GM Rat Sass's Legacy of Fire

Game Master GM Rat Sass

Part 6 - The Final Wish
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Halfling (Per +18 | Fort +17 Ref +11 Will +15 | AC 26 (f25/t14) | CMD 28)

Round: 2, Initiative: 7

Aldebert Status:
HP: 98/121
AC: 37 (F36/T18) (Barkskin, Magic Vestment, and Shield of Faith included) (+1 haste, -2 charge not included)
Conditions: +2 wis skill checks (circum.), Endure Elements (24h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Magic Vestment (+3), Shield of Faith (+4 deflection), Protection from Fire (104hp, 20m), Hasted (2/5r)
Weapon Equipped: Greatsword
Greatsword Attack BAB +13/+8/+3, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -3) Damage Str +6 (1.5x), Magic +3, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +13 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 (second) 0/1
Enlarge Metamagic Rod (2/3)
Armor - Daylight (1/1)
Spells (caster level 10, concentration +14, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin’s Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door
- - -

Gretiem Status:
HP: 82/82 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (1/13h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Shield Companion Enlarged (2/10h, +1 AC, +1 saves included), Air Walk, Protection from Fire (115hp, 20m)
Smite evil (swift, +0 att +11 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +8, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert Reflex: 1d20 + 11 ⇒ (18) + 11 = 29 for half of 11hp and 1r burn
Gretiem Reflex: 1d20 + 10 ⇒ (19) + 10 = 29 for half of 11hp and 3r burn

Aldebert, wanting to spare Gretiem from further harm, holds him back as he presses his attack!

Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31 (feast, haste) damage: 1d10 + 18 ⇒ (10) + 18 = 28
Greatsword (magic, cold iron, silver): 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27 (feast, haste) damage: 1d10 + 18 ⇒ (9) + 18 = 27
Greatsword (magic, cold iron, silver): 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 (feast, haste) damage: 1d10 + 18 ⇒ (3) + 18 = 21
hasted Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (5) + 20 + 2 = 27 (feast, haste) damage: 1d10 + 18 ⇒ (5) + 18 = 23

"How are you guys doing over there? It's going to be slow going here I'm afraid, but I'll keep it occupied."


Roll20 Link- Legacy of Fire | Roll20 Link- Age of Worms

Thing 2 takes his punishment from the gecko rider, though a goodly amount less for its fiery nature. It lashes out with two slams, seeking to set the rider and its mount on fire.

Slam Attack, Al: 1d20 + 23 ⇒ (4) + 23 = 27 for 2d8 + 8 + 2d10 ⇒ (2, 1) + 8 + (1, 8) = 20 damage, including Fire

Slam Attack, G: 1d20 + 23 ⇒ (8) + 23 = 31 for 2d8 + 8 + 2d10 ⇒ (7, 8) + 8 + (8, 10) = 41 damage, including Fire

If Gretiem is truly struck, then welcome a Reflex Save DC 22 to avoid another 2d10 ⇒ (9, 4) = 13 points of Fire Damage for 1d4 ⇒ 1 round.

Regarding 'Burn':

I see no 'Save for Half Damage' in Burn's description. A successful Reflex Save avoids the Burn damage altogether.

Otah and Pent to finish Round 1, and Mahdi and Amiamble are up for Round 2!


Halfling (Per +18 | Fort +17 Ref +11 Will +15 | AC 26 (f25/t14) | CMD 28)

Aldebert Status:
HP: 98/121
AC: 37 (F36/T18) (Barkskin, Magic Vestment, and Shield of Faith included) (+1 haste, -2 charge not included)
Conditions: +2 wis skill checks (circum.), Endure Elements (24h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Magic Vestment (+3), Shield of Faith (+4 deflection), Protection from Fire (109hp, 20m), Hasted (2/5r)
Weapon Equipped: Greatsword
Greatsword Attack BAB +13/+8/+3, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -3) Damage Str +6 (1.5x), Magic +3, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +13 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 (second) 0/1
Enlarge Metamagic Rod (2/3)
Armor - Daylight (1/1)
Spells (caster level 10, concentration +14, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin’s Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door
- - -

Gretiem Status:
HP: 64/82 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (1/13h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Shield Companion Enlarged (2/10h, +1 AC, +1 saves included), Air Walk, Protection from Fire (89hp, 20m), Burning 1r
Smite evil (swift, +0 att +11 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +8, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Ahh, cool with regards to burn. I misunderstood.

Aldebert tries to smack the slam attack out of the way as Gretiem is attacked, and then he remembers he never took that feat because no one has ever attacked Gretiem directly.

Gretiem is hit, and tries to avoid the burn. I assume they do not overcome DR/evil so Gretiem takes a little off the top as well as being protected from fire.

Reflex: 1d20 + 10 ⇒ (8) + 10 = 18 vs DC 22 to avoid 13hp burn (1r)


Dwarven Mobile Fighter 12 | HP: 130/130 | Init: +3 | Perc: +2 | SM: +1 | AC: 27 | Mobility: 31 | Touch: 16 | FF: 21 | CMD: 31 Res (fire) 30 | Fort: +13 | Ref: +8 | Will: 5 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Otah drags Zenzirad in a wide arc as he steps forward, closer to the fire "dragon". He plants himself and keeps swinging with the Mahdi's gift of speed.

Zenzirad w/ Bane, Moved, Pwr, Hasted: 1d20 + 22 + 2 + 3 - 4 + 1 ⇒ (20) + 22 + 2 + 3 - 4 + 1 = 44 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (1, 1) + 11 + 2 + 3 + 12 = 30 Cold: 1d6 ⇒ 1 Bane: 2d6 ⇒ (2, 3) = 5
Zenzirad w/ Bane, Moved, Pwr, Hasted: 1d20 + 22 + 2 + 3 - 4 + 1 ⇒ (7) + 22 + 2 + 3 - 4 + 1 = 31 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (4, 4) + 11 + 2 + 3 + 12 = 36 Cold: 1d6 ⇒ 5 Bane: 2d6 ⇒ (4, 6) = 10
Zenzirad w/ Bane, Moved, Pwr, Hasted: 1d20 + 17 + 2 + 3 - 4 + 1 ⇒ (13) + 17 + 2 + 3 - 4 + 1 = 32 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (3, 2) + 11 + 2 + 3 + 12 = 33 Cold: 1d6 ⇒ 4 Bane: 2d6 ⇒ (3, 5) = 8
Zenzirad w/ Bane, Moved, Pwr, Hasted: 1d20 + 12 + 2 + 3 - 4 + 1 ⇒ (18) + 12 + 2 + 3 - 4 + 1 = 32 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (3, 2) + 11 + 2 + 3 + 12 = 33 Cold: 1d6 ⇒ 5 Bane: 2d6 ⇒ (4, 2) = 6

Ooo... if only you could crit an elemental...


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 13

Ami commands Yeen to fight, slicing into the firepyre with his magically protected claws. Yeen 5' steps for flank, as needed.

1d20 + 18 + 1 + 1 + 2 ⇒ (18) + 18 + 1 + 1 + 2 = 40 to hit; (bite,feast,+flank)
1d6 + 9 ⇒ (3) + 9 = 12 damage.

1d20 + 18 + 1 + 1 + 2 ⇒ (14) + 18 + 1 + 1 + 2 = 36 to hit; (bite,feast,+flank)
1d4 + 9 ⇒ (4) + 9 = 13 damage.

