rolls:

1d20 ⇒ 3

The jovial mood of the courtyard's center stage is shattered, as Mahdi's thin, green ray of magical intensity destroys the ass-end of the Golden Bull.

From the dissected idol falls an efreeti, with eyes bloodshot and large. It looks about, with unbottled rage, and finds the fire giants in its immediate vicinity. The laughter of the giants dies suddenly.

Initiative:

Aldebert: 1d20 + 1 ⇒ (3) + 1 = 4
Amiamble: 1d20 + 3 ⇒ (14) + 3 = 17
Mahdi: 1d20 + 10 ⇒ (1) + 10 = 11
Otah: 1d20 + 3 ⇒ (6) + 3 = 9
Pent: 1d20 ⇒ 9
FG: 1d20 - 1 ⇒ (20) - 1 = 19
Efreeti: 1d20 + 7 ⇒ (12) + 7 = 19

As should have been expected, the efreeti lashes out violently against the nearest fire giant.

Slam Attack: 1d20 + 15 ⇒ (11) + 15 = 26 for 1d8 + 6 ⇒ (5) + 6 = 11 damage
Slam Attack: 1d20 + 15 ⇒ (17) + 15 = 32 for 1d8 + 6 ⇒ (7) + 6 = 13 damage

In response, the injured fire giant swats the efreeti with a single slash, ending the creature's suffering.

Greatsword: 1d20 + 21 ⇒ (6) + 21 = 27 for 3d6 + 15 ⇒ (3, 4, 3) + 15 = 25 damage

The second fire giant moves to get a better look. The two hold a hushed sidebar with each other, sizing up the new threat from a distance.

Round 1
Efreeti- 19 (Dead)
Fire Giants- 19- (-24hp)
Amiamble- 17
Mahdi- 11
Otah- 9
Pent- 9-
Aldebert- 4

The party is up! Roll20 Map has been updated.


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

Round: 1, Initiative: 17

Status:
HP: 121/124 | AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 1 image)
Weapon Equipped: Greatsword
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: 8/10 (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 +12 temp (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)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(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 +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1

Aldebert shins Gretiem into a run, trying to cross the open courtyard as quickly as possible. They rush forward.

1 to 50 of 10,988 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Rat Sass's Legacy of Fire - Gameplay All Messageboards

Want to post a reply? Sign in.