GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

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


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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

"We could go ring his bell with a stick and a brass scroll. Hopefully it'll make his pompous-visage disappear."

Otah smirks at Mahdi's well-placed paranoia.


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 scornfully at the paper. He doesn’t like civilization and contracts and the such.

”Meh.”


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 heartens to think they've got themselves the means of sending the Qilzar Agha on to a more proper Afterlife, what with him being tumbled between the two worlds to constantly harass the living.

"You want to invite the spook upwards to us, or are we headed back down to meet him on his level?" The gnome appears perfectly content to watch the spectre drift upwards to their floor, but will not object to a return visit, given the reasonable assurance that cats still slumber.


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

"Let's bring him to us. Otah, you're on!" Aldebert looks forward to the ghost's reaction upon realizing he's not the center of his own universe.

He follows Otah as if a supportive guard. He does keep his weapon sheathed, but he's ready to draw at a moments notice...


|Roll20 Link- Age of Worms|

In a matter of moments, Otah stands poised to receive the pesky phantom, as you all overlook the Dome Room from the balcony 40' above the floor.

The Qilzar Agha reenters the Dome Room from the direction of the Mosque, looking lightly singed from Mahdi's associate.

As those of you vocal enough to call down to the ghost dwarf do so, so begins the Ending of the Qilzar Agha. So you hope.

"Defilers!! Damn your insolence for walking these halls without permission!!"

Initiative:

Aldebert: 1d20 + 1 ⇒ (2) + 1 = 3
Amiamble: 1d20 + 3 ⇒ (11) + 3 = 14
Mahdi: 1d20 + 10 ⇒ (20) + 10 = 30
Otah: 1d20 + 3 ⇒ (6) + 3 = 9
Pent: 1d20 ⇒ 1
QA: 1d20 + 8 ⇒ (16) + 8 = 24

Round 1
Mahdi- 30
Qilzar- 24
Amiamble- 14
Otah- 9
Aldebert- 3
Pent- 1

Mahdi is up! Roll20 Map has been updated, and Mahdi currently holds the Deed, while Otah holds the Cane.


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

"It is you who are insolent!" Mahdi shouts back, waving the deed in mid-air. "Shall I read? Shall the halls of the Bayt hear, how this is the realm of JHAHVUL, and not yours? You lay false claim! These words prove it! What shall the punishment be, I wonder, for a servant who dares claim ownership while his master is away?! Fool! Jhahvul will cast your spirit into a pit from which there is no escape-- if you are lucky!"

Intimidate: 1d20 + 13 ⇒ (4) + 13 = 17

Mahdi begins to shout aloud the words of the deed, reading them at his maximum volume.

Not sure if we actually have to use actions to prove the ownership of the palace, or if merely having the items in our possession is sufficient. Went with notion A


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 delays, waiting to see if words will defeat this monster where swords could not. He is dubious.


|Roll20 Link- Age of Worms|

Words fail the spectral dwarf. In their place, now a guttural moaning which resounds throughout the complex, for the amplification of the Dome.

The Qilzar Agha of Bayt al-Bazan flies furiously at the ledge lurkers. Alack and alas, all the poor ghost can do is close the distance between himself and the blasphemer. Run- x4 movement

All can see the rictus of anger stretching the Qilzar Agha's face.

Round 1
Amiamble- 14
Otah- 9
Aldebert- 3
Pent- 1

...
Round 2
Mahdi- 30
Qilzar- 24

The Party is up!! Roll20 Map has been updated.


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 1

Status:

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

Pent nods firmly as Mahdi declares truth to the restless spirit, turning back to see what effect it has on the dwarf. When he witnesses the undead fly through the air to gain an intimacy with the fire mage wholly unwanted, the gnome backs away slightly.

"Hey, hey, hey, you couldn't have spread out a little, before you drew his ire? That thing touches you, and we're gonna need to ask Sarah's special stitching to overcome that! Wait, nevermind, it already touched you, right, Mahdi? Yeah, I'm just gonna make sure I'm also not touched, so I can concentrate on fixing those of you who have already been slapped."

The gnome still bursts with healing energy, intent on burning away the spook, toot sweet.

Channel Positive Energy to Harm Undead: 6d6 ⇒ (6, 2, 5, 3, 2, 5) = 23
Chance of Emissions, Low's a Go: 1d10 ⇒ 6


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

Round: 1, Initiative: 3

Status:
HP: 115/124 (9 won’t heal) | AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)(not included: +4 to AC vs the ghost from smite)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 20/40m)
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: 3/4 (Swift, +4 attack, +12 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/will & +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 draws his blade and shrugs as he rushes into position (I can get there without provoking I think. I have plenty of movement anyway.) When he arrives, he attacks, trying to send the creature back to death!

Greatsword (magic): 1d20 + 14 + 5 ⇒ (10) + 14 + 5 = 29 (feast, smite) damage: 1d10 + 13 + 12 ⇒ (4) + 13 + 12 = 29 (smite)
Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26 (feast) damage: 2d6 + 8 ⇒ (4, 6) + 8 = 18


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 moves forward, striking at the ghost while making it clear that the cane is tucked into his belt.

Zenzirad, primary, moved: 1d20 + 17 + 2 ⇒ (3) + 17 + 2 = 22 for damage: 2d4 + 7 + 2 ⇒ (3, 1) + 7 + 2 = 13

"Go meet Pharasma and end this farce!"


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 14

Ami moves to help his brother with the bad spirit. Yeen bites.

1d20 + 18 + 1 + 1 ⇒ (10) + 18 + 1 + 1 = 30 to hit; (bite,feast)
1d6 + 9 ⇒ (5) + 9 = 14 magical 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: 3/7 used (AirWalk*2,DivPower*1,Grove,FoM)
Lvl 5: 1/6 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).


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

Sorry for the quiet, long work days. I might still be a big elemental since it would have lasted for 12 minutes, but GM's call.

