GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

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


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

Otah grins as the mage's speed magic washes through him. Then rockets forward to the bottleneck of the tunnel. He stops as suddenly, standing still 5ft above the molten rock.

Zenzirad spins in his hand, ready to strike at any that try to come for him, or brave the gap to get at the rest of the party.


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)

Thanks for clarifying the protections thing. That makes much more (and less) sense.

Round 1, Init 27

Ami and Yeen pad up, unwilling to take on all the bad things alone and unwilling to end their movement over open lava. He sidle beside Otah.

Yeen readies a claw while Ami casts Divine Power into Yeen. He remains invisible.

Combat Stuff:

ACs: Ami: 27 Yeen: 28+5+4=37+5 = 42 (barkskin, mage armor, +Shield of Faith)
HP: Ami: 107/107; 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*1,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: 3/7 used (mag vest*2,MCaE*1,InvisPurge*0)
Lvl 4: 2/7 used (AirWalk*1,DivPower*0,Grove,FoM*0,CCW*0,DeWard*0)
Lvl 5: 1/7 used (BrLife*0,CLWmass*0,FlameStrike*1,DispEvil*0) Battle*0
Lvl 6: 0/6 used (ColdIce*0,StoneTell*0,MassCMW*0,Heal*0)
Lvl 7: 0/3 used (Destruction*0)
Extend Rod: 3/3 used (barkskin*2,MCaE)

Yeen.: Mage Armor,Barkskin,MCvEvil. Airwalk.
Ami:

Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen), Air Walk (Yeen).


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

As Mahdi speaks, a small nagging feeling occurs to him.

Mahdi:

Knowledge(Geography) for the win

Now that you've had a chance to gain your bearings, and test the antagonistic magics set to 'welcome' you, you realize that you are very likely roaming a part of the Darklands. Some would say, incorrectly, that you walk another plane, fragmented from the Plane of Shadow. You know, rightly, that you are extremely deep underground, and walk caverns of volcanic activity that doesn't exist within the Pale Mountain itself.

Bey Rezaz looks towards the flying man in his undergarments, and laughs. "You don't look very strong. Are you prepared for fire, I wonder?"

With these words, the noble salamander begins to chant in parseltongue.

Mahdi, or Spellcraft DC 21:

The big boy is Summoning Monster VI.

Pent and Aldebert are up!


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

Round 1, Init 13

Status:

AC = 13
HP = 99/99
Weapon Equipped = +1 Light Crossbow
Condition(s) = Heroes' Feast, Air Walk, Protection from Fire(120), Life Bubble, Endure Elements, Get Away

Spells for the Scourge:

Channel positive energy 9/10 day (DC 20, 7d6)

Spell-Like Abilities (CL 14th; concentration +17)
1/day—arcane mark, comprehend languages, message, read magic

Domain Spell-Like Abilities (CL 14th; concentration +20)
At will—dimensional hop (120 feet/day)
9/day—rebuke death (1d4+7)

Spells Prepared (CL 14th; concentration +20)
7th—mass cure serious wounds, holy word (DC 23), greater teleport[D]
6th—greater dispel magic (2), heal[D], heroes' feast, wind walk
5th—communal air walk[UC], breath of life[D] (DC 21), spell resistance, true seeing (2)
4th—blessing of fervor[APG] (DC 20), death ward, dimension door[D], freedom of movement, restoration, spiritual ally[APG]
3rd—daylight, dispel magic, fly[D], invisibility purge, prayer, protection from energy
2nd—bull's strength, cure moderate wounds[D], hold person (DC 18), communal protection from evil[UC], remove paralysis, lesser restoration, spiritual weapon
1st—endure elements, liberating command[UC] (2), longstrider[D], obscuring mist, ray of sickening[UM] (DC 17), shield of faith
0 (at will)—detect magic, guidance, read magic, stabilize

Pent decides to injure Bey Rezaz, while he tries to bring even more brutes to bear upon his buds. Cast Spiritual Weapon

The Sarahtar lights up alongside Bey, and swings away!!

Sarahtar: 1d20 + 16 ⇒ (9) + 16 = 25 for 1d8 + 4 ⇒ (2) + 4 = 6 damage
Sarahtar: 1d20 + 11 ⇒ (5) + 11 = 16 for 1d8 + 4 ⇒ (8) + 4 = 12 damage

"Alright, you little lizards. We're not here for you. For Jhavhul, for his cruel views. You might have your own, but you shouldn't die for his. Attack us, and it's a surety. Maybe you'd do better to slink off into a quiet cavern, and avoid the conflict today."


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

Concentration Check v DC 22: 1d20 + 16 ⇒ (11) + 16 = 27

The Sarahtar does manage to slice the noble salamander's deltoid, but it doesn't manage to knock the lizard off his magical intentions...

Aldebert is up!


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

Round: 1, Initiative: 11

Aldebert Status:
HP: 126/129; AC: 34 (F33/T14) (included: magic vestment & barkskin)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (1/100m, 120hp), Air Walk (1/28m), Haste
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 5/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (1/1), Third (1/1)
Spells (caster level 11, concentration +15, 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, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (1/100m, 120hp), Air Walk (1/28m), Haste
Smite evil (swift, +0 att +12 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 +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert, not willing to give up without a fight, considers Dimensioning over to the leader for a little one on one time. He resigns himself to a spell completed, despite Pent’s attempts. He closes with Otah, and forms the line. He and Gretiem each ready an attack against the first wave.

Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (8) + 20 + 2 = 30 (feast, haste) damage: 1d10 + 21 ⇒ (1) + 21 = 22
Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18 (feast, haste) damage: 2d6 + 8 ⇒ (1, 2) + 8 = 11


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

Amiamble petitions Sarenrae for a little divinity for Yeen. Mahdi distills his personal fury into a magic that accelerates the pulses and muscles of everyone present. Otah sets the front line, Zenzirad pulsing within his palms, both anxious to see blood spilt righteously today. Pent draws first blood through the Sarahtar, while Aldebert joins Otah, to share the incoming assaults.

Two of the smaller salamanders approach from a distance of 10', and lash out with their tails, each targeting a separate foe.

Tail Slap, O: 1d20 + 6 ⇒ (6) + 6 = 12 for 2d6 + 1 + 1d6 ⇒ (5, 2) + 1 + (6) = 14 damage, including Fire
Tail Slap, Y: 1d20 + 6 ⇒ (17) + 6 = 23 for 2d6 + 1 + 1d6 ⇒ (5, 2) + 1 + (5) = 13 damage, including Fire

Neither successfully lands a slap, so the salamanders begin their fateful education of the Scourge of Kelmarane.

The rest of the salamanders close ranks, doing their best to frustrate attempts on their leader. One of them even goes so far as to blow a crude horn, the cavern amplifying and carrying the horrid noise to chambers beyond the present one...

Yes, they're also Readying attacks, should you try and test the line.

Round 2
Amiamble- 27
Mahdi- 26
Otah- 22
Bey- 17
Pent- 13
Aldebert- 11
Sallies- 8

Amiamble, Mahdi, and Otah are up! Roll20 Map has been updated.

Party Buffs
Haste- 13 rounds


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

"Let's see," Mahdi retorts with dripping sarcasm as he flies a bit closer. "A week ago I stood on the Plane of Fire. I have juggled sparks since I was six, and a half-hour back I left a number of undead as nothing more than charred marks on the ground. We've intentionally descended into a volcanic cavern to defeat an efreet prince who seeks the favor of Ymeri herself. I wonder, could we possibly have thought we've have any need to be protected from fire?

"Or were you asking-- let me think-- oh yes, you were perhaps asking if we STILL are. Well. Test and find out.

"A more interesting question is this: are you protected against one of the very first true spells I ever learned to cast...?"

A short and emphatic finger-jab from Mahdi targets Bey Rezaz. A crackle of pure arcane energy leaps the distance between them.

Magic Missile: 5d4 + 5 ⇒ (2, 2, 3, 2, 4) + 5 = 18

Should Mr. Rezaz have SR, here's a spell resistance check:

vs SR: 1d20 + 14 ⇒ (7) + 14 = 21

In a somewhat lower tone Mahdi remarks to the others, "I think we're deep enough below the surface world that we're in the Darklands itself. Not another plane, but a massive undercavern so different from the surface it might nearly be."


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

GM:
I might have missed something but I think your concentration check DC for Bey was set a little low. "If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting." But he might have had damage reduction or something in place, so I could be wrong!


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

Otah sees the line form and sends Zenzirad forward by it's pommel.

Otah is not moving, but using Lunge, so as to gain 10 feet reach, but not enter their threaten squares.

Starting from the right and moving left should one drop...
Zenzirad w/ Bane, Pwr, Hasted: 1d20 + 22 + 3 - 4 + 1 ⇒ (8) + 22 + 3 - 4 + 1 = 30 for: 2d4 + 11 + 3 + 12 ⇒ (4, 1) + 11 + 3 + 12 = 31 Cold: 1d6 ⇒ 3 Bane: 2d6 ⇒ (6, 5) = 11
Zenzirad w/ Bane, Pwr, Hasted: 1d20 + 22 + 3 - 4 + 1 ⇒ (15) + 22 + 3 - 4 + 1 = 37 for: 2d4 + 11 + 3 + 12 ⇒ (3, 4) + 11 + 3 + 12 = 33 Cold: 1d6 ⇒ 5 Bane: 2d6 ⇒ (1, 6) = 7
Zenzirad w/ Bane, Pwr, Hasted: 1d20 + 17 + 3 - 4 + 1 ⇒ (19) + 17 + 3 - 4 + 1 = 36 for: 2d4 + 11 + 3 + 12 ⇒ (4, 1) + 11 + 3 + 12 = 31 Cold: 1d6 ⇒ 6 Bane: 2d6 ⇒ (4, 2) = 6
Zenzirad w/ Bane, Pwr, Hasted: 1d20 + 12 + 3 - 4 + 1 ⇒ (17) + 12 + 3 - 4 + 1 = 29 for: 2d4 + 11 + 3 + 12 ⇒ (2, 1) + 11 + 3 + 12 = 29 Cold: 1d6 ⇒ 3 Bane: 2d6 ⇒ (4, 3) = 7


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 27

Ami urges Yeen to lunge out, following Otah’s lead. They will try to take out the foes within reach. If the two baddies in front of Yeen fall, then 5’ step and hit the one on the map left.

