GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

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


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

Ami sits on Yeenoghu who is anxiously pawing the sand, waiting to get going.

1d20 + 8 ⇒ (1) + 8 = 9 Perception

I sure do like the sun! Yep. It's almost it's all I can see sometimes.

* * *

"EEK! HEY-YEAH!" Ami says as he startles from his brother's warning and description.

GNOLLS! THE HUNT IS ON!

Yeenoghu spins 3 times in place such is the cat's excitement, feeding off his master's.

He spurs the party forward, trying to hurry them on.

I knew my brother would find gnolls to fight.


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 steps in front of Dashki as he starts to leave, and pokes him hard in the stomach. "Your words sicken others. Best soften them next time before you speak them. The way you speak them words of yours, it sounds like you'd rather be out there, clapping them on as they disembowel the poor soul." Pent stands his ground, forcing Dashki to push him aside, or walk around him.

General Sense Motive on the creep: 1d20 + 7 ⇒ (11) + 7 = 18

Perception on screams: 1d20 + 6 ⇒ (9) + 6 = 15

"Observing sounds fair, Almah. Too late is too late. They might be using the screams to draw others out." Pent doesn't look eager to expose himself in the open fields. He relents as the blood begins to boil in the others.


GM:
1d20 + 3 ⇒ (20) + 3 = 23

Pent:
You have a hard time reading Dashki. It doesn't seem like he's a cold-blooded killer or anything of that level, but his words are certainly devoid of empathy. He walks around you as he leaves.

Amiamble:
Retro RP

As you explain scenes of Vardishal's past to him based on the wall murals, he seems excited by it all, but still is unable to actually recall any of those memories. He tells you that they certainly instill some sort of warmth in his soul, though.


Kul:
The journey to Kelmarane was not supposed to end like this.

The Lions of Senara were a very enthusiastic and eager bunch, talking often of lost treasures that they knew were hidden in the old cathedral in Kelmarane. They had heard rumors that some gnolls were living in the area, but that was an understatement; an entire tribe of them have completely taken over. However, the strangest and most unsettling thing was that their leader was not a gnoll at all. He looked like a human.

The Lions were quickly overtaken and imprisoned in the battle market at the top of the village. Gnolls, an ogre, and other creatures inhabited the village, but the demon... The one with the cloven feet and the massive halberd that roamed the streets. He was the most terrifying.

One-by-one, the various members of the adventuring party were killed, simply for their own amusement. The screams were overwhelming. You overheard the gnolls talking about feeding one man, Oxvard, to their pet. Another was given as a sacrifice to the goat-demon. But this whole time, one of your party, a Pathfinder named Filliped, managed to escape during the attack and, from what you can gather, hasn't been captured... yet.

You've only been here for two days, but you know your end is coming. Just this morning, another companion, a human worshiper of Abadar named Oskana, was tied to a large pole just outside the battle market while the gnolls gutted him and ripped out his internal organs, spilling them onto the ground. You were taken outside to watch this macabre display, the remaining gnolls and their leader laughing with approval. His suffering didn't last long, but his loud scream of anguish was something you won't forget. And then, moments later, the one that had personally disarmed you of your equipment just days before, grabs you and tells you that it's your turn. A sharp pain on the back of your head only lasts a moment before everything goes black.

You've kept your armor this entire time, but all other equipment is currently gone. You realize that the one gnoll has your falchion and other weapons, while your remaining gear seems to be have been split up amongst the other two gnolls with you as well. Your hands are currently bound, but your feet are not. The rope that they used seems to be fairly old and frayed.

The party races through the vast field of pesh cacti towards the direction they saw the gnolls headed. Travel is not as quick, as maneuvering around the large plants impedes progress a bit.

Perception:
Amiamble: 1d20 + 8 ⇒ (20) + 8 = 28
Aldebert: 1d20 + 7 ⇒ (12) + 7 = 19
Mahdi: 1d20 + 2 ⇒ (5) + 2 = 7
Pent: 1d20 + 6 ⇒ (15) + 6 = 21

After roughly 20 minutes of pushing quickly through the field, everyone (except Mahdi, who is very intent on not ruining his robes any further) hears the sound of barking and laughing coming from somewhere very close to your location.