1d20 + 18 + 1 + 1 + 2 ⇒ (5) + 18 + 1 + 1 + 2 = 27 to hit; (bite,feast,+flank)
1d4 + 9 ⇒ (1) + 9 = 10 damage.

Haste:
1d20 + 18 + 1 + 1 + 2 ⇒ (4) + 18 + 1 + 1 + 2 = 26 to hit; (bite,feast,+flank)
1d6 + 9 ⇒ (3) + 9 = 12 damage.

Ami stays invisible.

Combat Stuff:

ACs: Ami: 27+1 Yeen: 28+5+4=37+1+4 = 42 (barkskin, mage armor, + haste + dispel evil)
HP: Ami: 99/99-49+ temp; Yeen: 143/143+11 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+4[/dice] to hit; (bite,feast,+DP)
[ dice]1d6+9+4[/dice] damage.
[ dice]1d20+19+4[/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: 0/8 used (DF*0,EE*0,AirBub*0,LibCom*0,ShiFai*0)
Lvl 2: 4/8 used (barkskin*2,CMW*0,Bull*0,RE*2,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*0,CCW*0,DeWard*0)
Lvl 5: 4/7 used (BrLife*0,CLWmass*0,FlameStrike*2,DispEvil*0) Battle*1
Lvl 6: 2/5 used (ColdIce*0,StoneTell*0,MassCMW*0,Heal*1)
Extend Rod: 3/3 used (barkskin*2,MCaE)

Yeen.: Mage Armor,Barkskin,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

Mahdi's spell completes and a bearded devil pops into existence next to Otah. As a favor to Aldebert, he doesn't summon it next to him. "Attack the large fire dragon," Mahdi orders, and the barbazu grins ferally and steps into stab with its glaive.

Flanking attack 1: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Damage: 1d10 + 6 ⇒ (3) + 6 = 9
Flanking attack 2: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage: 1d10 + 6 ⇒ (3) + 6 = 9

Mahdi moves forward to get a better view of the action, and then gestures to coat the southern fire elemental in bright golden particles. Will save DC 20 for southern ellie


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 5

Status:

AC = 16 MV
HP = 99/99
Weapon Equipped = +1 Light Crossbow
Condition(s) = MV, Protection from Fire

Pent decides that his talents would serve best if he were to remain conscious and agile, and his beard singe-free.

"Princess Nefeshti, with all due respect, our mission would soar onwards if we could just overcome these two fire beasts. Any chance you're still able to aggressively engage with the enemy?"

As Mahdi brings up his own devil, Pent watches as the forces amass to sass the elementals to their end. The gnome decides to edge forward, and unleash some of Sarah's healing, to remind his frontliners that they are supported in their rear.

Channel Positive Energy, No no fuego: 6d6 ⇒ (1, 1, 6, 3, 6, 1) = 18 points of healing to all, save Amiamble/Yeen


Roll20 Link- Legacy of Fire | Roll20 Link- Age of Worms

Mahdi begins an elaborate summoning, describing the essence of devil he desires to deal with the fire dragons.Amiamble and Yeen wing around the elemental to the left, deftly avoiding several rushes of fire formed as dragon fingers, while snicking Thing 1 once.

Aldebert unleashes a flurry of flays, the fire dragon to the right suffering consistent sword damage, though muted by its flickering nature. Thing 2 manages to strike at the steed, setting on fire, albeit briefly.

Otah steps into the fray, and swings away with skilled precision. Zenzirad finds the fire four times, and Thing 1 is unable to withstand the onslaught. It collapses in ash and cinder, staining the floor of the Brazen Tower in black. That was brutal.

Otah:

Magnificent. I truly hope they were allies of Jhavhul. Their strength is worthy of mourning their loss. Its fire felt fear...

Pent entreats the djinni princess to lend some help, while himself healing those currently injured in the fire fight.

Mahdi's minion, the one with a beard, the devil, not the gnome, enters combat, not next to Otah, but next to Aldebert, for the lack of a second subject to attack. GM Discretion As a courtesy, the barbazu appears on the opposite side of the halfling, providing flank for both. Its glaive fails to connect, despite the advantage.

Amiamble takes advantage of the fire mage's gift of speed to join his brother at the foot of the remaining fire dragon. GM Discretion, yet again. For the big cat's maneuverability, the elder elemental tries at least to fend off the new attacker.

AoO Slam Attack, Y: 1d20 + 23 ⇒ (20) + 23 = 43 for 2d8 + 8 + 2d10 ⇒ (7, 8) + 8 + (10, 3) = 36 damage, including Fire
Confirm Critical?: 1d20 + 23 ⇒ (20) + 23 = 43 for 2d8 + 8 ⇒ (2, 6) + 8 = 16 damage, including Fire well, alright now

Yeen takes a massive blow across his maw, feline blood mixing with the ashes falling from the fire dragon.

Pent wrote:
"Princess Nefeshti, with all due respect, our mission would soar onwards if we could just overcome these two fire beasts. Any chance you're still able to aggressively engage with the enemy?"

Princess Nefeshti looks through the doorway, just in time to see Otah destroy one of the two elementals. "I'd prefer to save my strength for any unforeseen encounters when you're occupied. By the looks of it, it appears you have things well under control."

Round 3
Thing 1- 8 (-203hp)
Aldebert- 7 (-5hp, -11/120 Fire) Gretiem (-31/120 Fire)
Thing 2- 7- (-72hp)
Otah- 6 (-16hp)
Pent- 5

Round 4
Mahdi- 21
Amiamble- 13 Yeen (-39hp)

Aldebert and mighty Gretiem are up!

Party Buffs
Communal Protection from Fire (120 points)
Haste on the Fighters (3 Rounds)


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

Was there a save against the glitterdust that I missed?


Roll20 Link- Legacy of Fire | Roll20 Link- Age of Worms

Nope, you missed nothing. I, on the other hand, did. Elementals cannot be Flanked, but they can be Blinded.

Will Save v DC 20: 1d20 + 7 ⇒ (10) + 7 = 17

For its new state of Blindness, the fire dragon is unable to administer any opportunistic attacks, allowing Amiamble to guide Yeen in safely for the next several attacks.


Halfling (Per +18 | Fort +17 Ref +11 Will +15 | AC 26 (f25/t14) | CMD 28)

Round: 3, Initiative: 7

Aldebert Status:
HP: 116/121
AC: 37 (F36/T18) (Barkskin, Magic Vestment, and Shield of Faith included) (+1 haste, -2 charge not included)
Conditions: +2 wis skill checks (circum.), Endure Elements (24h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Magic Vestment (+3), Shield of Faith (+4 deflection), Protection from Fire (109hp, 20m), Hasted (3/5r)
Weapon Equipped: Greatsword
Greatsword Attack BAB +13/+8/+3, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -3) Damage Str +6 (1.5x), Magic +3, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +13 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 (second) 0/1
Enlarge Metamagic Rod (2/3)
Armor - Daylight (1/1)
Spells (caster level 10, concentration +14, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin’s Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door
- - -

Gretiem Status:
HP: 82/82 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (1/13h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Shield Companion Enlarged (2/10h, +1 AC, +1 saves included), Air Walk, Protection from Fire (89hp, 20m), Burning 1r
Smite evil (swift, +0 att +11 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +8, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Gretiem continues to stay his attacks to avoid the burning at Aldebert’s command, while the halfling does what he can with his greatsword to try and live up to Otah’s ferocity.

Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (4) + 20 + 2 = 26 (feast, haste) damage: 1d10 + 18 ⇒ (1) + 18 = 19
Greatsword (magic, cold iron, silver): 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 (feast, haste) damage: 1d10 + 18 ⇒ (7) + 18 = 25
critthreat Greatsword (magic, cold iron, silver): 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24 (feast, haste) damage: 1d10 + 18 ⇒ (4) + 18 = 22

Greatsword (magic, cold iron, silver): 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 (feast, haste) damage: 1d10 + 18 ⇒ (8) + 18 = 26
hasted Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (17) + 20 + 2 = 39 (feast, haste) damage: 1d10 + 18 ⇒ (6) + 18 = 24
critthreat hasted Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31 (feast, haste) damage: 1d10 + 18 ⇒ (6) + 18 = 24


Roll20 Link- Legacy of Fire | Roll20 Link- Age of Worms

The fire dragon dwarfs the halfling rider, but the worshipper of Abadar finds inspiration in Otah's martial might, so brings his own to bear upon the remaining elemental of fire. The creature is hit several times, fortunate its nature is not Material.

For the number of foes, the creature rages, its voice booming in the chamber. "Davashuum, prepare!! There are strong adversaries who have breached the Tower!!"

It slams at Aldebert and his mount.

Slam Attack, Al: 1d20 + 23 ⇒ (18) + 23 = 41 for 2d8 + 8 + 2d10 ⇒ (4, 5) + 8 + (3, 5) = 25 damage, including Fire
Reflex Save v DC 22 to avoid 2d10 ⇒ (3, 3) = 6 points of Fire Damage for 1d4 ⇒ 2 rounds.

Slam Attack, G: 1d20 + 23 ⇒ (3) + 23 = 26 for 2d8 + 8 + 2d10 ⇒ (4, 2) + 8 + (9, 3) = 26 damage, including Fire

The Party is up! Otah and Pent to finish Round 3, then Mahdi, Amiamble, and Aldebert to commence Round 4!


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 says a prayer for the fire dragon, a creature out of its element, and now alone for the loss of its partner in clime.

For the little damage his crew has incurred, the gnome waits for the slay for them to continue on their way, deeper into the Tower.

Delay


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

(Fire ellie does get a will save to try and throw off the blindness at the end of the turn it just took; this will probably matter as regards it's AC vs my (and others') attacks)

The devil lashes out with its glaive again...

Flanking attack 1: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Damage: 1d10 + 6 ⇒ (8) + 6 = 14
Flanking attack 2: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 *shakes fist at inability to crit on elementals
Damage: 1d10 + 6 ⇒ (9) + 6 = 15

Mahdi draws a wand and lightly blasts the elemental... "Yes, prepare, Davashuum," he mutters to himself. "No doubt that will be interesting..."

Wand magic Missile, CL 7: 4d4 + 4 ⇒ (4, 3, 2, 2) + 4 = 15


Roll20 Link- Legacy of Fire | Roll20 Link- Age of Worms

Miss Chance, High Good: 1d100 ⇒ 47 Aldebert not hit
Will Save v DC 20: 1d20 + 7 ⇒ (20) + 7 = 27 Fire Dragon no longer Blinded

Elementals are Unflankable, sadly.

Both devil and fire mage continue to wear down the fire dragon, facilitating its eventual demise at the blades and/or claws of the others.

Amiamble, Otah, and Aldebert are up!


Halfling (Per +18 | Fort +17 Ref +11 Will +15 | AC 26 (f25/t14) | CMD 28)

Round: 4, Initiative: 7

Aldebert Status:
HP: 116/121
AC: 37 (F36/T18) (Barkskin, Magic Vestment, and Shield of Faith included) (+1 haste not included)
Conditions: +2 wis skill checks (circum.), Endure Elements (24h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Magic Vestment (+3), Shield of Faith (+4 deflection), Protection from Fire (109hp, 20m), Hasted (4/5r)
Weapon Equipped: Greatsword
Greatsword Attack BAB +13/+8/+3, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -3) Damage Str +6 (1.5x), Magic +3, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +13 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 (second) 0/1
Enlarge Metamagic Rod (2/3)
Armor - Daylight (1/1)
Spells (caster level 10, concentration +14, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin’s Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door
- - -

Gretiem Status:
HP: 82/82 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (1/13h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Shield Companion Enlarged (2/10h, +1 AC, +1 saves included), Air Walk, Protection from Fire (89hp, 20m), Burning 1r
Smite evil (swift, +0 att +11 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +8, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Gretiem is missed as he continues to stand ready. Aldebert thinks a moment, and has his mount take total defense, to further aid his protection. He then presses his attack, taking advantage of the haste still coursing through his veins. (Forgot elementals aren’t critable last round, sorry.)

Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (7) + 20 + 2 = 29 (feast, haste) damage: 1d10 + 18 ⇒ (9) + 18 = 27
Greatsword (magic, cold iron, silver): 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32 (feast, haste) damage: 1d10 + 18 ⇒ (5) + 18 = 23
Greatsword (magic, cold iron, silver): 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 (feast, haste) damage: 1d10 + 18 ⇒ (2) + 18 = 20
hasted Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (7) + 20 + 2 = 29 (feast, haste) damage: 1d10 + 18 ⇒ (10) + 18 = 28


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 13

Ami and Yeen’s head both swivel to look for Davashuum, hoping that he is coming down to face them rather than cowering someplace else. When no one immediately shows up, he commands Yeen to fight, slicing into the firepyre with his magically protected claws.

1d20 + 18 + 1 + 1 + 2 ⇒ (17) + 18 + 1 + 1 + 2 = 39 to hit; (bite,feast,+flank)
1d6 + 9 ⇒ (6) + 9 = 15 damage.

1d20 + 18 + 1 + 1 + 2 ⇒ (15) + 18 + 1 + 1 + 2 = 37 to hit; (bite,feast,+flank)
1d4 + 9 ⇒ (1) + 9 = 10 damage.

1d20 + 18 + 1 + 1 + 2 ⇒ (1) + 18 + 1 + 1 + 2 = 23 to hit; (bite,feast,+flank)
1d4 + 9 ⇒ (4) + 9 = 13 damage.

Haste:
1d20 + 18 + 1 + 1 + 2 ⇒ (8) + 18 + 1 + 1 + 2 = 30 to hit; (bite,feast,+flank)
1d6 + 9 ⇒ (1) + 9 = 10 damage.

Ami stays invisible and casts Shield of Faith on himself.

Combat Stuff:

ACs: Ami: 27+1+5=33 Yeen: 28+5+4=37+1+4 = 42 (barkskin, mage armor, + haste + dispel evil)
HP: Ami: 99/99-49+ temp; Yeen: 143/143+11 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+4[/dice] to hit; (bite,feast,+DP)
[ dice]1d6+9+4[/dice] damage.
[ dice]1d20+19+4[/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: 0/8 used (DF*0,EE*0,AirBub*0,LibCom*0,ShiFai*1)
Lvl 2: 4/8 used (barkskin*2,CMW*0,Bull*0,RE*2,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*0,CCW*0,DeWard*0)
Lvl 5: 4/7 used (BrLife*0,CLWmass*0,FlameStrike*2,DispEvil*0) Battle*1
Lvl 6: 2/5 used (ColdIce*0,StoneTell*0,MassCMW*0,Heal*1)
Extend Rod: 3/3 used (barkskin*2,MCaE)

Yeen.: Mage Armor,Barkskin,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 12 | HP: 130/130 | Init: +3 | Perc: +2 | SM: +1 | AC: 27 | Mobility: 31 | Touch: 16 | FF: 21 | CMD: 31 Res (fire) 30 | Fort: +13 | Ref: +8 | Will: 5 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Oof, sorry for slowness, I saw Thursday I was up but got distracted at work.