1d20 + 18 + 1 + 1 + 4 ⇒ (12) + 18 + 1 + 1 + 4 = 36 to hit; (bite,feast,+haste,+DP)
1d6 + 9 + 4 ⇒ (1) + 9 + 4 = 14 damage

1d20 + 19 + 1 + 1 + 4 ⇒ (7) + 19 + 1 + 1 + 4 = 32 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (4) + 9 + 4 = 17 damage.

1d20 + 19 + 1 + 1 + 4 ⇒ (11) + 19 + 1 + 1 + 4 = 36 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (3) + 9 + 4 = 16 damage.

DPower Attack:
1d20 + 18 + 1 + 1 + 4 ⇒ (7) + 18 + 1 + 1 + 4 = 31 to hit; (bite,feast,DP)
1d6 + 9 + 4 ⇒ (6) + 9 + 4 = 19 damage

Combat Stuff:

ACs: Ami: 27 Yeen: 28+5+4=37+5 = 42 (barkskin, mage armor, +Shield of Faith)
HP: Ami: 107/107; 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*1,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: 3/7 used (mag vest*2,MCaE*1,InvisPurge*0)
Lvl 4: 2/7 used (AirWalk*1,DivPower*1,Grove,FoM*0,CCW*0,DeWard*0)
Lvl 5: 1/7 used (BrLife*0,CLWmass*0,FlameStrike*1,DispEvil*0) Battle*0
Lvl 6: 0/6 used (ColdIce*0,StoneTell*0,MassCMW*0,Heal*0)
Lvl 7: 0/3 used (Destruction*0)
Extend Rod: 3/3 used (barkskin*2,MCaE)

Yeen.: Mage Armor,Barkskin,MCvEvil. Airwalk.
Ami:

Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen), Air Walk (Yeen).


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

Mahdi:

I think we're good: Pent only did 6 points of damage by his Spiritual Weapon, so stacked against the 6th level spell cast, and the base DC 10, 22 sounds right. As for your last attack, of course the DC will adjust for your significantly greater punch of damage. 10 + 18 + 6 = DC 34, eh?

To your right, coming down the tunnel towards your intersection, are several janni captains. Granted, they are Invisible. Only you are privileged to their advance.

Concentration Check v DC 34: 1d20 + 16 ⇒ (12) + 16 = 28

Mahdi's Magic Missile Mayhem proves malicious enough to interrupt Bey Rezaz's own casting, where the gnome failed to do so.

Yeen begins to savage the right salamander, not fully bringing it low. Otah finishes what the large cat began, before starting on the sallie's comrade to its left. It's the dwarf's privilege to 5' step closer to the salamander on the far left, and take his last swing, successfully.

It becomes apparent to all watching Otah brandish Zenzirad that the cold-based nature of the weapon has no effect on the lizards whatsoever. You are unable to gather enough intel to understand if it's simply a Resistance, or an Immunity.

Bey bellows an ignan phrase of frustration, something involving urine, evaporation, and the ephemeral nature of all things mortal. He thrusts his scaly hands forward, and engulfs the entrance to his cavern in a Wall of Fire, which just so happens to cover the entire tunnel entrance.

2d6 + 15 ⇒ (5, 6) + 15 = 26 points of Fire Damage for Otah, standing in the Wall of Fire as it comes into existence.

2d4 ⇒ (2, 2) = 4 points of Fire Damage to Amiamble, Yeen, Aldebert, and Gretiem.

1d4 ⇒ 1 point of Fire Damage to Mahdi.

0 = 0 points of Fire Damage to the gnome in the far back...

Pent and Aldebert are up! Roll20 Map has been updated to demonstrate the glorious Wall of Fire. Remaining within 10' will punish you one way. Remaining within 20' will punish you, though to a lesser extent. Passing through the Wall? That's where it gets good, like Otah demonstrated. Keep track of your Fire Damage, of course, and we'll see that 120 points drained like a blister fit to burst.


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

Round: 2, Initiative: 11

Aldebert Status:
HP: 126/129; AC: 34 (F33/T14) (included: magic vestment & barkskin)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (1/100m, 90hp), Air Walk (1/28m), Haste
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 5/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (1/1), Third (1/1)
Spells (caster level 11, concentration +15, 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, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (1/100m, 90hp), Air Walk (1/28m), Haste
Smite evil (swift, +0 att +12 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 +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Hoping to lessen pressure on the spell casters and bring it to the noble salamander, Aldebert hangs on as Gretiem takes to the air a bit more climbing to 15’ before descending again to 10’ up as the pair closes in. They provoke from the noble salamander as they close. Double move for Gretiem (not quite a single move, even with haste, due to climbing out of the way of several AoOs).

Aldebert however takes a swing when he gets there, on the noble salamander.
Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (16) + 20 + 2 = 38 (feast, haste) damage: 1d10 + 21 ⇒ (3) + 21 = 24

”Now knock it off!”

He and Gretiem absorb 30hp of fire damage on their travels.