Pushing through eventually reveals a wide clearing in the middle of the pesh field. Three gnolls, two strapped with spears, the other with a beautiful-looking falchion, are standing over a unconscious, mangy human with long brown hair. His hands are bound by rope. The two spear gnolls are currently beating the ground with the end of the spears, while the other picks up the unconscious human and splashes a bit of water in his face to rouse him. The gnoll growls at the man, who seems to have noticeable scars on his face and arms.

Gnoll:
"Rise and shine, scarface! We've got a new friend we'd like you to meet. And thanks for the sword, it really is beautiful!"

After prodding the ground several times, one of the gnolls growls,

Gnoll:
"That should do it, he'll be here any minute now. We should go before he gets us too!"

Initiative:
Mahdi: 1d20 + 6 ⇒ (17) + 6 = 23
Aldebert: 1d20 + 1 ⇒ (9) + 1 = 10
Amiamble: 1d20 + 5 ⇒ (18) + 5 = 23
Pent: 1d20 ⇒ 15
Kul: 1d20 + 4 ⇒ (1) + 4 = 5
Gnoll 1: 1d20 ⇒ 2
Gnoll 2: 1d20 ⇒ 19
Gnoll 3: 1d20 ⇒ 6
???: 1d20 + 4 ⇒ (8) + 4 = 12

Round 1

23+. . . Mahdi
23-. . . Amiamble
19. . . Gnoll 2
15. . . Pent
12. . . ???
10. . . Aldebert
6. . . Gnoll 3
2. . . Gnoll 1

Roll20 map has been updated. In terms of reference, Gnoll #1 is the one wielding the falchion.


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

Round 1, Init 23+

Well, Mahdi thinks, it appears we're doing chivalry after all.

But the rest of his thoughts are that here, at last, are the nightmarish figures of his childhood: the ones that took his mother and father away, that forced Hazim to grow up before his time simply to take care of him.

Mahdi's face twists into a nasty smile, and he spends a moment to whisper the words of protection around himself. Mage Armor

He pushes through the brush, no longer caring about his robes. There are gnolls to kill. Moving as shown on the map.

AC: 15


Oops, I forgot to add Kul, and it's too late to edit.

Round 1

23+. . . Mahdi
23-. . . Amiamble
19. . . Gnoll 2
15. . . Pent
12. . . ???
10. . . Aldebert
6. . . Gnoll 3
5. . . Kul
2. . . Gnoll 1


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 15

Status:

AC = 13
HP = 17/17
Weapon Equipped = Light Crossbow
Condition(s) = Resigned to fighting

Pent burned his Endure Elements on himself for the day, before leaving.

Sizing up the activity on the field, Pent looks around for the late-to-the-party mentioned by the knolls.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Maintaining his position, he brings Sarenrae's light to shine on the brows of his charges. His fingers fiddle the air, as if he pictures sprinkling dew drops over their heads.
Bless, 50' burst, gets the fleeing Mahdi, 12 rounds of +1 goodness to attacks and fear saves

He saunters a little closer, gripping his crossbow tighter, the closer he gets to mange.

Gnoll:
"And I've got 4 friends I'd like you all to meet. Stay awhile, get acquainted. They're really eager to meet you. Been talking about you for days. Mind you, it feels like weeks, they won't shut up about you. Please, don't disappoint them by running away."


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 23-

Ami and Yeen scramble closer to the gnolls, stopping short to let loose with a primative challenge that is matched by a yawr from Yeenoghu. Moved up about 15'.

"YEWORLLL!

Ami flicks his slingstaff at Gnoll #1, certain to get his attention.

1d20 + 6 ⇒ (4) + 6 = 10 to hit vs. FF;
1d6 + 2 ⇒ (6) + 2 = 8 damage.

Ami reloads.

"Bree-Yark"

Yeen readies to bite the first gnoll who dares step close.

1d20 + 3 ⇒ (10) + 3 = 13 to hit; (bite)
1d6 + 1 ⇒ (2) + 1 = 3 damage.