The dwarf doesn't pause to watch the fallen flame dissipate, and moves to engage the next.

Move 20 ft, single attack
Zenzirad w/ Bane, Moved, Pwr, Hasted: 1d20 + 22 + 2 + 3 - 4 + 1 ⇒ (11) + 22 + 2 + 3 - 4 + 1 = 35 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (2, 2) + 11 + 2 + 3 + 12 = 32 Cold: 1d6 ⇒ 1 Bane: 2d6 ⇒ (3, 3) = 6 38+1 cold


Roll20 Link- Legacy of Fire | Roll20 Link- Age of Worms

The maelstrom of melee attacks prove more than mighty enough to bring down the second fire dragon. The first floor of the Brazen Tower appears to have been cleared.

From your position, you have numerous ways forward. There is the set of stairs leading downwards 1. There is the set of stairs leading upwards 2 Lastly, there is the central 10' diameter column rising straight upwards through the central aspect of the dome in the ceiling. 3

From outside the Tower, the contingent of jann give you a rousing cheer of support, as Nefeshti nods her approval of the quick skirmish you've finished.

"From what we see from the outside, you have four more floors to clear. I'll leave half my captains here, so you are not caught unawares. I have more to see of the rest of the town, but I'll be back soon. Vanquish and return here. In a little less than ten minutes time, and the doors should still be open to you. Do not hesitate to retreat. The siege does not need to be finished in a day." Nefeshti bows, and takes her leave, heading back into Kelmarane's streets.


Halfling (Per +18 | Fort +17 Ref +11 Will +15 | AC 26 (f25/t14) | CMD 28)

"Down first then I say, let's clear this place carefully." Aldebert suggests. "If time goes against us, we can clear the basement, and the first and second floor, with luck. Then the top two when we return - along with a new sweep of the lower levels of course."

"But let's try and do it in one go. I don't like wasting wishes." he grins and, gripping his sword tightly, readies to head downstairs.


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)

"Yes, brother, let us continue on. Davashruum cowers from us and hides...we need to taste his blood," Ami airwalks to join his brother down (1).


Roll20 Link- Legacy of Fire | Roll20 Link- Age of Worms

Amiamble:

Vardishal makes his desires known.

I feel him. Davashuum. He is above us. Take us there.

As Aldebert leads the Scourge into the Basement, it takes twenty feet of winding stairs to come to the floor below. The walls here are smoothly shaped stone, and the low stone ceiling is peppered with a number of small stalactites. A brass door stands in the middle of the western wall. Next to it, two fearsome demonic statues carved from obsidian.

Roll20 Map has been updated.


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)

"Brother, Davashuum is up, but I think you knew that," Ami sidles up to Aldebert to speak softly to him. [smaller]"But I suppose we can make sure this area is safe before moving up, since you're the leader, this is a good plan too."

Ami scouts the demonic statues and area for obvious danger.

1d20 + 19 ⇒ (16) + 19 = 35 Perception (w/detect magic)


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 swoops into the room, giving the statues a once over with a critical eye.

He'll do a detect magic on the statues; are the representations of anything in particular?

Kn planes: 1d20 + 24 ⇒ (6) + 24 = 30 (or another relevant skill)

"I don't care to let Davashuum prepare indefinitely, but racing in blind is also foolish."


Halfling (Per +18 | Fort +17 Ref +11 Will +15 | AC 26 (f25/t14) | CMD 28)

Aldebert frowns when he sees the door. "This could be a chamber holding his loot and treasures. Not sure that I care that much about that right now - and it may weaken us for our battle with Davashuum."

He looks to the other party members, and shrugs, "I suggest we leave this be for now and head up to the second level. All agreed?"

If everyone agrees, he'll wheel Gretiem around and, with Otah at his side, march up the ramps to the second floor.


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

Pent looks across the Cellar floor, at the statues standing by the door, and figures it will be investigated sooner or later. The idea of striking at the heart of the Tower, Davashuum, appeals to him more. "Second Level sounds good to me. Let's take to the stai...ors the central circle rising upwards? Nah, stairs is fine. For now. No need to have us all fly up. Pretty sure." The gnome follows in flight behind the frontliners.


Roll20 Link- Legacy of Fire | Roll20 Link- Age of Worms

Mahdi:

Knowledge(Arcana) FTW. I know, same roll ;)
That would be a pair of Stone Golems, Neutral Large Constructs. They have a nasty Slow effect for those who choose to get within 10', and are Immune to Magic, unless you soften them up, literally, with a Stone to Flesh spell... DR 10/Adamantine, Construct Traits

Aldebert bids the Scourge leave the Cellar for higher ground. Returning to the First Floor, you find a couple of Nefeshti's janni waiting just inside the magically-secured doors. They watch your return from the Cellar with interest, but do not move from their position.

Taking to the ramp leading to the Second Floor, it's only a matter of moments before you're met at the top, with a hail of arrows! Four janni appear from invisibility to fire their bows. Seeing a riderless cat, the full volley is leveled at Aldebert.

Longbow, Al: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27 for 1d8 + 5 + 2d6 ⇒ (4) + 5 + (4, 6) = 19 damage
Longbow, Al: 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22 for 1d8 + 5 + 2d6 ⇒ (8) + 5 + (6, 6) = 25 damage
Longbow, Al: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25 for 1d8 + 5 + 2d6 ⇒ (2) + 5 + (3, 4) = 14 damage
Longbow, Al: 1d20 + 18 + 2 ⇒ (19) + 18 + 2 = 39 for 1d8 + 5 + 2d6 ⇒ (8) + 5 + (1, 1) = 15 damage

Initiative:

Aldebert: 1d20 + 1 ⇒ (10) + 1 = 11
Amiamble: 1d20 + 9 ⇒ (1) + 9 = 10
Mahdi: 1d20 + 10 ⇒ (16) + 10 = 26
Otah: 1d20 + 3 ⇒ (17) + 3 = 20
Pent: 1d20 ⇒ 3
Janni: 1d20 + 9 ⇒ (18) + 9 = 27

For their limited success, the four janni break up their strategy. Two of them fire another round of arrows, while the other two drop their bows, and attack Aldebert in a smooth 30' movement, in and out. Spring Attack

Longbow, Al: 1d20 + 18 ⇒ (20) + 18 = 38 for 1d8 + 5 ⇒ (8) + 5 = 13 damage
Confirm Critical?: 1d20 + 18 ⇒ (10) + 18 = 28 for 2d8 + 10 ⇒ (3, 8) + 10 = 21 damage

Longbow, Al: 1d20 + 13 ⇒ (3) + 13 = 16 for 1d8 + 5 ⇒ (2) + 5 = 7 damage

Longbow, Al: 1d20 + 18 ⇒ (13) + 18 = 31 for 1d8 + 5 ⇒ (6) + 5 = 11 damage
Longbow, Al: 1d20 + 13 ⇒ (14) + 13 = 27 for 1d8 + 5 ⇒ (2) + 5 = 7 damage

Scimitar, Al: 1d20 + 17 ⇒ (2) + 17 = 19 for 1d6 + 9 ⇒ (2) + 9 = 11 damage
Scimitar, Al: 1d20 + 17 ⇒ (5) + 17 = 22 for 1d6 + 9 ⇒ (3) + 9 = 12 damage

For the flurry of attacks, the halfling rider is mostly missed, so armored is he.