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 13

Status:

AC = 13
HP = 99/99
Weapon Equipped = +1 Light Crossbow
Condition(s) = Heroes' Feast, Air Walk, Protection from Fire(120), Life Bubble, Endure Elements, Get Away

Spells for the Scourge:

Channel positive energy 9/10 day (DC 20, 7d6)

Spell-Like Abilities (CL 14th; concentration +17)
1/day—arcane mark, comprehend languages, message, read magic

Domain Spell-Like Abilities (CL 14th; concentration +20)
At will—dimensional hop (120 feet/day)
9/day—rebuke death (1d4+7)

Spells Prepared (CL 14th; concentration +20)
7th—mass cure serious wounds, holy word (DC 23), greater teleport[D]
6th—greater dispel magic (2), heal[D], wind walk
5th—breath of life[D] (DC 21), spell resistance, true seeing (2)
4th—blessing of fervor[APG] (DC 20), death ward, dimension door[D], freedom of movement, restoration, spiritual ally[APG]
3rd—daylight, dispel magic, fly[D], invisibility purge, prayer, protection from energy
2nd—bull's strength, cure moderate wounds[D], hold person (DC 18), communal protection from evil[UC], lesser restoration
1st—endure elements, liberating command[UC] (2), longstrider[D], obscuring mist, ray of sickening[UM] (DC 17), shield of faith
0 (at will)—detect magic, guidance, read magic, stabilize

Pent hesitates as the roar of flame appears before them, only because it takes his eyes off the cavern ahead of them. All hesitation is lost, when he reminds himself of his powerful mage ally. So the gnome enters the cavern, just behind Aldebert, and just in time to see the Sarahtar continue its bloody work.

Sarahtar: 1d20 + 16 ⇒ (3) + 16 = 19 for 1d8 + 4 ⇒ (8) + 4 = 12 damage
Sarahtar: 1d20 + 11 ⇒ (17) + 11 = 28 for 1d8 + 4 ⇒ (8) + 4 = 12 damage

Considering the noble salamander's minion-like status, relative to Jhavhul, Pent targets Bey Rezaz with a lowly spell, much like Mahdi did, to such good effect.

Ranged Touch Attack: 1d20 + 10 ⇒ (20) + 10 = 30

Cast Ray of Sickening at Bey Rezaz, Fortitude Save DC 17, or become Sickened for 14 minutes.


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

Yeen and Otah remove two sallies from the battleflows, while Mahdi injures Bey in the middle of his casting, preventing a new entrant to the game. Pent bolts forward, damn the fire, and lashes out at Bey with a magical rey. Aldebert introduces the noble salamander to Abadar's righteous might, after a meteoric entrance of his own!

From behind the Wall of Fire, you see all the salamanders scramble, as Bey Rezaz orders them to him!

Meanwhile, Mahdi entertains new arrivals.

Composite Longbow, M: 1d20 + 18 ⇒ (7) + 18 = 25 for 1d8 + 7 ⇒ (8) + 7 = 15 damage
Composite Longbow, M: 1d20 + 18 ⇒ (13) + 18 = 31 for 1d8 + 7 ⇒ (4) + 7 = 11 damage
Composite Longbow, M: 1d20 + 18 ⇒ (15) + 18 = 33 for 1d8 + 7 ⇒ (7) + 7 = 14 damage
Composite Longbow, M: 1d20 + 18 ⇒ (10) + 18 = 28 for 1d8 + 7 ⇒ (8) + 7 = 15 damage

Mahdi:

Ah, if I could have only hit you, unseen, for all... of... that... sneak damage...

Round 3
Amiamble- 27 (-4 Fire)
Mahdi- 26 (-55hp)
Otah- 22
Bey- 17 (-66hp)
Pent- 13 (-26 Fire)
Aldebert- 11 (-30 Fire)
Sallies- 8

Amiamble, Mahdi, and Otah are up! Roll20 Map has been updated. I also updated your tokens' ability to display your name plates. I keep forgetting to do that, sorry...

Party Buffs
Haste- 12 rounds
Protection from Energy(Fire.120)


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

(Oops, I'd misread the damage on the Sarahtar as 12 not 6. Never mind me. Read the wrong line.)

Mahdi hisses in annoyance when he gets perforated with arrows aimed by the new arrivals. His curse is definitely understood by them, as it is blistering Ignan profanities.

Clarifying: are they still invisible, or did attacking break their invisibility? Will take action once I know that


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

Invisibility broken, only visible to Mahdi from the current position on the map, though the others might consider the four arrows protruding from the fire mage as cause for further investigation.


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 27

Ami urges Yeen away from the wall to protect Mahdi's flank, moving in to attack the lead archer.

1d20 + 18 + 1 + 1 + 4 ⇒ (14) + 18 + 1 + 1 + 4 = 38 to hit; (bite,feast,+haste,+DP)
1d6 + 9 + 4 ⇒ (1) + 9 + 4 = 14 damage

Combat Stuff:

ACs: Ami: 27 Yeen: 28+5+4=37+5 = 42 (barkskin, mage armor, +Shield of Faith)
HP: Ami: 107/107; 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*1,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: 3/7 used (mag vest*2,MCaE*1,InvisPurge*0)
Lvl 4: 2/7 used (AirWalk*1,DivPower*1,Grove,FoM*0,CCW*0,DeWard*0)
Lvl 5: 1/7 used (BrLife*0,CLWmass*0,FlameStrike*1,DispEvil*0) Battle*0
Lvl 6: 0/6 used (ColdIce*0,StoneTell*0,MassCMW*0,Heal*0)
Lvl 7: 0/3 used (Destruction*0)
Extend Rod: 3/3 used (barkskin*2,MCaE)

Yeen.: Mage Armor,Barkskin,MCvEvil. Airwalk.
Ami:

Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen), Air Walk (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

Gracias. I had 14 temp hp so now it's 41 real damage.