Male Human Tactician Fighter 4
Stats:
HP 37/40;AC 19 (T 12 F 16); F 6, R 2, W 2; CMB +8 CMD 19; Init: +4; Per +1 (normal)

If I was unconscious and was awakened with water, am I down HP? Also, I'm assuming I'm prone? Are my hands tied behind my back or in front?


You are fine HP-wise. You are standing, as the gnoll had picked you up to talk to you, and your hands are tied in the front.


The stone from Ami's staff flies, but misses its mark.

Round 1, Init 19

The gnoll clutches his spear tightly, then runs forward with a howl towards Amiamble and Yeen. Charging.

Because the charge had left him exposed, Yeen is able to successfully bite the arm of the gnoll as he approaches quickly.

Gnoll #2 vs Amiamble
Spear: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

@Pent: You don't notice anything unusual or out of place.


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

Round 1, Initiative 10

Status:
HP: 22/22 AC: 17 (F16/T12)
Weapon Equipped = Guisarme
Conditions = None (Endure Elements maybe?)
Smite Evil = 1/1 (+2 attack, +2 damage, +2 AC)
Lay on Hands = 3/3 (1d6 healing)

Aldebert moves up in striking range of the second gnoll and takes a mighty swing!
Guisarme Attack: 1d20 + 6 ⇒ (13) + 6 = 19 damage: 1d6 + 3 ⇒ (6) + 3 = 9

"That's for Haleen you ugly brute!"

Amiamble, did you cast Endure Elements on your poor sweating and overheated brother or do you leave him be for the day?


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

Amiamble takes the blow, grunting in pain.

HP 9/15. Yeen 21/21.

Yes, big brother, you and I both would be Endured. 2/5 spells cast.


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

By the light of the goddess, don't forget your Bless, you fat-bellied halfling... ;)


Aldebert's mighty chop of the guisarme is a enough to hack right through the gnoll's body, leaving it a lifeless corpse on the ground.

Round 1, Init 6

Gnoll #3, seeing his comrade go down, runs forward and hurls one of his spears at the only tall person in the ambush party.

Gnoll #3 vs Mahdi
Spear: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

But the spear hits a nearby cactus instead.

Round 1, Init 2

The falchion-equipped gnoll holds the sword at the ready and charges towards Aldebert. Charging, Aldebert may take an AoO

Gnoll #1 vs Aldebert
Falchion: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage: 2d4 + 3 ⇒ (3, 3) + 3 = 9

Aldebert successfully parries the incoming attack.

Just waiting on Kul's Round 1 action.


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

Round 1 AoO, Initiative 10

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

Aldebert takes his attack of opportunity and tries to cut the beast down remembering, this time, the blessings of Sarenrae upon him.
Guisarme Attack: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 (bless) damage: 1d6 + 3 ⇒ (6) + 3 = 9

Thanks for the endure elements brother! I am much more comfortable now.


Kul:
If you wish to break free from your bonds, it is a standard action Strength or Escape Artist check. DC 10.

Mahdi had specifically mentioned she had a wand of Endure Elements as well before you left. I am okay with you using that instead of personal spells.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
GM Sloth wrote:
Mahdi had specifically mentioned she had a wand of Endure Elements as well before you left. I am okay with you using that instead of personal spells.

Yeah, but with only 10 whole charges on it, we'll burn through it in two days if we all use it. :) Besides, I trust my brother more than some silly stick.


Male Human Tactician Fighter 4
Stats:
HP 37/40;AC 19 (T 12 F 16); F 6, R 2, W 2; CMB +8 CMD 19; Init: +4; Per +1 (normal)

Round 1, Initiative 5

Kul throws his head back, raises his tied hands over his head and shouts, "Sarenrae, fill this impure vessel with your golden blessing. Free me from my bondage so that I may do your will!"

Strength Check: 1d20 + 4 ⇒ (19) + 4 = 23

Once his bonds break, he yips in gnollish, "You face now a free man. Die like the jackals your mother mated with!"

He moves into a flank on Gnoll 1, threatening with his bracers.