Sneering at the Spook's closing, Mahdi quickly gestures, his fingers flying in a fast pattern. Defensive casting haste, can't fail the DC, then a 5-ft step along the wall

"Strike down this PRETENDER to the throne! Begone, now, and move on to what rest awaits you-- it's a kinder fate than what you'd have if Jhahvul knew of your treachery and arrogance! Why was the symbol of your office locked away in a chest-- because you knew you weren't fit to bear it?"


|Roll20 Link- Age of Worms|

Amiamble wields his noble cat to strike at the ghost, while Otah and Aldebert do likewise. Pent blasts past the ghost's resistance to melee strikes, courtesy of his Goddess. Mahdi commands the speed of a quick declaration against the usurper.

The Qilzar Agha defiantly strikes out at Mahdi, ectoplasmic spittle flinging outwards to defile the fire mage. He doesn't seem very interested in deferring to your reasoned decries.

Incorporeal Touch Attack, M: 1d20 + 13 ⇒ (8) + 13 = 21 for 1d8 ⇒ 1 damage

He does, however, speak out again. But not to you...

"Imam Shabendeh!! We have intruders!! I can not manage them all, please come and help me destroy them all!!"

Round 2
Amiamble- 14
Otah- 9
Aldebert- 3
Pent- 1

...
Round 3
Mahdi- 30
Qilzar- 24 (-41hp?)

The Party is up!! Mahdi is quite corporeal now, given the garden chat and lingering visit on the balcony...

Party Buffs
Haste


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

"Is the imam your servant or master?" the dwarf asks, as he drives Zenzirad forward.

Zenzirad, full attack, primary: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20 for damage: 2d4 + 7 ⇒ (4, 1) + 7 = 12 cold: 1d6 ⇒ 4
Zenzirad, full attack, iterative: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18 for damage: 2d4 + 7 ⇒ (3, 1) + 7 = 11 cold: 1d6 ⇒ 1
Zenzirad, full attack, iterative: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 for damage: 2d4 + 7 ⇒ (3, 1) + 7 = 11 cold: 1d6 ⇒ 6
Zenzirad, full attack, hasted: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23 for damage: 2d4 + 7 ⇒ (3, 2) + 7 = 12 cold: 1d6 ⇒ 5


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

Round: 2, Initiative: 3

Status:
HP: 115/124 (9 won’t heal) | AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)(not included: +4 to AC vs the ghost from smite)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 20/40m), Hasted
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: 3/4 (Swift, +4 attack, +12 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/will & +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 opens up his attacks with a vengeance!
Greatsword (magic): 1d20 + 14 + 6 ⇒ (10) + 14 + 6 = 30 (feast, haste, smite) damage: 1d10 + 13 + 12 ⇒ (5) + 13 + 12 = 30 (smite)
Greatsword (magic): 1d20 + 9 + 6 ⇒ (13) + 9 + 6 = 28 (feast, haste, smite) damage: 1d10 + 13 + 12 ⇒ (2) + 13 + 12 = 27 (smite)
Greatsword (magic): 1d20 + 4 + 6 ⇒ (5) + 4 + 6 = 15 (feast, haste, smite) damage: 1d10 + 13 + 12 ⇒ (3) + 13 + 12 = 28 (smite)
Hasted Greatsword (magic): 1d20 + 14 + 6 ⇒ (20) + 14 + 6 = 40 (feast, haste, smite) damage: 1d10 + 13 + 12 ⇒ (1) + 13 + 12 = 26 (smite)

critthreat Hasted Greatsword (magic): 1d20 + 14 + 6 ⇒ (16) + 14 + 6 = 36 (feast, haste, smite) damage: 1d10 + 13 + 12 ⇒ (6) + 13 + 12 = 31 (smite)

Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21 (feast) damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16
Gretiem Bite (magic): 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 (feast) damage: 2d6 + 8 ⇒ (2, 2) + 8 = 12
Hasted Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23 (feast) damage: 2d6 + 8 ⇒ (6, 1) + 8 = 15


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 14

Ami moves to flank as Yeen swipes again and again.

1d20 + 18 + 1 + 1 ⇒ (17) + 18 + 1 + 1 = 37 to hit; (bite,feast)
1d6 + 9 ⇒ (5) + 9 = 14 magical damage

1d20 + 19 + 1 + 1 ⇒ (5) + 19 + 1 + 1 = 26 to hit; (bite,feast)
1d4 + 9 ⇒ (2) + 9 = 11 magical damage

1d20 + 19 + 1 + 1 ⇒ (6) + 19 + 1 + 1 = 27 to hit; (bite,feast)
1d4 + 9 ⇒ (1) + 9 = 10 magical 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: 3/7 used (AirWalk*2,DivPower*1,Grove,FoM)
Lvl 5: 1/6 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).


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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

That's fair re: expired buff

"You would think the true MASTER of this place could repel any manner of intruders-- had he any actual power," Mahdi retorts, on some level actively enjoying taunting the ghost. His natural a$+@+$$ causticness has had few suitable targets of late.

"Were you not a mere pawn, a pathetic servant-- or are you even that, perhaps you are merely a slave-- a groveling little stain on the cosmos that prances around in a cast-off palace calling himself a king and a lord, as long as your true lord isn't here to see you. Worm! Charlatan! You are a NOTHING!"

Mahdi takes a step back, barely acknowledging the glancing blow from the ghost's hand, and spits. His spittle is not magical so it doesn't inconvenience the dwarf, but he trusts the rudeness of the action speaks for him, at least. "You are not fit to wipe my arse, 'Qilzar Agha!' Let alone to rule! Do you take exception with my words? Then come and prove it upon me!"

Attempt to demoralize, standard action: 1d20 + 13 ⇒ (16) + 13 = 29

(DC for demoralize is 10+HD+wis mod, unless ghostie is immune)


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 1

Status:

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

Pent decides to take a quick peek in the general direction the Qilzar is petitioning. Move Action, looksee to the East

The gnome chirps in real-time as the others dispatch the dwarf.