"There's ambushers over-- thank you, Ami," Mahdi says through a hiss as he clutches one of the arrows sticking out of his arm. After determining he really doesn't feel like trying to wrench it out, he hurls a spark of magic down atop the bowmen, erupting into golden dust that he makes sure to keep on the far side of Ami and Yeen.

Glitterdust to hit the four sneaky bois, Will save DC 21 for all four of them, and then he'll move


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

Otah spares a glance for the newcomers, and judges that Ami has it handled.

He moves forward to help keep the pressure off of Aldebert. With Mahdi's magic efforts, he quickly runs across the air to the closest of foes and lashes Zenzirad out.

Otah will move 50' feet and forgo his first attack for Rapid Attack
Starting from the rightmost available target
Zenzirad w/ Bane, Moved, Pwr, Hasted: 1d20 + 22 + 2 + 3 - 4 + 1 ⇒ (13) + 22 + 2 + 3 - 4 + 1 = 37 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (1, 4) + 11 + 2 + 3 + 12 = 33 Cold: 1d6 ⇒ 6 Bane: 2d6 ⇒ (4, 4) = 8
Zenzirad w/ Bane, Moved, Pwr, Hasted: 1d20 + 17 + 2 + 3 - 4 + 1 ⇒ (18) + 17 + 2 + 3 - 4 + 1 = 37 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (3, 1) + 11 + 2 + 3 + 12 = 32 Cold: 1d6 ⇒ 5 Bane: 2d6 ⇒ (5, 2) = 7
Zenzirad w/ Bane, Moved, Pwr, Hasted: 1d20 + 12 + 2 + 3 - 4 + 1 ⇒ (1) + 12 + 2 + 3 - 4 + 1 = 15 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (1, 4) + 11 + 2 + 3 + 12 = 33 Cold: 1d6 ⇒ 1 Bane: 2d6 ⇒ (5, 6) = 11


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

The gods of Tedium are coordinating attacks this week.

Will Save v DC 21: 1d20 + 7 ⇒ (19) + 7 = 26
Will Save v DC 21: 1d20 + 7 ⇒ (3) + 7 = 10
Will Save v DC 21: 1d20 + 7 ⇒ (17) + 7 = 24
Will Save v DC 21: 1d20 + 7 ⇒ (16) + 7 = 23

The fire mage's myriad-colored magic erupts in the faces of the jannis flying steadily into battle with you. One of them howls his discontent, as his sight is temporarily removed from his bag of tricks.

The dwarf's focus-fire does indeed fell a single sally, reducing the aggression in the room by one enemy!

The halfling rider steps between the contingent and the contemptuous, preventing their forward march.

Bey Rezaz decides to live another day.

The 'noble' salamander takes flight down the passage beyond the gecko rider, commanding his fellow salamanders.

Ignan:

"To me!! We'll take refuge among the giants!!"

Aldebert, you're entitled to a single Attack of Opportunité.

Pent and Aldebert are up!!


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

Aldebert takes his AoO.

Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (17) + 20 + 2 = 39 (feast, haste) damage: 1d10 + 21 ⇒ (1) + 21 = 22
critthreat Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 35 (feast, haste) damage: 1d10 + 21 ⇒ (5) + 21 = 26

Gretiem takes his AoO

Gretiem Bite (magic): 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20 (feast) damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18


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

Round: 3, Initiative: 11

Aldebert Status:
HP: 126/129; AC: 34 (F33/T14) (included: magic vestment & barkskin) (+4 vs Bey Rezaz not included)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (1/100m, 90hp), Air Walk (1/28m), Haste
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (1/1), Third (1/1)
Spells (caster level 11, concentration +15, 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, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (1/100m, 90hp), Air Walk (1/28m), Haste
Smite evil (swift, +0 att +12 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 +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Fearful the man will get away he cries out, ”You shall not escape you monster. I challenge you, and shall not permit it!” He swiftly smites the creature.

Aldebert is not willing to let the spell caster go, to perhaps hide behind a row of giants with his nasty spells. He urges Gretiem to speed, and closes up with the beast for another swing!

(I provoke from two salamanders and Bey)

Greatsword (magic, cold iron, silver): 1d20 + 20 + 6 ⇒ (9) + 20 + 6 = 35 (feast, haste, smite) damage: 1d10 + 21 + 14 ⇒ (8) + 21 + 14 = 43 (smite)

Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26 (feast, haste) damage: 2d6 + 8 ⇒ (2, 6) + 8 = 16


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

Round 3, Init 13

Status:

AC = 13
HP = 99/99
Weapon Equipped = +1 Light Crossbow
Condition(s) = Heroes' Feast, Air Walk, Protection from Fire(-51/120), Life Bubble, Endure Elements, Get Away

Spells for the Scourge:

Channel positive energy 9/10 day (DC 20, 7d6)

Spell-Like Abilities (CL 14th; concentration +17)
1/day—arcane mark, comprehend languages, message, read magic