The details of the room are not lost on those gaining the Second Floor of the Tower. Arrow slits line the curving northwestern wall of this room on either side of a set of double doors. Two smaller doors stand in the eastern and southern walls, and a bronze ramp along the outer wall curves down to the first floor. A brass column protrudes into the southeastern corner of the chamber, with an archway providing access to its interior. A brazier in the southwestern corner illuminates the room.

Heal Check DC 15:

These janni have seen battle earlier this day, likely. They're showing signs of injury, each of them.

Round 1
Janni- 27
Mahdi- 26
Otah- 20
Aldebert- 11 (-28hp)
Amiamble- 10
Pent- 3

The Party is up! Roll20 Map has been updated. Let me know if anything looks amiss. The red line shows the wall of the stairs, which extends to the ceiling, 20' high from the floor.


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

Proper post coming when home from work but did we spend enough time in the chamber below that my devil would be gone? 13 rd duration


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 12

"Brother, look out!" Ami spur Yeen in front of his brother, instructing his cat to lunge out with his sharp claws. Attacking the bottom sword guy.

Ami and Yeen’s head both swivel to look for Davashuum, too.

1d20 + 18 + 1 + 1 ⇒ (14) + 18 + 1 + 1 = 34 to hit; (bite,feast)
1d6 + 9 ⇒ (2) + 9 = 11 damage.
1d20 + 18 + 1 + 1 ⇒ (3) + 18 + 1 + 1 = 23 Grab

1d20 + 18 + 1 + 1 ⇒ (16) + 18 + 1 + 1 = 36 to hit; (bite,feast)
1d4 + 9 ⇒ (3) + 9 = 12 damage.

1d20 + 18 + 1 + 1 ⇒ (13) + 18 + 1 + 1 = 33 to hit; (bite,feast)
1d4 + 9 ⇒ (4) + 9 = 13 damage.

Ami stays invisible.

Combat Stuff:

ACs: Ami: 27+1+5=33 Yeen: 28+5+4=37+1+4 = 42 (barkskin, mage armor, + haste + dispel evil)
HP: Ami: 99/99-49+ temp; Yeen: 143/143+11 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+4[/dice] to hit; (bite,feast,+DP)
[ dice]1d6+9+4[/dice] damage.
[ dice]1d20+19+4[/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: 1/8 used (DF*0,EE*0,AirBub*0,LibCom*0,ShiFai*1)
Lvl 2: 4/8 used (barkskin*2,CMW*0,Bull*0,RE*2,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*0,CCW*0,DeWard*0)
Lvl 5: 4/7 used (BrLife*0,CLWmass*0,FlameStrike*2,DispEvil*0) Battle*1
Lvl 6: 2/5 used (ColdIce*0,StoneTell*0,MassCMW*0,Heal*1)
Extend Rod: 3/3 used (barkskin*2,MCaE)

Yeen.: Mage Armor,Barkskin,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- Legacy of Fire | Roll20 Link- Age of Worms

Bearded Devil is still up and running here. Roll20 Map has the bloke just to Mahdi's side, and in front, running up the ramp. You should be able to control his token. Devil will likely last the duration of present skirmish :)


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 3

Status:

AC = 16
HP = 99/99
Weapon Equipped = +1 Light Crossbow
Condition(s) = None

Pent keeps his keen eyes to the rear of the ramp, providing all sorts of reassurance to his companions that they have nothing to fear regarding any rear flanking. He's glad to see the devil scampering up the ramp, with ill intent only directed at the occupants of the Tower. He imagines that every soul sitting within the Tower is worthy of Sarah's justice in this battle to reclaim Kelmarane, but he's glad to hear the halfs huffing first, as their judgment is keener than the bloodthirsty devils Mahdi keeps summoning...

He musters the courage to swoop in and smack Otah with a touch of Guidance, before the dwarf enters the fray. +1 competence bonus on a single attack roll, saving throw, or skill check, ser Odie :)


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 did not manage to post yesterday! Ambushed by a surprise nap. But now!

"Go. Kill," Mahdi informs his minion with a wave of one hand. The devil needs no particular encouragement. He races in, grinning madly, and stabs with his glaive at one janni.

Vs Top sword guy: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d10 + 6 ⇒ (3) + 6 = 9 (And 2 bleed)

Mahdi himself swoops into position where he can see the battlefield and flicks a few wand-birthed magic missiles at the farthest janni.

MM vs farthest archer: 4d4 + 4 ⇒ (2, 4, 2, 2) + 4 = 14


Halfling (Per +18 | Fort +17 Ref +11 Will +15 | AC 26 (f25/t14) | CMD 28)

Round: 1, Initiative: 11

Aldebert Status:
HP: 114/121
AC: 37 (F36/T18) (Barkskin, Magic Vestment, and Shield of Faith included)
Conditions: +2 wis skill checks (circum.), Endure Elements (24h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Magic Vestment (+3), Shield of Faith (+4 deflection), Protection from Fire (109hp, 20m)
Weapon Equipped: Greatsword
Greatsword Attack BAB +13/+8/+3, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -3) Damage Str +6 (1.5x), Magic +3, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +13 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 (second) 0/1
Enlarge Metamagic Rod (2/3)
Armor - Daylight (1/1)
Spells (caster level 10, concentration +14, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin’s Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door
- - -

Gretiem Status:
HP: 82/82 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (1/13h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Shield Companion Enlarged (2/10h, +1 AC, +1 saves included), Air Walk, Protection from Fire (89hp, 20m)
Smite evil (swift, +0 att +11 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +8, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Heal: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 (+2 to wis skill checks) vs DC 15

Aldebert, still slightly injured from the last battle, smarts at the blows raining upon him. He first touches himself to purge most of the injury he’s sustained so far.
Lay on Hands: 7d6 ⇒ (2, 4, 1, 6, 4, 3, 6) = 26 (swift)

He then urges Gretiem to leap forward into the fray. They move around to threaten the bowman, if only briefly, as they too attack the Southern most Janni swordsman. (Aldebert and Gretiem provoke with their movement.)

Greatsword (magic, cold iron, silver): 1d20 + 20 + 1 ⇒ (15) + 20 + 1 = 36 (feast) damage: 1d10 + 18 ⇒ (9) + 18 = 27
Gretiem Bite (magic): 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 (feast) damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15

(I might have a flanking bonus from Otah depending on where he ends up.)


Dwarven Mobile Fighter 12 | HP: 130/130 | Init: +3 | Perc: +2 | SM: +1 | AC: 27 | Mobility: 31 | Touch: 16 | FF: 21 | CMD: 31 Res (fire) 30 | Fort: +13 | Ref: +8 | Will: 5 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Otah dashes forward, strikes at the southernmost of the janni, and then steps into a flanking position with Aldebert.