"Guys... TBA"

Perception: 1d20 + 21 ⇒ (15) + 21 = 36


|Roll20 Link- Age of Worms|

Amiamble and Otah continue an all-out assault on the undead dwarf, but it is only until Aldebert unleashes several righteous swings of his blade that the Qilzar Agha is destroyed.

This time, something is different. A ripple of crimson light emanates from the place the Qilzar Agha last stood, until it reaches as far as it can in all directions. Once the floor, walls, and ceiling of the dome are graced by the light does the light dissipate into the natural light of the City of Brass, and the gas lamps mounted on each wall of the Bayt. The dwarf's cry echoes faintly, until it also is no more.

Pent, Mahdi:

Around the corner of this semi-circular walkway lies the next, grand hallway, which ends in a grand chamber. This wide banquet hall contains ornate brass tables, chairs, and chandeliers—and a tremendous feast of rotting food and drink. Massive windows provide a breathtaking view of the Sea of Fire that surrounds the City of Brass.

Rising from the large table is a large, black figure, with great curling horns upon its head, and a torso which continues to the floor in a swirl of black dust, which occasionally kicks up to swirl around the figure itself.

It looks at you with flesh dripping from its mouth, its eyes wild and ravenous. Knowledge(Planes) DC 27 accesses the following spoiler:

Spoiler:

This is a Black Jinni, a Chaotic Evil Outsider. 1 question for every 5 above 27

Combat is over! Or is it? We're still in Initiative, and you're still Hasted.

Round 3
Amiamble- 14
Otah- 9
Aldebert- 3
Pent- 1

...
Round 4
Mahdi- 30
Qilzar- 24 (-80hp?)

The Party is up!!

Party Buffs
Haste


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

Round 3, Init 1

Status:

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

"...there's a big black billowing thing sitting, wait, no, he's getting up, though it's hard to tell if he's left his seat, because he doesn't have a proper posterior, just a cloud of dust... Guys... he's looking at me. I think it can hear us."

Pent points in the direction of the eastern hallway, but in no way does he appear willing to move in the same direction.

Instead, the gnome flails his arms erratically with a pattern, and a whoosh of flame erupts at the extent of Sarah's divine reach, to the East.

Flame Strike: 12d6 ⇒ (4, 5, 2, 2, 1, 3, 4, 1, 2, 2, 3, 2) = 31 Reflex Save DC 21 for half damage, damage considered half fire, half divine

Second Day in the Bayt:

6th—find the path[D], heal, heroes' feast
5th—communal air walk, breath of life[D] (DC 21), flame strike (DC 21), true seeing
4th—blessing of fervor (DC 20), dimension door[D], greater magic weapon, restoration, summon monster IV
3rd—create food and water, fly[D], invisibility purge, prayer (2), searing light
2nd—bull's strength, cure moderate wounds[D], pilfering hand, lesser restoration (2), spiritual weapon (2)
1st—bless, longstrider[D], protection from evil (2), shield of faith (2)
0 (at will)—create water, detect magic, light, stabilize

5/8 Channels Used Today


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

Round: 3, Initiative: 3

Status:
HP: 115/124 (9 won’t heal) | AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)(not included: +4 to AC vs the ghost from smite)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 20/40m), Hasted
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: 3/4 (Swift, +4 attack, +12 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/will & +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

"What'cha lighting up there Pent?"

Mindful of Otah’s slower movement, Aldebert moves into the next chamber to see what Pent is on about (with haste though so still pretty far). Once in position, he readies an attack in case the creature should close.

Greatsword (magic): 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35 (feast, haste) damage: 1d10 + 13 ⇒ (6) + 13 = 19
critthreat Greatsword (magic): 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25 (feast, haste) damage: 1d10 + 13 ⇒ (7) + 13 = 20


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 14

Ami delays, then trots after his brother. He is also unclear what is going on.

1d20 + 18 ⇒ (15) + 18 = 33 Perception


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

Kn Planes: 1d20 + 21 ⇒ (6) + 21 = 27 Snort

"--a black jinni!" Mahdi says, looking slightly alarmed. "I can tell you this much-- it is quite, quite evil, Aldebert. And chaotic. Not native to our home plane at any rate!"

Mahdi zips back briefly and slaps Otah on the shoulder. "Have fun."

Casting greater heroism on Otah. Otah has a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and 12 temp hp


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

A black djinni!? Genie? Jeannie?

1d20 + 13 ⇒ (3) + 13 = 16 Know (Planes) - DRs? SRs?


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

"That's new." the dwarf mutters as the ghost explodes in light.

His attention turns around the corner as Pent blasts at something not in his line of sight.

Otah darts forward and around the corner with the halflings, his albeit speedy dwarven legs not quite as quick as the halflings and their mounts.

Double Move

"Who is this? The second would-be master of this Bayt?"


|Roll20 Link- Age of Worms|

Amiamble, Otah, and Aldebert move forward to investigate the ramblings of the gnome. Pent throws some heat, before things get hot.

Reflex Save v DC 21: 1d20 + 16 ⇒ (7) + 16 = 23

All those in the hallway witness a pillar of Sarah's Fire burst into existence around the black jinni, though very little of it seems to stick. Immune to Fire, at least

Mahdi makes sure to christen their living dwarf with a greater magical heroism, before ably staying safe behind the corner of the wall.

Otah:

You manage to catch sight of two gaunt figures standing very still to the north of this large room, but the next instant, you lose them to your sight, instantly. Spellcraft, if you've got it :)

Around the corner of this semi-circular walkway lies the next, grand hallway, which ends in a grand chamber. This wide banquet hall contains ornate brass tables, chairs, and chandeliers—and a tremendous feast of rotting food and drink. Massive windows provide a breathtaking view of the Sea of Fire that surrounds the City of Brass.

Rising from the large table is a large, black figure, with great curling horns upon its head, and a torso which continues to the floor in a swirl of black dust, which occasionally kicks up to swirl around the figure itself.

It looks at you with flesh dripping from its mouth, its eyes wild and ravenous.