Domain Spell-Like Abilities (CL 14th; concentration +20)
At will—dimensional hop (120 feet/day)
9/day—rebuke death (1d4+7)

Spells Prepared (CL 14th; concentration +20)
7th—mass cure serious wounds, holy word (DC 23), greater teleport[D]
6th—greater dispel magic (2), heal[D], wind walk
5th—breath of life[D] (DC 21), spell resistance, true seeing (2)
4th—blessing of fervor[APG] (DC 20), death ward, dimension door[D], freedom of movement, restoration, spiritual ally[APG]
3rd—daylight, dispel magic, fly[D], invisibility purge, prayer, protection from energy
2nd—bull's strength, cure moderate wounds[D], hold person (DC 18), communal protection from evil[UC], lesser restoration
1st—endure elements, liberating command[UC] (2), longstrider[D], obscuring mist, ray of sickening[UM] (DC 17), shield of faith
0 (at will)—detect magic, guidance, read magic, stabilize

Pent's torn twixt the two thrusts through the tunnels. On one hand, he sees Aldi and Odie confronting the fire lizards in front of him. On the other hand, he hears the roar of conflict behind him, behind the wall of fire. On one hand, he's got the Sarahtar raging among the sallies. On the other hand, he hears the fire mage hissing a different kind of hiss.

The gnome is torn.

He feels the Sarahtar pulling to pursue Bey Rezaz down the distant tunnel, but he knows as soon as he loses sight of the spiritual weapon, it will simply return to his side. He's seen what the mighty pairing of Otah and his blade can do, so he thinks he can leave the dwarf in the soon-to-be abattoir.

Pent passes back through the wall of fire, commanding the Sarahtar to join him, then join Amiamble in dealing with the janni jabs.

Sarahtar: 1d20 + 16 ⇒ (5) + 16 = 21 for 1d8 + 4 ⇒ (1) + 4 = 5 damage
Sarahtar: 1d20 + 11 ⇒ (4) + 11 = 15 for 1d8 + 4 ⇒ (5) + 4 = 9 damage

Wall of Fire Damage: 2d6 + 15 ⇒ (5, 5) + 15 = 25

"Welp, this is certainly no less dangerous a side of that burning curtain..."


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

Amiamble sits unseen upon Yeen, and steers the cat into the janni fray. Mahdi makes sure the janni are unable to revert to invisibility, blinding one of them in the process. Otah reduces the salamander count by one, swiftly. Pent returns to the other side of the curtain, his Sarahtar failing to strike, even once.

Aldebert has much more success, much farther from his friends.

AoO, Al: 1d20 + 11 ⇒ (19) + 11 = 30 for 2d6 + 1 + 1d6 ⇒ (3, 5) + 1 + (6) = 15 damage, including fire
AoO, Al: 1d20 + 11 ⇒ (11) + 11 = 22 for 2d6 + 1 + 1d6 ⇒ (2, 6) + 1 + (4) = 13 damage, including fire

AoO, Al: 1d20 + 23 ⇒ (12) + 23 = 35 for 2d6 + 13 + 1d8 ⇒ (6, 3) + 13 + (8) = 30 damage, including fire

Bey Rezaz finds the halfling's flank, seconds before Aldebert can summon Abadar's smite.

His initial strikes in the noble salamander's retreat bleed the big lizard deeply. When he brings his holy might to bear, and Gretiem has his nip, Bey Rezaz lists back and forth, but does not fall... The almost dead creature yells out in Common to the occupants in the chamber beyond.

"Elp!! Surt!! We are doomed!! Blood and destruction has already come to us!!"

Aldebert:

You can see at least three fire giants in the chamber ahead, looking in your general direction.

The salamander phalanx beyond the Wall of Fire funnel towards the tunnel, gaining ground on Aldebert and Bey Rezaz, and leaving Otah to their rear.

The janni captains converge on the remaining members of the Scourge. Arrows fly furiously.

Composite Longbow, Y: 1d20 + 16 ⇒ (2) + 16 = 18 for 1d8 + 5 ⇒ (6) + 5 = 11 damage
Composite Longbow, Y: 1d20 + 11 ⇒ (16) + 11 = 27 for 1d8 + 5 ⇒ (5) + 5 = 10 damage
Composite Longbow, Y: 1d20 + 16 ⇒ (11) + 16 = 27 for 1d8 + 5 ⇒ (1) + 5 = 6 damage
Composite Longbow, Y: 1d20 + 11 ⇒ (11) + 11 = 22 for 1d8 + 5 ⇒ (8) + 5 = 13 damage
Composite Longbow, Y: 1d20 + 16 ⇒ (19) + 16 = 35 for 1d8 + 5 ⇒ (3) + 5 = 8 damage
Composite Longbow, Y: 1d20 + 11 ⇒ (2) + 11 = 13 for 1d8 + 5 ⇒ (4) + 5 = 9 damage
Composite Longbow, Y: 1d20 + 16 ⇒ (1) + 16 = 17 for 1d8 + 5 ⇒ (3) + 5 = 8 damage
Composite Longbow, Y: 1d20 + 11 ⇒ (6) + 11 = 17 for 1d8 + 5 ⇒ (7) + 5 = 12 damage

All arrows somehow fail to find the big cat's hind.