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

"You face a free man!! You hear that?! I don't know how you can't with him breathing down your neck like that, and he's doing it with Sarah's blessings, so it's double on you if you don't just lay down and ask for the forgivings!!" Pent continues to lean to and fro, keeping a clear line on the gnolls in spite of halflings crowding around him.


@Aldebert: No worries, I just wanted to make sure you were aware. :)

The stranger breaks free of his bonds, and the two remaining gnolls turn to his call. They both snarl and snap in anger.

Suddenly, the ground begins to shift, not violently, but enough that everyone notices it. The spear-wielding gnoll turns to presumably his leader and says,

Gnoll:
"It's coming! We have to get out of here!"

Round 2

23+. . . Mahdi
23-. . . Amiamble
15. . . Pent
12. . . ???
10. . . Aldebert
6. . . Gnoll 3
5. . . Kul
2. . . Gnoll 1


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 15

Status:

AC = 13
HP = 17
Weapon Equipped = Light Crossbow
Condition(s) = Blessed, man, I'm feeling blessed

Gnoll:

"Coming?! It's already here!! Sarah's come to judge, and the ground trembles beneath your feet!! What more do you need to give up? Drop your weapons, and we'll maim without pain!!"

Pent tries for the open gnoll (3).
Light Crossbow: 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6 for 1d6 ⇒ 4 damage

Gnoll:

"I missed on purpose, mind you! So goes the mercy you will receive!"


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 23-

Ami shrieks with glee as his brother joins with Yeenoghu to slay their first gnoll.

My brother is a mighty gnollslayer. I knew it all along.
Gnollcount: Yeen .5, Aldebert .5, Ami 0.

"There! We must protect our friend, Mahdi!"

Ami flicks his slingstaff at Gnoll 3.

1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 to hit;
1d6 + 2 ⇒ (2) + 2 = 4 damage.

Yeen moves up to attack Gnoll 3.

1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 to hit; (bite)
1d6 + 1 ⇒ (5) + 1 = 6 damage.

"Fight us, gnoll! For we are migthy and blessed by the sun!"


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

Round 2, Init 23

Mahdi's lip curls in a sneer at the spear that widely misses him. "You will have to do better than that, jackal-man," he responds with his hands rising in arcane symbols again. Fire lances from his fingers in an intense stream.

Fire Jet on Gnoll 3, DC 14 reflex for half: 1d6 ⇒ 6

Then, Mahdi notices the shaking ground. His brows furrow, and he steps back, closer to Pent and Amiamble.

"What in the hells...?"


Reflex: 1d20 ⇒ 16

Don't forget your +1 on your Fire Jet, Mahdi.

Even though it dodges the full blast of the wizard's flames, the combination of Ami, Yeen, and Mahdi's attacks on the gnoll brings the creature to its knees and then collapses.

Round 2, Init 12

The sand shifts and lurches suddenly, causing the soil beneath everyone's feet to suddenly loosen.

Free action. Everyone (except for Ami, as he is riding Yeen, and Kul as he is just out reach) needs to make a DC 15 Reflex or become ENTANGLED while you are within the creature's reach.

As the sands shift and part, a giant maw previously underneath the surface is revealed, along with numerous tentacles that writhe about. A blood-curdling shriek emanates from the creature as it lashes out for food. The creature resembles a mammoth starfish, with thick sandy-colored exoskeletons covered with rough, burr-like spines. Its five arms are long and thin, and covered with hundreds of barbed, tubular cilia. At the fleshy center of the creature’s body gapes a circular maw lined with large sharp teeth.

Knowledge Dungeoneering DC 14:
This creature is known as a dust digger, aberrations that dwell under the sands. They are incredibly fast burrowers and only break the surface to feed on prey. They can track their targets with their keen tremorsense.

DC 19:
Dust diggers tend to capture their prey by creating sinkholes directly below their victims, immobilizing them before attacking. Once a dust digger grabs a target, it immediately attempts to force them down its gullet to swallow them alive. It has no particular weaknesses of any sort.