Knowledge(Planes) DC 27 (Yes, Mahdi, you've already done this one):

This is a Black Jinni, a Chaotic Evil Outsider. 1 question for every 5 above 27

The creature floats languidly over his feast of offal and organ, coming to rest in front of the grand table.

"Fresh. You are fresh. Good. Come, come to the table, and I shall eat heartily. Your blood I will drink, and your meat I will rend. You are not enough, of course. I never have... enough."

As it gets closer, you can see the swirl of dust partially obscure its form, and every so often a crackle of electricity runs through the cloud itself, almost pulsing slowly.

It has Concealment (20% miss chance) for its Pig-Pen nature.

Round 4
Amiamble- 14
Otah- 9
Aldebert- 3
Pent- 1

...
Round 5
Mahdi- 30
Black Jinni- 29 (-8hp)

The Party is up!!

Party Buffs
Haste


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

Spoiler response:
No Spellcraft here

"Hey what are... where'd they go?" the dwarf asks and exclaims as his first question fades into the second. "Did anyone else see those two things just disappear?" His hand wavers out to point in the direction of the North side of the room.

"I think you'll find us unagreeable to your digestion. It might result in pre-masticated death."

Otah moves cautiously into the room, concerned about unseen threats.

Move, Ready to attack should a foe enter threatened area

Ready Attack:
Zenzirad, full attack, primary, moved, hasted, GH: 1d20 + 17 + 2 + 1 + 4 ⇒ (7) + 17 + 2 + 1 + 4 = 31 for damage: 2d4 + 7 + 2 ⇒ (3, 2) + 7 + 2 = 14 cold: 1d6 ⇒ 1 Conceal if necessary (High good) : 1d100 ⇒ 39


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

"Where did what go?" Mahdi crossly asks Otah, not having any idea what the dwarf is talking about. He is hurriedly gesturing in his out of the way spot at the back of the combat, low mutters of arcane power rolling from his tongue.

Casting summon monster v


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 14

Ami moves up and casts Divine Power into Yeen. Yeen hisses divinely.

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: 4/7 used (AirWalk*2,DivPower*1,Grove,FoM)
Lvl 5: 1/6 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).


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

Round: 4, Initiative: 3

Status:
HP: 115/124 (9 won’t heal)
AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)(not included: +4 to AC vs the Jinni from smite)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 20/40m), Hasted, Smite (Jinni)
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: 2/4 (Swift, +4 attack, +12 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/will & +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

”You’ll fall big one, just as all the others have fallen before you.” Aldebert says simply as he focuses his ire on him (smite!). He moves up a bit further to guard the north flank against Oleg’s invisible host, and readies an attack. (If against the Jinni, +4 attack, +12 damage).

Greatsword (magic): 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28 (feast, haste) damage: 1d10 + 13 ⇒ (6) + 13 = 19


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

Round 4, Init 1

Status:

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

Aldebert wrote:
"What'cha lighting up there Pent?"

"Well, I didn't know what it was, up until Mahdi gave it a name, saw through to its nature, but I don't need names to know that it's the very opposite of Sarah- blackness, selfishness, and downright unholy. Not very happy that it brushed off my burn, but I'm thinking Abadar will object to it just as mightily as Sarah does. Swing away, Aldi! And for that matter, you, too, Odie and Ami!! Well, Yeen, more likely!!"

Pent tentatively heads down the hall, before attaching himself in his calculations just within the likely reach of Sarah's gifting, so he can Bless not only Amiamble and Yeen, but also Otah and Aldi and Gretiem.

Cast Blessing of Fervor on Ami/Yeen, Aldi/Gretiem, and Otah

For the next 12 Rounds, choose one of the following:
--Increase its speed by 30 feet.
--Stand up as a swift action without provoking an attack of opportunity.
--Make one extra attack as part of a full attack action, using its highest base attack bonus.
--Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
--Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


|Roll20 Link- Age of Worms|

Amiamble steels his steed for the inevitable confrontation. Otah readies an attack against an impending assault. Aldebert does likewise.

Pent provides additional zeal to his flock, while Mahdi begins to summon even more help to the field.

The black jinni snorts at the halfling's words of defiance, and the air around it begins to swirl violently. Before your very eyes, the creature brings into existence a Windstorm, extending out 30', and upwards 20'.

Aldebert, Gretiem, and Otah are enveloped in the bone-dry tsunami, the air crackling with electricity and dust. Strength Check DC 10 to move. If Aldebert unsaddles himself, the DC climbs to 15 to avoid being 'blown away', as a Small Creature, knocked Prone, and suffer non-lethal damage in the process. Rather than being blown away, you will be drawn towards the jinni, arriving at a spot adjacent to the big black.

Mahdi, should you peek around the corner and down the hall...:

Your ability to see the Invisible, called up for specking the spook, comes in handy right about now, with the Unseen sneaking about. By the time you're done commanding a new presence into your presence, you see four ragged creatures, decayed skin drawn taut over corded muscles and bony limbs. Each lower jaw is oversized and lined with jagged, bloodstained teeth. Hands end in black, viciously curled claws, and they have donkey hooves instead of feet.

Knowledge(Religion) DC 15 allows access to the following spoiler:

Spoiler:

These are Great Ghuls, Chaotic Evil Medium Undead. 1 question for every 5 above 15

All four of them are outside of the Windstorm- two of them are north of Amiamble and Aldebert, one of them is just south of Amiamble readying to flank, and the fourth is 20' due south of Otah.

Also, I miscalculated for the Black Jinni- you have one question :)

Round 5
Amiamble- 14
Otah- 9
Aldebert- 3
Pent- 1

...
Round 6
Mahdi- 30
Black Jinni- 29 (-8hp)

The Party is up!! Roll20 Map has been updated. The Orange circle is the Windstorm.

Party Buffs
Haste
Blessing of Fervor(except Pent and Mahdi)


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

Well done on remembering my see invisibility I'd forgotten I had it up... Elemental resistances/immunities on mr ugly?