Meanwhile, another volley of arrows arrives from the entry hall, targeting Mahdi and Pent. It becomes quickly clear to the gnome that the janni had just entered invisibly, then sprang into awareness as the arrows strike home.

Composite Longbow, M: 1d20 + 18 ⇒ (12) + 18 = 30 for 1d8 + 7 ⇒ (4) + 7 = 11 damage
Composite Longbow, M: 1d20 + 18 ⇒ (16) + 18 = 34 for 1d8 + 7 ⇒ (6) + 7 = 13 damage

Composite Longbow, P: 1d20 + 16 - 4 ⇒ (16) + 16 - 4 = 28 for 1d8 + 5 + 2d6 ⇒ (6) + 5 + (6, 5) = 22 damage
Composite Longbow, P: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 23 for 1d8 + 5 + 2d6 ⇒ (4) + 5 + (2, 6) = 17 damage

Round 4
Amiamble- 27 (-4 Fire)
Mahdi- 26 (-65hp)
Otah- 22
Bey- 17 (-191hp)
Pent- 13 (-39hp, -26 Fire)
Aldebert- 11 (-22hp, -38 Fire)
Sallies- 8
Janni- 8 (-14hp)

Amiamble, Mahdi, and Otah are up! Roll20 Map has been updated.

Party Buffs
Haste- 11 rounds
Protection from Energy(Fire.120)


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)

Mahdi, if you need healing, feel free to stop by Ami’s healing emporium. If not, that’s fine too. I’ll post after Mahdi.

Ami watches as Yeen avoids and dodges the arrows. Good Kitty.


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

"OY! GET BACK HERE YOU YELLA-BELLIED SNAKES" the dwarf shouts angrily as they flee.

He charges after, again continuing to Rapid Attack.

Forgo first attack
Zenzirad w/ Bane, Moved, Pwr, Hasted: 1d20 + 22 + 2 + 3 - 4 + 1 ⇒ (13) + 22 + 2 + 3 - 4 + 1 = 37 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (1, 2) + 11 + 2 + 3 + 12 = 31 Cold: 1d6 ⇒ 1 Bane: 2d6 ⇒ (2, 5) = 7
Zenzirad w/ Bane, Moved, Pwr, Hasted: 1d20 + 17 + 2 + 3 - 4 + 1 ⇒ (19) + 17 + 2 + 3 - 4 + 1 = 38 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (1, 3) + 11 + 2 + 3 + 12 = 32 Cold: 1d6 ⇒ 4 Bane: 2d6 ⇒ (3, 4) = 7
Zenzirad w/ Bane, Moved, Pwr, Hasted: 1d20 + 12 + 2 + 3 - 4 + 1 ⇒ (9) + 12 + 2 + 3 - 4 + 1 = 23 for: 2d4 + 11 + 2 + 3 + 12 ⇒ (1, 4) + 11 + 2 + 3 + 12 = 33 Cold: 1d6 ⇒ 1 Bane: 2d6 ⇒ (3, 5) = 8


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 does look slightly grey at the addition of two more arrows to his person, but he grits his teeth all the same. "You little s+%%s," he hisses furiously at the newcomers. "I do not have TIME for you right now. I'll kill you later."

A gesture of his fingers, an utterance in a mystical tongue, and ... nothing appears to happen, unless one knows about magic.

Casting wall of force as shown with the blue line on the map, I will just seal off the southern corridor, going up as well as across. I have 14 10'ft squares to work with so I imagine I can totally block it off. It is invisible, so the janni may not immediately know it's there.

Wincing at the arrows jutting out of him, Mahdi cautiously flies nearer his allies.

"I am... rather hurt," he says, and spits a mouthful of blood to emphasize the point. "--Pent, if you're going to fly back and forth across the room, fly ABOVE their little fire wall next time."


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 27

Ami and Yeen 5' closer to the foes, lashing out with fang and claw. Starting at the top and moving down.

1d20 + 18 + 1 + 1 + 4 ⇒ (4) + 18 + 1 + 1 + 4 = 28 to hit; (bite,feast,+haste,+DP)
1d6 + 9 + 4 ⇒ (2) + 9 + 4 = 15 damage

1d20 + 19 + 1 + 1 + 4 ⇒ (7) + 19 + 1 + 1 + 4 = 32 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (3) + 9 + 4 = 16 damage.

1d20 + 19 + 1 + 1 + 4 ⇒ (9) + 19 + 1 + 1 + 4 = 34 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (4) + 9 + 4 = 17 damage.

DPower Attack:
1d20 + 18 + 1 + 1 + 4 ⇒ (19) + 18 + 1 + 1 + 4 = 43 to hit; (bite,feast,DP)
1d6 + 9 + 4 ⇒ (1) + 9 + 4 = 14 damage
1d20 + 18 + 1 + 1 + 4 ⇒ (16) + 18 + 1 + 1 + 4 = 40 CMD to Grab.