1d3 ⇒ 3

The giant maw of the creature opens and bites at Pent.

vs Pent
Bite: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

If that hits…

Grab: 1d20 + 11 ⇒ (13) + 11 = 24

Successfully grabbing the gnome in its jaws, the monsters tentacles lash wildly about at the rest of the party, hoping to drive them away from its newly-captured prey.

vs Mahdi
Tentacle #1: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

vs Amiamble
Tentacle #2: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Tentacle #3: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

vs Yeenoghu
Tentacle #4: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Tentacle #5: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
Damage: 1d4 + 1 ⇒ (2) + 1 = 3


Reflex save for Gnoll #1

Reflex: 1d20 ⇒ 19


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

Round 2, Initiative 10

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

Reflex: 1d20 + 4 ⇒ (3) + 4 = 7 vs DC 15 ->Entangled!

"Dear god what is that thing?"

Aldebert looks at the Gnoll and looks at the huge mouth in the desert as he is sucked in. He grips his guisarme and swings at the huge mouth with reach!
Guisarme Attack: 1d20 + 6 + 1 - 2 ⇒ (14) + 6 + 1 - 2 = 19 (bless, entangled) damage: 1d6 + 3 ⇒ (1) + 3 = 4


Male Human Tactician Fighter 4
Stats:
HP 37/40;AC 19 (T 12 F 16); F 6, R 2, W 2; CMB +8 CMD 19; Init: +4; Per +1 (normal)

Round 2, Initiative 5

Status:
HP 20/20 AC: 18 (F16/T12)
Weapon Equipped = Gauntlet
Conditions = none

Kul Looks to his right at the teeth and tentacles that have erupted from the ground and groans:

Knowledge Dungeoneering: 1d20 + 5 ⇒ (3) + 5 = 8

"The Rough Beast will not take me now!"

Kul takes a swing at Gnoll 1:

Gauntlet Attack with power attack and flank: 1d20 + 6 - 1 + 2 ⇒ (16) + 6 - 1 + 2 = 23
damage: 1d3 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Kul prepares to 5' step closer to the new threat if the gnoll drops.


I forgot to mention, the remaining gnoll looks very badly wounded from Aldebert's AoO.


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

Sorry Kul, but I do not provide flank. My weapon is a reach weapon and I have no spiked gauntlet or armor spikes at this time. :( I think you still hit though - and a very nice hit indeed.


Kul lands a knock-out blow to the gnoll, sending it sprawling on the dirt.

The gnoll party has been defeated handily. However, the monster from beneath the sands has emerged and has Pent in its jaws, ready to swallow him whole! Aldebert lands a solid strike to the creature, but it does not release the gnome from its grip.

Round 3

23+. . . Mahdi
23-. . . Amiamble
15. . . Pent
12. . . Dust Digger
10. . . Aldebert
5. . . Kul

GM:
38/42


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 15

Status:

AC = 13
HP = 13/17
Weapon Equipped = Light Crossbow
Condition(s) = Blessed, Grappled

No words, only bellows of fear and frustration come from the gnome-in-the-gnash. The bellows arc high, as he strains to break free of what feels like certain blackness. A crossbow is dropped, and a bludgeon is produced.

Morningstar, Blessed, Grappled: 1d20 + 1 + 1 - 2 ⇒ (13) + 1 + 1 - 2 = 13 for 1d6 ⇒ 1 damage

More noises, as if to say to me!!!, but no words.


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 23-

Ami shrieks with glee as he, Yeen, and Mahdi dispatch their first gnoll.

Gnollcount: Yeen 1, Aldebert 1, Ami .5, Mahdi .5, Kul .5

Ami reaches to clobber the sandstar, trying to get it to release the gnome.

1d20 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13 to hit; (bless, flank)
1d6 + 2 ⇒ (1) + 2 = 3 damage.

1d20 + 6 ⇒ (19) + 6 = 25 Reflex (Yeenoghu vs. Entangle DC 15)

And Yeenoghu digs at it with claw and bites.

1d20 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 14 to hit; (bite, bless, flank)
1d6 + 1 ⇒ (6) + 1 = 7 damage.