Mahdi finishes his invocation, and a beautiful man with a bow, flying gracefully in mid-air, appears at his command. "I had better not hear any complaints about my choice of companion this time!" Mahdi yells testily down the hall. The bralani azata looks at him and at the evil that threatens. Bralani is the blue B on the map

"Your orders, caller?"

"Hang on!"

Mahdi scoots up until he can see the layout of the field, and see he does.

Kn religion: 1d20 + 16 ⇒ (14) + 16 = 30

3 questions on the GGs: elemental resistances/immunities; special attacks; special defenses, por favor

"Damnation and hellfire rot your bones," Mahdi hisses. Louder, he shouts at his allies: "Four invisible and undead foes! Great ghuls! I cannot reveal them, I have spent that magic already! Ami, one is immediately to your south! Bralani, attack that over-large cloud and aid the halflings and dwarf as best you can!"

The bralani nods and hurries to do just that, flying swiftly through the air and loosing a single arrow at the black clouded foe.

Bralani arrow vs Jinni: 1d20 + 12 ⇒ (4) + 12 = 16

Mahdi, meanwhile, focus on the ghul south of Ami, threatening to attack him. Hard, brittle words snap from his tongue, and beads of sweat dot the wizard's face as he struggles to call up the alien and unnatural cold.

The ghul near Ami needs to make me a Reflex save, dC 23, or he's in a freezer as per Icy Prison


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

Round 5, Init 14

Ami looks at Mahdi, his eyes blinking at the Firemage and his wild words. He shrugs and calls upon Sarenrae to uncover what lurks in the darkness. He casts Invisibility Purge. 60’ of purginess.

Ami and Yeen circle about to flank on the djinni.

1d20 + 18 + 1 + 1 + 2 ⇒ (13) + 18 + 1 + 1 + 2 = 35 to hit; (bite,feast,+flank)
1d6 + 9 ⇒ (6) + 9 = 15 magical damage

BoF to ACs, not yet reflected below.

Combat Stuff:

ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami: 91/91+0 temp; Yeen: 132/132 + 12 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: 5/7 used (mag vest*2,MCaE*1,InvisPurge*2)
Lvl 4: 4/7 used (AirWalk*2,DivPower*2,Grove,FoM)
Lvl 5: 1/6 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

Strength Check vs DC 10: 1d20 + 4 ⇒ (1) + 4 = 5
Strength Check vs DC 10: 1d20 + 4 ⇒ (10) + 4 = 14

The usually sure footed dwarf, loses his footing to the sudden breeze. Thanks to the gnome's magic, he springs right back up again like a leaf in the breeze.

Otah approaches, leaning into the wind, to a spot close enough for him to reach the foe with Zenzirad.

Move (failed), BoF: Stand up as Swift, Move again to 15' of the djinni.


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

Round: 5, Initiative: 3

Status:
HP: 115/124 (9 won’t heal)
AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)(not included: +2 BoF, +4 to AC vs the Jinni from smite)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 20/40m), Hasted, Smite (Jinni)
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: 2/4 (Swift, +4 attack, +12 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)(not included: +2 BoF)
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/will & +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 and Gretiem use the Blessings for +2 AC/Attacks)

Gretiem attempts to 5’ step toward the creature as Aldebert holds onto the saddle with his knees.
Strength check: 1d20 + 5 ⇒ (3) + 5 = 8 vs DC 10

He finds himself unable to fight against the wind blowing him in the direction he wants to go, and holds his ground.

Aldebert is left readying an attack… (+4/+12 against mr. Nasty if he’s so foolish as to close)

Greatsword (magic): 1d20 + 14 + 4 ⇒ (7) + 14 + 4 = 25 (feast, haste, BoF) damage: 1d10 + 13 ⇒ (8) + 13 = 21


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

Round 5, Init 1

Status:

AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow, Sarahtar
Condition(s) = Hasted

From his perch on the Carpet, Pent sizes up the three new threats, so summons his own, hoping to make mince out of many undead men. Cast Spiritual Weapon He targets the creature closest to Mahdi's new archer-friend.

Sarahtar: 1d20 + 15 ⇒ (11) + 15 = 26 for 1d8 + 4 ⇒ (3) + 4 = 7 damage


|Roll20 Link- Age of Worms|

GM Rolls:

1d6 ⇒ 4

Amiamble brings several newcomers to light, as their invisibility no longer conceals them from your eyes, while Yeen stalks the jinni, undaunted for his Large size, and striking with Reach. Amiamble, if you could shoot me Yeen's adjusted stats, that would be great. I still have him listed as Medium-sized.

Otah struggles to stay on foot, edging his way closer and closer to the black-horned foe. Aldebert readies to slash at the Imam, should the opportunity strike.

Pent brings the Sarahtar to bear upon one of the jinni's crew, injuring it soundly with force.

Mahdi brings his own might against the undead, summoning a Bralani, who expertly fires an arrow into the Windstorm, having no effect whatsoever. Windstorm makes any Ranged Attack Impossible He does manage to target the sole great ghul left hidden, with a special icy attack.

Reflex Save v DC 23: 1d20 + 4 ⇒ (14) + 4 = 18

Though hidden from you, an icy shroud descends on a figure, and your external minion threat is reduced by one.

Mahdi:

Regarding the Black Jinni, it is Immune to both Fire and Electricity.

Regarding the Great Ghuls, they benefit from the same Immunities as do the Undead Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage. Their Special Attacks are at least in their Cursed Claws, which are considered magical cold iron, with which they may also Rend. More interestingly, great ghuls, at their origin, come from one of the four kinds of genies- Efreeti, Djinn, Marid, and Shaitan. The Great Ghul demonstates a third Special Attack, based on the creature it once was. An Efreeti-conceived Great Ghul will be able to Heat their opponents. A Marid-conceived Great Ghul can strike with a line of water. A Shaitan-conceived Great Ghul can warp metal as one might warp wood. A Djinn-conceived Great Ghul can create its own Whirlwind... Their greatest defense is their Greater Invisibility, which they can utilize three times a day.