Spring Attack
Zenzirad w/ Bane, Moved, Pwr, Guidance: 1d20 + 22 + 2 + 3 - 4 + 1 ⇒ (1) + 22 + 2 + 3 - 4 + 1 = 25 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (3, 1) + 11 + 2 + 3 + 12 = 32 Cold: 1d6 ⇒ 4 Bane: 2d6 ⇒ (3, 4) = 7

Darn you dice! :)


Roll20 Link- Legacy of Fire | Roll20 Link- Age of Worms

Thank you for your patience, as always...

Mahdi enjoins the devil to enter the fray, which it does with glee, striking out at the first thing it can find. The fire mage makes sure to injure the distant archer a little bit more.

Aldebert mends his wounds while establishing flank for the dwarf.

AoO, Al: 1d20 + 17 ⇒ (8) + 17 = 25 for 1d6 + 9 ⇒ (6) + 9 = 15 damage

Its swing proves to be his last, as the noble halfling and mount lay into him from flank, bringing him low, courtesy of the bearded devil standing not too far away...

Amiamble travels up the ramp, allowing Yeen to level several slashes at the second swordsjanni, though the big cat fails to secure him. Pent manages to land a hand on the backside of the dwarf, allowing him some of Sarah's Guidance. Despite the boost, Otah follows suit, and is fit to fell the same janni, when his blade swings wide.

The Jannis' Last Stand unfolds with several new appearances. Mid-air, two janni confront the back party members, slipping from invisibility to slash the casters.

Scimitar, M: 1d20 + 17 ⇒ (17) + 17 = 34 for 1d6 + 9 ⇒ (5) + 9 = 14 damage
Scimitar, P: 1d20 + 17 ⇒ (17) + 17 = 34 for 1d6 + 9 ⇒ (5) + 9 = 14 damage

The remaining scimitar, quite injured, pulls himself out of melee. He takes to the central column, and disappears in a flight upwards and out of sight.

Two new archers appear across the room, to assault Otah, while the original archers unleash more arrows at Aldebert.

Longbow, Al: 1d20 + 18 ⇒ (13) + 18 = 31 for 1d8 + 5 ⇒ (4) + 5 = 9 damage
Longbow, Al: 1d20 + 13 ⇒ (4) + 13 = 17 for 1d8 + 5 ⇒ (1) + 5 = 6 damage

Longbow, O: 1d20 + 18 ⇒ (19) + 18 = 37 for 1d8 + 5 ⇒ (8) + 5 = 13 damage
Longbow, O: 1d20 + 13 ⇒ (6) + 13 = 19 for 1d8 + 5 ⇒ (3) + 5 = 8 damage

Round 2
Janni(6)- 27 (-14hp, -36hp)
Mahdi- 26 (-14hp)
Aldebert- 11 (-2hp)
Amiamble- 10
Pent- 3 (-14hp)
Otah- 2 (-13hp)

The Party is up! Roll20 Map has been updated. The red line shows the wall of the stairs, which extends to the ceiling, 20' high from the floor.


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 12

"Brother, I'll help Maahh-DEE!" Ami spins Yeen around to address the janni attacking Mahdi and Pent. Ami casts Divine Favor into Yeen before moving closer. "Maaah-DEEE! I'm coming!"

1d20 + 18 + 1 + 1 + 3 ⇒ (14) + 18 + 1 + 1 + 3 = 37 to hit; (bite,feast)
1d6 + 9 + 3 ⇒ (3) + 9 + 3 = 15 damage.
1d20 + 18 + 1 + 1 + 3 ⇒ (5) + 18 + 1 + 1 + 3 = 28 Grab

1d20 + 18 + 1 + 1 + 3 ⇒ (11) + 18 + 1 + 1 + 3 = 34 to hit; (bite,feast)
1d4 + 9 + 3 ⇒ (4) + 9 + 3 = 16 damage.

1d20 + 18 + 1 + 1 + 3 ⇒ (7) + 18 + 1 + 1 + 3 = 30 to hit; (bite,feast)
1d4 + 9 + 3 ⇒ (4) + 9 + 3 = 16 damage.

Ami stays invisible.

Combat Stuff:

ACs: Ami: 27+1+5=33 Yeen: 28+5+4=37+1+4 = 42 (barkskin, mage armor, + haste + dispel evil)
HP: Ami: 99/99-49+ temp; Yeen: 143/143+11 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+4[/dice] to hit; (bite,feast,+DP)
[ dice]1d6+9+4[/dice] damage.
[ dice]1d20+19+4[/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: 2/8 used (DF*1,EE*0,AirBub*0,LibCom*0,ShiFai*1)
Lvl 2: 4/8 used (barkskin*2,CMW*0,Bull*0,RE*2,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*0,CCW*0,DeWard*0)
Lvl 5: 4/7 used (BrLife*0,CLWmass*0,FlameStrike*2,DispEvil*0) Battle*1
Lvl 6: 2/5 used (ColdIce*0,StoneTell*0,MassCMW*0,Heal*1)
Extend Rod: 3/3 used (barkskin*2,MCaE)

Yeen.: Mage Armor,Barkskin,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 +18 | Fort +17 Ref +11 Will +15 | AC 26 (f25/t14) | CMD 28)

Round: 2, Initiative: 11

Aldebert Status:
HP: 114/121
AC: 37 (F36/T18) (Barkskin, Magic Vestment, and Shield of Faith included)
Conditions: +2 wis skill checks (circum.), Endure Elements (24h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Magic Vestment (+3), Shield of Faith (+4 deflection), Protection from Fire (109hp, 20m)
Weapon Equipped: Greatsword
Greatsword Attack BAB +13/+8/+3, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -3) Damage Str +6 (1.5x), Magic +3, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +13 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 (second) 0/1
Enlarge Metamagic Rod (2/3)
Armor - Daylight (1/1)
Spells (caster level 10, concentration +14, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin’s Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door
- - -

Gretiem Status:
HP: 82/82 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (1/13h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Shield Companion Enlarged (2/10h, +1 AC, +1 saves included), Air Walk, Protection from Fire (89hp, 20m)
Smite evil (swift, +0 att +11 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +8, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert takes a 5’ step to the archer, and attacks! If he should drop, he’ll use lunge to reach the other (Note: Gretiem always goes second and does not have lunge so his attacks may not land, not that he rolled well in any event).

Greatsword (magic, cold iron, silver): 1d20 + 20 + 1 ⇒ (10) + 20 + 1 = 31 (feast) damage: 1d10 + 18 ⇒ (10) + 18 = 28
Greatsword (magic, cold iron, silver): 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28 (feast) damage: 1d10 + 18 ⇒ (6) + 18 = 24
Greatsword (magic, cold iron, silver): 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 (feast) damage: 1d10 + 18 ⇒ (5) + 18 = 23
Gretiem Bite (magic): 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18 (feast) damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17
Gretiem Bite (magic): 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 (feast) damage: 2d6 + 8 ⇒ (2, 4) + 8 = 14


Dwarven Mobile Fighter 12 | HP: 130/130 | Init: +3 | Perc: +2 | SM: +1 | AC: 27 | Mobility: 31 | Touch: 16 | FF: 21 | CMD: 31 Res (fire) 30 | Fort: +13 | Ref: +8 | Will: 5 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Otah slides forward, striking at the archers.
"If there's any more of you bastards, you best stay invisible." he grunts.