1d20 + 3 + 1 + 2 ⇒ (12) + 3 + 1 + 2 = 18 to hit; (claw,bless, flank)
1d4 + 1 ⇒ (3) + 1 = 4 damage.

1d20 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13 to hit; (claw, bless, flank)
1d4 + 1 ⇒ (2) + 1 = 3 damage.


Male Human Tactician Fighter 4
Stats:
HP 37/40;AC 19 (T 12 F 16); F 6, R 2, W 2; CMB +8 CMD 19; Init: +4; Per +1 (normal)
GM Sloth wrote:
Kul lands a knock-out blow to the gnoll, sending it sprawling on the dirt.

Can Kul pick his Falchion up off the ground then with his remaining move action?


@Kul: Absolutely!

Ami's stone just misses the digger, but Yeen's bite and a single claw cut through the flesh of the sand monster.

As he's grabbed in the creature's mouth, Pent swings his morningstar but fails to connect. He can feel its jaw contracting, preparing to receive its meal.


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

Round 3, Init 23

I could swear I posted last night for round 3.... *looks confuzzled*

"Gah!" Mahdi cries.

Reflex: 1d20 + 1 ⇒ (18) + 1 = 19 Well, it remembered my roll, anyway.

Mahdi windmills back from the horrendous beast, his eyes wide.

Kn Dungeoneering: 1d20 + 7 ⇒ (8) + 7 = 15

"Dust digger!" he yelps. "They do-- that! Erupt from the ground to swallow travelers... hold on, Messire Pent!"

He takes a step back from the thrashing monster and sends another fire jet into the bulk of the beast's body, angling it to miss his colleagues. Moved the token last night, so his current location is correct.

Reflex 14 for half blah blah: 1d6 + 1 ⇒ (2) + 1 = 3


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

"Pressure, pushing down on me..." Pent continues wriggling the stronger parts of his armor to meet the closing jaws.

Can't we give ourselves one more chance?! Pent starts hyperventilating.


Reflex: 1d20 + 1 ⇒ (18) + 1 = 19

Fire erupts from Mahdi's fingers, but the wild thrashing of the dust digger causes the wizard's aim to be just off, only slightly burning the beast instead of engulfing it.

Round 3, Init 12

With Pent in its maw, the sand monster opens wide and attempts to swallow the gnome!

Grapple: 1d20 + 11 + 5 ⇒ (6) + 11 + 5 = 22
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

And within seconds, the gnome slides down the gullet of the creature and disappears.

Pent:
It smells really bad. The inside of the creature's stomach is lined with spikes, which are just waiting to constrict and begin the digestion process...

If you have a light piercing weapon, you can attack the inside of the creature and try to rip your way out. You're looking for AC 13.


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

Round 3, Initiative 10

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

"Damnit Pent, get out of there!"

Aldebert continues his attack on the giant mouth trying to disgorge his latest conquest.
Guisarme Attack: 1d20 + 6 + 1 - 2 ⇒ (13) + 6 + 1 - 2 = 18 (bless, entangled) damage: 1d6 + 3 ⇒ (1) + 3 = 4


Male Human Tactician Fighter 4
Stats:
HP 37/40;AC 19 (T 12 F 16); F 6, R 2, W 2; CMB +8 CMD 19; Init: +4; Per +1 (normal)

Round 3, Initiative 5

Status:
HP 20/20 AC 18 (F16/T2)
Weapon Equipped = MWK Cold Iron Falchion
Conditions = Bless

Kul wheels to face the dust digger, steps within range, and shouts, "Foul spawn of Rovagug, you have no power in the light of day! Die! Die! Die!"

5 foot step and power attack

Falchion with Power Attack and Bless: 1d20 + 7 - 1 + 1 ⇒ (14) + 7 - 1 + 1 = 21
Damage: 2d4 + 9 ⇒ (4, 1) + 9 = 14


Aldebert and the mysterious stranger both take turns hacking into the beast. It bellows in pain as both blades tear away flesh. Unfortunately, it still lives and Pent is nowhere to be seen.

Round 4

23+. . . Mahdi
23-. . . Amiamble
15. . . Pent
12. . . Dust Digger
10. . . Aldebert
5. . . Kul

GM:
8/42


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 23-

Ami panics as Pent is swallowed whole.