The Imam takes Yeen's rude gesture in stride, his eyes wide with anticipation of peeling feline flesh.

Claw Attack, Yeen: 1d20 + 25 ⇒ (3) + 25 = 28 for 2d6 + 8 + 1d10 ⇒ (5, 5) + 8 + (7) = 25 damage, including Electricity

Claw Attack, Yeen: 1d20 + 25 ⇒ (12) + 25 = 37 for 2d6 + 8 + 1d10 ⇒ (2, 6) + 8 + (4) = 20 damage, including Electricity

Gore Attack, Yeen: 1d20 + 20 ⇒ (2) + 20 = 22 for 2d8 + 4 ⇒ (7, 8) + 4 = 19 damage

The next moment, the Windstorm surges, not in speed, but in electrical potential.

Reflex Save DC 24 for everyone in the Windstorm- failure, and you endure 10d6 ⇒ (6, 4, 4, 1, 4, 4, 2, 5, 6, 5) = 41 Electrical Damage, success, and you may halve it.

The three remaining Great Ghuls move to confront the spellcasters in the hallway.

They all slip from sight, to all but the fire mage. Outside of Amiamble's Purge Circle.

What is quite visible are the three blast lines of water that suddenly launch at Pent and Mahdi.

Water's Fury, P: 1d6 ⇒ 5 and Blinded for 1d6 ⇒ 6 rounds. Reflex Save DC 18 to halve damage, and not be blinded.

Water's Fury, M: 1d6 ⇒ 3 and Blinded for 1d6 ⇒ 2 rounds. Reflex Save DC 18 to halve damage, and not be blinded.

Water's Fury, M: 1d6 ⇒ 6 and Blinded for 1d6 ⇒ 3 rounds. Reflex Save DC 18 to halve damage, and not be blinded.

Round 6
Amiamble- 14 (Reflex Save DC 24)
Otah- 9 (Reflex Save DC 24)
Aldebert- 3 (Reflex Save DC 24)
Pent- 1 (Reflex Save DC 18)

...
Round 7
Mahdi- 30 (2 Reflex Saves, DC 18)
Black Jinni- 29 (-8hp)

The Party is up!! Roll20 Map has been updated. The Orange circle is the Windstorm. The Blue circle is the Invisibility Purge. Remember your Strength Checks to Move within the Windstorm...

Party Buffs
Haste
Blessing of Fervor(except Pent and Mahdi)


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

Taking the att/def/save bonus from BoF

Reflex, dwarf, BoF, GH: 1d20 + 7 + 2 + 4 ⇒ (16) + 7 + 2 + 4 = 29 Otah takes 20, 12 coming off temp HP, so 8. Thanks Mahdi/Pent!

"Lightning? Isn't this place devoted to fire?!"

Zenzirad, primary, FO Bane, hasted, BoF,
GH:
1d20 + 17 + 2 + 1 + 1 + 4 ⇒ (9) + 17 + 2 + 1 + 1 + 4 = 34 for damage: 2d4 + 7 ⇒ (3, 4) + 7 = 14 cold: 1d6 ⇒ 4 bane: 2d6 + 2 ⇒ (3, 2) + 2 = 7
Zenzirad, Iterative, FO Bane, hasted, Bof, GH: 1d20 + 12 + 2 + 1 + 1 + 4 ⇒ (17) + 12 + 2 + 1 + 1 + 4 = 37 for damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9 cold: 1d6 ⇒ 1 bane: 2d6 + 2 ⇒ (5, 2) + 2 = 9
Zenzirad, iterative, FO Bane, hasted, Bof, GH: 1d20 + 7 + 2 + 1 + 1 + 4 ⇒ (19) + 7 + 2 + 1 + 1 + 4 = 34 for damage: 2d4 + 7 ⇒ (3, 3) + 7 = 13 cold: 1d6 ⇒ 5 bane: 2d6 + 2 ⇒ (5, 6) + 2 = 13
Zenzirad, hasted, FO Bane, hasted, Bof, GH: 1d20 + 17 + 2 + 1 + 1 + 4 ⇒ (11) + 17 + 2 + 1 + 1 + 4 = 36 for damage: 2d4 + 7 ⇒ (2, 3) + 7 = 12 cold: 1d6 ⇒ 5 bane: 2d6 + 2 ⇒ (6, 4) + 2 = 12

Otah thrusts Zenzirad against the storm, then uses the gust to help drive slices at the evil genie.


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 1

Status:

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

Reflex Save v DC 18: 1d20 + 4 ⇒ (7) + 4 = 11

"My eyes!! There's no need for that as-salted water blast, you blasted blaggards!! Fight fair or fight not at all!!"

Pent retreats to reconvene thoughts in the darkness, but hopefully free of kited foes.

Wow, 6 rounds? Really??

Meanwhile, the Sarahtar continues its assault on the same Great Ghul, seeing as the gnome can't see to redirect it, even if he wanted to. The Sarahtar seems to be quite affronted for the gnome's blindness.

Sarahtar: 1d20 + 15 ⇒ (20) + 15 = 35 for 1d8 + 4 ⇒ (6) + 4 = 10 damage
Confirm Critical?: 1d20 + 15 ⇒ (15) + 15 = 30 for 1d8 + 4 ⇒ (7) + 4 = 11 damage


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

Round: 6, Initiative: 3

Status:
HP: 98/124 (9 won’t heal)
AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)(not included: +4 to AC vs the Jinni from smite)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 20/40m), Hasted, Smite (Jinni)
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: 2/4 (Swift, +4 attack, +12 damage, +4 AC)
Lay on Hands: 7/10 (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/will & +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 Save: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 vs DC 24 for all or half of 41
Gretiem Save: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 vs DC 24 for all or none of 41 (evasion, also resist electricity 10)

(Aldebert and Gretiem use the Blessings for +2 AC/Attacks/Reflex)