Lunge, starting from his left (rightmost on map) and moving on if it falls.

Zenzirad w/ Bane, Moved, Pwr: 1d20 + 22 + 2 + 3 - 4 ⇒ (15) + 22 + 2 + 3 - 4 = 38 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (3, 4) + 11 + 2 + 3 + 12 = 35 Cold: 1d6 ⇒ 1 Bane: 2d6 ⇒ (6, 2) = 8 38 for 43 + 1 cold
Zenzirad w/ Bane, Moved, Pwr: 1d20 + 17 + 2 + 3 - 4 ⇒ (19) + 17 + 2 + 3 - 4 = 37 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (4, 3) + 11 + 2 + 3 + 12 = 35 Cold: 1d6 ⇒ 5 Bane: 2d6 ⇒ (3, 2) = 5 37 for 40 + 5 cold
Zenzirad w/ Bane, Moved, Pwr: 1d20 + 12 + 2 + 3 - 4 ⇒ (4) + 12 + 2 + 3 - 4 = 17 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (3, 2) + 11 + 2 + 3 + 12 = 33 Cold: 1d6 ⇒ 4 Bane: 2d6 ⇒ (3, 6) = 9 17 for 42 + 4 cold


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

For the record, I do have an active see invisibility up, with probably 40 minutes remaining on it based on elapsed time. I would certainly have elected to glitterdust the previous round if I'd known there were invisible jann waiting. That said, I should be notating it better since at this level current and/or constant buffs require some reminding-- it's hardly fair to expect you as our GM to keep it in mind over weeks and weeks of RL time. I'll put it on my stat line.

Mahdi curses at the sudden surprise appearance of foes, directly in front of him no less. "Yes, thank you, Ami..."

Defensive casting of Ball Lightning, can't fail the DC

Lightning springs immediately from his fingers to ravage the janni that dared attack him.

Reflex Save DC 24, with a -4 to the save if they are wearing metal armor, or take: 9d6 ⇒ (6, 5, 2, 6, 3, 4, 2, 5, 6) = 39

His devil takes a step in and stabs viciously, twice, at the janni threatening its master.

Attack 1, cover, vs potentially grappled: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13
Attack 2, cover, vs potentially grappled: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Maybe damage?: 1d10 + 6 ⇒ (10) + 6 = 16 And 2 bleed


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

Round 2, Init 3

Status:

AC = 16
HP = 99/99
Weapon Equipped = +1 Light Crossbow
Condition(s) = None

Pent squawks as two janni appear in near proximity, so slides along the wall, and pops some healing for he and thee resident fire mage.

Selective Channel, no no rojos: 7d6 ⇒ (1, 2, 1, 3, 5, 2, 2) = 16
Heal Check: 1d20 + 10 ⇒ (6) + 10 = 16

"The janni are jabbed and stabbed already. Pre-cut, pre-bled, pre-soaked, pre-peared. Shouldn't take us, uh, you all, much to topple them. They've already bled for their cause, now they'll likely die for it."


Roll20 Link- Legacy of Fire | Roll20 Link- Age of Worms

Totally, Mahdi. The 'red' wall kept the first contingent of janni out of your visual range until they attacked the first appeared party member, and the second contingent was hidden by the same wall, so I took license to let them slip out of invisibility before Glitterdusting became a possibility. I'll always appreciate reminders of ongoing powers, such as your inviso piercing gaze :)

Aldebert boldly advances, while the others retreat! He downs the first janni within two cleaves of his blade, while the third continues the work the fire mage began. Unfortunately, Gretiem can not reach the distal archer to finish him off entirely.

Amiamble bellows from invisibility, while his cat rips into the new foe so close to the squishies in the back. The janni still stands, though he's ensnared by Yeen's punishing bite.

Mahdi rips into his antagonist with the might of lightning!

Reflex Save v DC 24: 1d20 + 16 - 2 - 4 ⇒ (10) + 16 - 2 - 4 = 20 Studded Leather FTW

The janni in Yeen's maw goes limp from the electrical damage, his skin slightly smoking.

Pent tends to wounds, while Otah crushes one of the two archers at the back of the room, missing the janni still standing to question his life decisions.

Aldebert's archer steps back and tries to wear down the halfling.

Longbow, Al: 1d20 + 18 ⇒ (19) + 18 = 37 for 1d8 + 5 ⇒ (7) + 5 = 12 damage
Longbow, Al: 1d20 + 13 ⇒ (5) + 13 = 18 for 1d8 + 5 ⇒ (8) + 5 = 13 damage

Otah's does the same.

Longbow, O: 1d20 + 18 ⇒ (1) + 18 = 19 for 1d8 + 5 ⇒ (7) + 5 = 12 damage
Longbow, O: 1d20 + 13 ⇒ (18) + 13 = 31 for 1d8 + 5 ⇒ (1) + 5 = 6 damage

Lastly, Mahdi is treated to two more scimitar stabs, before the inevitable separates the janni from his consciousness, though he does maneuver back from the cat.

Scimitar, M: 1d20 + 17 ⇒ (4) + 17 = 21 for 1d6 + 9 ⇒ (1) + 9 = 10 damage
Scimitar, M: 1d20 + 12 ⇒ (12) + 12 = 24 for 1d6 + 9 ⇒ (3) + 9 = 12 damage

Oddly enough, the janni don't seem to take advantage of their invisibility, the circumstance easily warranting it...

Round 3
Janni(6)- 27 (-37hp, -36hp, -52hp?, -86hp/grappled)
Aldebert- 11 (-14hp)
Amiamble- 10
Mahdi- 9 (-22hp)
Pent- 3
Otah- 2 (-19hp)

The Party is up! Roll20 Map has been updated. The red line shows the wall of the stairs, which extends to the ceiling, 20' high from the floor.


Halfling (Per +18 | Fort +17 Ref +11 Will +15 | AC 26 (f25/t14) | CMD 28)

Round: 3, Initiative: 11

Aldebert Status:
HP: 102/121
AC: 37 (F36/T18) (Barkskin, Magic Vestment, and Shield of Faith included)
Conditions: +2 wis skill checks (circum.), Endure Elements (24h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Magic Vestment (+3), Shield of Faith (+4 deflection), Protection from Fire (109hp, 20m)
Weapon Equipped: Greatsword
Greatsword Attack BAB +13/+8/+3, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -3) Damage Str +6 (1.5x), Magic +3, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +13 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 (second) 0/1
Enlarge Metamagic Rod (2/3)
Armor - Daylight (1/1)
Spells (caster level 10, concentration +14, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin’s Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door
- - -

Gretiem Status:
HP: 82/82 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (1/13h), Hero’s feast (2/12h, +1 attacks/will & +4 poison (morale)), Shield Companion Enlarged (2/10h, +1 AC, +1 saves included), Air Walk, Protection from Fire (89hp, 20m)
Smite evil (swift, +0 att +11 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +8, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert winces at the arrow in his shoulder, but he spurs Gretiem on to challenge their foe, confident the others are doing the same with theirs well enough.