Gnollcount: Yeen 1, Aldebert 1, Ami .5, Mahdi .5, Kul .5

Ami reaches to clobber the sandstar, trying to get it to release the gnome.

1d20 + 3 + 1 + 2 ⇒ (11) + 3 + 1 + 2 = 17 to hit; (bless, flank)
1d6 + 2 ⇒ (6) + 2 = 8 damage.

And Yeenoghu digs at it with claw and bites.

1d20 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12 to hit; (bite, bless, flank)
1d6 + 1 ⇒ (3) + 1 = 4 damage.

1d20 + 3 + 1 + 2 ⇒ (19) + 3 + 1 + 2 = 25 to hit; (claw,bless, flank)
1d4 + 1 ⇒ (3) + 1 = 4 damage.

1d20 + 3 + 1 + 2 ⇒ (12) + 3 + 1 + 2 = 18 to hit; (claw, bless, flank)
1d4 + 1 ⇒ (2) + 1 = 3 damage.


Ami's staff sends the creature reeling, and the deadly swipe from Yeenoghu is enough to cause the dust digger to emit one last roar of pain before collapsing in the sand.

From inside the belly of the beast, very muffled, rapid, heavy breathing can be heard .


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

GM Sloth:
Dagger: 1d20 + 1 + 1 - 2 ⇒ (3) + 1 + 1 - 2 = 3
Pent spends his last moments trying to avoid any damage to his tattooed arm, bleeding from several places at once. His eyes gleam as he casts Light on his dagger to see her in his final moments.


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

Round 4, Init 23

"Hurry! We must get him out before he suffocates!" Mahdi cries. "Daggers, or the like!"

Says the man who does not currently have one, because his typist was woefully remiss with his starting gear. Mahdi runs to the nearest downed gnoll and searches its body for a small cutting implement.


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

Round 4, Initiative 10

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

"Pent!"

Aldebert slashes at the creatures belly trying to help free Pent. Do I need an attack? Is it a crit/coup de grace?
Guisarme Attack: 1d20 + 6 + 1 - 2 ⇒ (13) + 6 + 1 - 2 = 18 (bless, entangled) damage: 1d6 + 3 ⇒ (6) + 3 = 9

add if coup de grace: 1d6 + 3 ⇒ (6) + 3 = 9


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 slowly realizes that the jaws have stayed their action. As soon as Aldebert strikes the stilled beast, Pent snaps from his revery. The dagger starts its burrowing out, pistoning with gnomish fury.

Dagger: 1d3 ⇒ 2
Dagger: 1d3 ⇒ 3
Dagger: 1d3 ⇒ 3
Dagger: 1d3 ⇒ 3
Dagger: 1d3 ⇒ 1
Dagger: 1d3 ⇒ 2
Dagger: 1d3 ⇒ 2

The hyperventilating becomes dotted with chortles, as the skin begins to give way to signs of the sun.


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 will quickly leap off Yeenoghu...

1d20 + 6 ⇒ (7) + 6 = 13 Ride vs. DC15

...and trips over his saddle when his foot hits the pommel. Ami quickly rises (move action) and hopes no one notices his fall in his haste to save the gnome.

"Pull Yeenoghu! Pull it out!"

Ami drops his SunStaff and draws a dagger, helping to cut Pent out while Yeen tugs and claws.


With the beast dead, the party is able to pull Pent out safely and conscious.

Searching the gnolls, two of them only have simple leather armor and spears. The third has a variety of weapons and tools on him, as if he had looted someone clean of all of their possessions.

Perception DC 15:
Looking around the pesh field clearing, you spot familiar-looking dessicated corpse of a beheaded pugwampi laying about.


Male Human Tactician Fighter 4
Stats:
HP 37/40;AC 19 (T 12 F 16); F 6, R 2, W 2; CMB +8 CMD 19; Init: +4; Per +1 (normal)

Kul also begins to carefully cut the creature to free the gnome.

Not sure what you want here, but I'm cutting it with my Falchion.

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dien


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