Gretiem attempts to 5’ step toward the creature as Aldebert holds onto the saddle with his knees.
Strength check: 1d20 + 5 ⇒ (10) + 5 = 15 vs DC 10

He attacks with a whirlwind all his own...
Greatsword (magic): 1d20 + 14 + 8 ⇒ (12) + 14 + 8 = 34 (feast, haste, BoF, smite) damage: 1d10 + 13 + 12 ⇒ (3) + 13 + 12 = 28 (smite)
Greatsword (magic): 1d20 + 9 + 8 ⇒ (20) + 9 + 8 = 37 (feast, haste, BoF, smite) damage: 1d10 + 13 + 12 ⇒ (5) + 13 + 12 = 30 (smite)
critthreat Greatsword (magic): 1d20 + 9 + 8 ⇒ (20) + 9 + 8 = 37 (feast, haste, BoF, smite) damage: 1d10 + 13 + 12 ⇒ (9) + 13 + 12 = 34 (smite)

Greatsword (magic): 1d20 + 4 + 8 ⇒ (16) + 4 + 8 = 28 (feast, haste, BoF, smite) damage: 1d10 + 13 + 12 ⇒ (2) + 13 + 12 = 27 (smite)
hasted Greatsword (magic): 1d20 + 14 + 8 ⇒ (18) + 14 + 8 = 40 (feast, haste, BoF, smite) damage: 1d10 + 13 + 12 ⇒ (10) + 13 + 12 = 35 (smite)
hasted critthreat Greatsword (magic): 1d20 + 14 + 8 ⇒ (17) + 14 + 8 = 39 (feast, haste, BoF, smite) damage: 1d10 + 13 + 12 ⇒ (10) + 13 + 12 = 35 (smite)

Gretiem Bite (magic): 1d20 + 13 + 4 ⇒ (13) + 13 + 4 = 30 (feast, haste, BoF) damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11
Gretiem Bite (magic): 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14 (feast, haste, BoF) damage: 2d6 + 8 ⇒ (3, 3) + 8 = 14
hasted Gretiem Bite (magic): 1d20 + 13 + 4 ⇒ (16) + 13 + 4 = 33 (feast, haste, BoF) damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20

Finally, he swiftly heals himself of some of the nasty electrical damage still magnetizing his armor.
Lay on Hands: 7d6 ⇒ (3, 1, 5, 2, 6, 5, 2) = 24 (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

Mahdi sees the ghuls leave the circle of Ami's purge, thanks to his own spell, just in time to see them blind him with water...

Reflex save 1, haste: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Reflex save 2, haste: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26

...thank you, dice!

Somehow, the mage manages to dodge the spray. He shakes the water off his face in annoyance, takes stock of the battlefield since he can still see the ghuls, and shouts to his bralani: "Your lightning! Lay it across the hallway, perpendicular, directly between that block of ice and the spiritual weapon!"

The bralani nods wordlessly and swoops back to do as told. A burst of electricity crackles in a line across the hallway...

Electricity damage, Reflex dc15 for half, to the three ghuls: 6d6 ⇒ (1, 5, 5, 1, 2, 6) = 20

Mahdi pulls back around the shelter of the wall, flying well above ground, and yanks a scroll out of his pack. "Pent, come towards my voice if you can!"

Just clarifying, did the great ghuls have any elemental resistances/immunities? I didn't see it in the spoilered text but I might have missed it


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)

Yeen is not large and does not have reach unless he is using lunge. However, in this case his confusing placement is just a result of trying to move on the map from phone. Yeen is medium.

Round 6, Init 14

1d20 + 9 + 1 + 1 ⇒ (5) + 9 + 1 + 1 = 16 Reflex Ami
1d20 + 14 + 5 + 1 ⇒ (2) + 14 + 5 + 1 = 22 Reflex Yeen (evasion)

Ami defensively casts Bulls Strength as Yeen lashes out at the jinni.

1d20 + 19 ⇒ (8) + 19 = 27 Concentration vs. DC 23

1d20 + 18 + 1 + 1 + 2 + 2 ⇒ (20) + 18 + 1 + 1 + 2 + 2 = 44 to hit; (bite,feast,+flank,+BS)
1d6 + 9 + 2 ⇒ (3) + 9 + 2 = 14 magical damage

1d20 + 19 + 1 + 1 + 2 + 2 ⇒ (13) + 19 + 1 + 1 + 2 + 2 = 38 to hit; (bite,feast,+flank, +BS)
1d4 + 9 + 2 ⇒ (2) + 9 + 2 = 13 magical damage

1d20 + 19 + 1 + 1 + 2 + 2 ⇒ (18) + 19 + 1 + 1 + 2 + 2 = 43 to hit; (bite,feast,+flank, +BS)
1d4 + 9 + 2 ⇒ (3) + 9 + 2 = 14 magical damage

Pot Crit:
1d20 + 19 + 1 + 1 + 2 + 2 ⇒ (17) + 19 + 1 + 1 + 2 + 2 = 42 to hit; (bite,feast,+flank, +BS)
1d4 + 9 + 2 ⇒ (2) + 9 + 2 = 13 magical damage

Combat Stuff:

ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami: 91/91-41+0 temp; Yeen: 132+12(temp)-45-41/132 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: 5/7 used (mag vest*2,MCaE*1,InvisPurge*2)
Lvl 4: 4/7 used (AirWalk*2,DivPower*2,Grove,FoM)
Lvl 5: 1/6 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 strengthens his medium cat-mate, while Yeen lashes out keenly. Otah manages to wield Zenzirad with a demon's ferocity, injuring the Imam more deeply. It's not until Aldebert enters the fray that the true nature of good versus evil is revealed, though it is really only visible to those within the Windstorm. The death of the Black Jinni is quick, bloody, and inevitable. Imam Shabendeh finds eternal peace from his constant feral feasting.

Meanwhile, Pent the Poorly Perceptive flails about up top, while his Sarahtar strikes strongly at one of the remaining Great Ghuls. Mahdi directs his Bralani to lay down a very targeted line of electricity, striking at all three Ghuls.