Greatsword (magic, cold iron, silver): 1d20 + 20 + 1 ⇒ (7) + 20 + 1 = 28 (feast) damage: 1d10 + 18 ⇒ (4) + 18 = 22
Gretiem Bite (magic): 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19 (feast) damage: 2d6 + 8 ⇒ (4, 3) + 8 = 15


Dwarven Mobile Fighter 12 | HP: 130/130 | Init: +3 | Perc: +2 | SM: +1 | AC: 27 | Mobility: 31 | Touch: 16 | FF: 21 | CMD: 31 Res (fire) 30 | Fort: +13 | Ref: +8 | Will: 5 | +2 vs poisons, spells | +4 vs paralyze, slow, entangle

Otah glares at the last janni archer, an annoyed grimace shaping behind his beard. He darts a step forward and let's Zenzirad have at it.

Zenzirad w/ Bane, Moved, Pwr: 1d20 + 22 + 2 + 3 - 4 ⇒ (20) + 22 + 2 + 3 - 4 = 43 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (1, 3) + 11 + 2 + 3 + 12 = 32 Cold: 1d6 ⇒ 4 Bane: 2d6 ⇒ (2, 2) = 4
Zenzirad w/ Bane, Moved, Pwr: 1d20 + 17 + 2 + 3 - 4 ⇒ (6) + 17 + 2 + 3 - 4 = 24 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (2, 1) + 11 + 2 + 3 + 12 = 31 Cold: 1d6 ⇒ 4 Bane: 2d6 ⇒ (1, 4) = 5
Zenzirad w/ Bane, Moved, Pwr: 1d20 + 12 + 2 + 3 - 4 ⇒ (3) + 12 + 2 + 3 - 4 = 16 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (4, 4) + 11 + 2 + 3 + 12 = 36 Cold: 1d6 ⇒ 6 Bane: 2d6 ⇒ (2, 6) = 8

Confirming Strike 1: 1d20 + 22 + 2 + 3 - 4 ⇒ (9) + 22 + 2 + 3 - 4 = 32 for: 4d4 + 22 + 4 + 6 + 24 ⇒ (4, 3, 2, 2) + 22 + 4 + 6 + 24 = 67 Cold: 1d6 ⇒ 2 Bane: 2d6 ⇒ (5, 1) = 6

Strike 1: Crit confirm 32 for 109 + 6 cold, otherwise 36 + 4 cold
Strike 2: 24 for 36 + 4 cold
Strike 3: 16 for 44 + 6 cold


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 12

Yeen rakes and claws at the janni in his mouth, shaking his head and whipping the body to and fro.

1d20 + 18 + 1 + 1 + 3 + 5 ⇒ (7) + 18 + 1 + 1 + 3 + 5 = 35 Maintain Grab
1d20 + 18 + 1 + 1 + 3 ⇒ (3) + 18 + 1 + 1 + 3 = 26 to hit; (bite,feast)
1d6 + 9 + 3 ⇒ (6) + 9 + 3 = 18 damage.

Rake:
1d20 + 18 + 1 + 1 + 3 ⇒ (13) + 18 + 1 + 1 + 3 = 36 to hit; (bite,feast)
1d4 + 9 + 3 ⇒ (3) + 9 + 3 = 15 damage.

1d20 + 18 + 1 + 1 + 3 ⇒ (2) + 18 + 1 + 1 + 3 = 25 to hit; (bite,feast)
1d4 + 9 + 3 ⇒ (2) + 9 + 3 = 14 damage.

If the janni dies, Yeen and Ami will step to attack the other combatant.

1d20 + 18 + 1 + 1 + 3 ⇒ (8) + 18 + 1 + 1 + 3 = 31 to hit; (bite,feast)
1d4 + 9 + 3 ⇒ (4) + 9 + 3 = 16 damage.

1d20 + 18 + 1 + 1 + 3 ⇒ (12) + 18 + 1 + 1 + 3 = 35 to hit; (bite,feast)
1d4 + 9 + 3 ⇒ (4) + 9 + 3 = 16 damage.

Ami stays invisible.

Combat Stuff:

ACs: Ami: 27+1+5=33 Yeen: 28+5+4=37+1+4 = 42 (barkskin, mage armor, + haste + dispel evil)
HP: Ami: 99/99-49+ temp; Yeen: 143/143+11 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+4[/dice] to hit; (bite,feast,+DP)
[ dice]1d6+9+4[/dice] damage.
[ dice]1d20+19+4[/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: 2/8 used (DF*1,EE*0,AirBub*0,LibCom*0,ShiFai*1)
Lvl 2: 4/8 used (barkskin*2,CMW*0,Bull*0,RE*2,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*0,CCW*0,DeWard*0)
Lvl 5: 4/7 used (BrLife*0,CLWmass*0,FlameStrike*2,DispEvil*0) Battle*1
Lvl 6: 2/5 used (ColdIce*0,StoneTell*0,MassCMW*0,Heal*1)
Extend Rod: 3/3 used (barkskin*2,MCaE)

Yeen.: Mage Armor,Barkskin,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

Ami I think that janni is already dead-- GM said it went 'limp' after I lightninged it. At work right now, will post my turn when I can


Roll20 Link- Legacy of Fire | Roll20 Link- Age of Worms

Mahdi has the right of it. We'll adjust accordingly.

Within several seconds, Aldebert topples his janni, Otah craters the head of his, and the combined effort of Yeen, the bearded devil, and the crossbowed gnome GMPC handwave brings the last janni on the ramp to an end. Injury on top of existing injury, and the jannis' last stand stands no more.

This combat comes to a close, though I'm still keeping track, more or less, of the time you spend within the walls of the Brazen Tower.

As you consider your way forward, you have several doors, and a central column at your disposal.


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 gathers unto himself those who are janni-jabbed, before he bursts a ripple of uncripple.

Selective Channel, no no rojos: 7d6 ⇒ (3, 1, 5, 1, 6, 4, 5) = 25
Chance of Emissions, low's a go: 1d10 ⇒ 1

As he sees Sarah's healing bring each and every member of the Scourge to full, the gnome shudders with joy, causing his bowels to rumble, then stumble forth a goddessly poot to punctuate the occasion.

Pent lifts a leg from his standing position on the Carpet, and bids the flat tapestry to flutter behind his behind, dispersing the weeks' old egg smell to the ramp's descent.

"Alright, we're all cleared, er, voided, uh, emptied of any immediate obstructions. Which way forward??"


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

Pent's healing is more than sufficient to patch Mahdi back up. He grimaces as the over-sized scimitar cuts are restored, and gives the gnome a nod of thanks. "The one that fled is probably off to tell Davashuum, I'm sure. If he does have any casters with him they will no doubt be very prepared for our coming. Still, there's nothing for it, I don't think. We cannot just sit around waiting for his own possible spells to wear off, really."


Halfling (Per +18 | Fort +17 Ref +11 Will +15 | AC 26 (f25/t14) | CMD 28)

Aldebert wipes the worst of the blood off his sword and thanks Pent for the healing which topped him up nicely.

He’s less sure about their path forward. ”On the one hand, I don’t want to leave things behind us. On the other, we weaken and Davashuum strengthens with every delay. A little.”

Taking a moment to let the air clear so he can think without distraction he suggests, ”I think we should try the column. Maybe it leads us to Davashuum and we can work our way down and back out when we’re done. Or tomorrow if need be.”

He turns Gretiem and guides him toward the shaft. If the others are in agreement, he’ll enter the shaft area, ready for battle.


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 moves away from Pent's expulsions, rejoicing in one aspect, wrinkling his nose in the other. He moves closer to this brother and the door.

Ami then follows his brother to the shaft. He has little to say, he is focused on finding and killing Davashuum.

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