Reflex Save v DC 15: 1d20 + 4 ⇒ (7) + 4 = 11
Reflex Save v DC 15: 1d20 + 4 ⇒ (11) + 4 = 15
Reflex Save v DC 15: 1d20 + 4 ⇒ (18) + 4 = 22

The Great Ghuls have a great many Immunities, as listed in your spoiler, but none of them include Immunities to the Elements...

Speaking of Elements, the Windstorm continues to rage.

Aldebert, Gretiem, Otah, Amiamble, and Yeen may enjoy the full 10d6 ⇒ (4, 4, 5, 6, 6, 1, 1, 1, 4, 2) = 34 Electrical Damage, or may decline half of it by succeeding at a Reflex Save DC 24.

The Great Ghuls move with preternatural speed. Mahdi watches as one of them streaks around the corner at him, looking at the wall as it does so.

Bite Attack, B: 1d20 + 10 ⇒ (12) + 10 = 22 for 2d6 + 6 ⇒ (2, 2) + 6 = 10 damage

For its proximity to the wall, the summoned Bralani feels a disgusting bite in its calf muscle, now that one of the Great Ghuls takes to the wall.

Round 7
Amiamble- 14 (-41hp/-41hp)
Otah- 9 (-8hp)
Aldebert- 3 (-17hp)
Pent- 1

...
Round 8
Mahdi- 30
Great Ghuls- 29 (-20hp, -38hp, -10hp)
Black Jinni- 29 (-314hp)

The Party is up!! Roll20 Map has been updated. The Orange circle is the Windstorm. The Blue circle is the Invisibility Purge. Remember your Strength Check DC 10 to Move within the Windstorm. With the Bull's Strength, I believe Yeen makes the check auto-magically.

Party Buffs
Haste
Blessing of Fervor(except Pent and Mahdi)


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

Reflex Save vs DC 24, Haste, GH: 1d20 + 7 + 1 + 4 ⇒ (15) + 7 + 1 + 4 = 27 Taking 17

Round 7
Choosing the +2 Att/Def/Save
Str vs DC 10: 1d20 + 4 ⇒ (14) + 4 = 18

Seeing the djinn fall, the dwarf clears the storm, seeking out other threats. "Where are they?!"

Move, Search. It looks like the foe is outside of the purge zone, but just in case it appears...

If Otah can get an attack in with lunge:
Zenzirad, primary, FO Bane, moved, hasted: 1d20 + 17 + 2 + 2 + 1 ⇒ (19) + 17 + 2 + 2 + 1 = 41 for damage: 2d4 + 7 + 2 ⇒ (3, 1) + 7 + 2 = 13 cold: 1d6 ⇒ 6 bane: 2d6 + 2 ⇒ (1, 6) + 2 = 9


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 14

1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17 Reflex (Ami)
1d20 + 14 + 5 + 1 ⇒ (12) + 14 + 5 + 1 = 32 Reflex (Yeen, evasion)

Ami, greatly wounded, and Yeen move out of the pain area.

1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 Strength (Yeen)

Outside the area, Ami casts Mass Cure Light Wounds on himself and others.

1d8 + 12 ⇒ (7) + 12 = 19 Healing

Combat Stuff:

ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami: 91-41-34+19/91+0 temp; Yeen: 132/132 + 12-41-20+19

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: 5/7 used (mag vest*2,MCaE*1,InvisPurge*2)
Lvl 4: 4/7 used (AirWalk*2,DivPower*2,Grove,FoM)
Lvl 5: 2/6 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).


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

Round: 7, Initiative: 3

Status:
HP: 110/124 (9 won’t heal)
AC: 31 (F28/T13) (included: magic vestment +3, barkskin +5)(not included: +4 to AC vs the Jinni from smite)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 20/40m), Hasted, Smite (Jinni)
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: 2/4 (Swift, +4 attack, +12 damage, +4 AC)
Lay on Hands: 6/10 (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/will & +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 Save: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 vs DC 24 for all or half of 34
Gretiem Save: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 vs DC 24 for all or none of 34 (evasion, also resist electricity 10)

(Aldebert and Gretiem use the Blessings for +2 AC/Attacks/Reflex)

Gretiem attempts to move out of the area of the lighting storm and against the nearest foe.
Strength check: 1d20 + 5 ⇒ (9) + 5 = 14 vs DC 10

Aldebert and Gretiem swing on their new opponent!

Greatsword (magic): 1d20 + 14 + 4 ⇒ (11) + 14 + 4 = 29 (feast, haste, BoF) damage: 1d10 + 13 ⇒ (1) + 13 = 14
Gretiem Bite (magic): 1d20 + 13 + 4 ⇒ (5) + 13 + 4 = 22 (feast, haste, BoF) damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12

"Thank you for the healing brother!" he calls out as he attacks.

Finally, he swiftly heals himself of some of the nasty electrical damage still magnetizing his armor.
Lay on Hands: 7d6 ⇒ (5, 6, 4, 4, 1, 5, 2) = 27 (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

(Delaying in hopes Pent moves closer to me as per Mahdi's shout to him)


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

Never mind, will act. Are the ghuls that are on our half of the fight flying, or ground-bound?

Mahdi zips away from the ghul near him, and closes with Pent, reading aloud the scroll that he drew from his pouch before. Remove blindness/deafness on Pent

"There! Now do something useful."

Mahdi glances over his shoulder at the battlefield, and his bralani servitor. "Heal the halfling riding the cat!" he shouts, stopping the bralani from a likely attempt to retaliate against the ghul.

Acrobatics to avoid ghul bite: 1d20 + 4 ⇒ (13) + 4 = 17

The bralani gracefully soars out into space, swooping in a circle to get onto Ami's far side. The outsider's hands glow with pale light as he reaches to touch Amiamble.

Cure Serious Wounds on Ami: 3d8 + 6 ⇒ (1, 2, 1) + 6 = 10

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