Combat Stuff:

ACs: Ami: 27 Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami: 107/107; 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*1,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: 3/7 used (mag vest*2,MCaE*1,InvisPurge*0)
Lvl 4: 2/7 used (AirWalk*1,DivPower*1,Grove,FoM*0,CCW*0,DeWard*0)
Lvl 5: 1/7 used (BrLife*0,CLWmass*0,FlameStrike*1,DispEvil*0) Battle*0
Lvl 6: 0/6 used (ColdIce*0,StoneTell*0,MassCMW*0,Heal*0)
Lvl 7: 0/3 used (Destruction*0)
Extend Rod: 3/3 used (barkskin*2,MCaE)

Yeen.: Mage Armor,Barkskin,MCvEvil. Airwalk.
Ami:

Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen), Air Walk (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

(Er, were you wanting to do a heal or no then?)


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)
Mahdi al-Jabira wrote:
(Er, were you wanting to do a heal or no then?)

Lol, yes, would have been happy to except that you moved 5' way in the wrong direction (so that Yeen couldn't attack the bad things) and that you spoke to Pent rather than Ami. Sorry, I was confuzzled by your placement away from where Yeen could attack and Ami's reach.

Might be that the GM will allow you to re-locate so you can be within reach (just 5' more), then get a full Heal spell from Ami.


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

Otah injures, Yeen squeezes, while Mahdi mitigates.

Bey Rezaz seems to have gotten the attention of his fiery associates, who lob heated rocks at the halfling upon gecko, though each projectile misses handily.

Rock Throwing, Al: 1d20 + 10 ⇒ (14) + 10 = 24 for 1d8 + 15 + 1d6 ⇒ (4) + 15 + (2) = 21 damage, including Fire

Rock Throwing, Al: 1d20 + 10 ⇒ (18) + 10 = 28 for 1d8 + 15 + 1d6 ⇒ (2) + 15 + (5) = 22 damage, including Fire

Bey Rezaz considers his mortality. As what is likely the last act he'll perform, the noble salamander thrashes his large tail at the halfling rider, securing Aldebert within his dying embrace.

Grapple, Al: 1d20 + 26 ⇒ (15) + 26 = 41 for 2d8 + 10 + 1d8 ⇒ (2, 7) + 10 + (8) = 27 damage, including Fire

"I'll pull you under, then."

Pent and Aldebert are up!

Point of Clarification- The Wall of Fire should have easily covered the tunnel exit, 15' tall, so the gnome couldn't do other than pass through it...

Also, you folk can coordinate your mischief- Amiamble can delay to allow Mahdi his casting and move to Amiamble's invisible side, so Yeen can bloody while Amiamble can bandage.


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

I was speaking to both of you! And I moved towards you! :P But I figured you could 5'off and Yeen could still 5' destroy. :P GM, if you don't mind a minor retcon, could Mahdi have flown five closer to Ami before ending his turn, he had plenty of move.

Also, boo, I thought it was higher there at the entrance. Never mind me.


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

Plenty of move, consider it done.


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 crosses off a lvl 6 spell after he nailed Mahdi with a nice left hook before Yeen's full attack. +140 hp, Mahdi! Thanks, GM Sass


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

Sheesh! I'm definitely fully healed. Gracias.

Fortunately Mahdi can see Ami thanks to his own spell, so he doesn't stop short accidentally... or something...

"--that IS better. My thanks."


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

Round: 4, Initiative: 11

Aldebert Status:
HP: 85/129; AC: 34 (F33/T14) (included: magic vestment & barkskin) (+4 vs Bey Rezaz not included)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (1/100m, 74hp), Air Walk (1/28m), Haste
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (1/1), Third (1/1)
Spells (caster level 11, concentration +15, 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, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (1/100m, 90hp), Air Walk (1/28m), Haste
Smite evil (swift, +0 att +12 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 +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert takes his lumps as he moves into position to try and stop the noble salamander from escaping. Grappled, he hesitates until Gretiem gets his bites in.

Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22 (feast, haste) damage: 2d6 + 8 ⇒ (3, 4) + 8 = 15
Gretiem Bite (magic): 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 (feast, haste) damage: 2d6 + 8 ⇒ (3, 4) + 8 = 15
hasted Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18 (feast, haste) damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11

If Bey drops:
Aldebert casts Mirror Image (1d4 + 3 ⇒ (2) + 3 = 5) on himself.
- - -

If Bey remains standing:
Aldebert draws his +1 Warhammer and attacks, holding his greatsword in his other hand.

Warhammer (magic): 1d20 + 16 + 6 ⇒ (10) + 16 + 6 = 32 (feast, haste, smite) damage: 1d6 + 13 + 14 ⇒ (4) + 13 + 14 = 31 (smite)
- - -


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

Round 4, Init 13

Status:

AC = 13
HP = 107/107
Weapon Equipped = Rod of Wonder
Condition(s) = Heroes' Feast, Air Walk, Protection from Fire(-51/120), Life Bubble, Endure Elements, Get Away

Pent looks past Mahdi, towards the incoming janni.

Spellcraft DC 20: 1d20 + 5 ⇒ (17) + 5 = 22

He sees exactly what Mahdi manifests to prevent further incursion, so turns his attention to the array of archers. First, he watches the Sarahtar do its best.

"Nice one, Mahdi. Very strategic. Separating their party should weaken 'em proper. One half won't know what the other's doing. Hey, speaking of which, where's Aldi? I can still see Odie through the flicker."

Sarahtar: 1d20 + 16 ⇒ (4) + 16 = 20 for 1d8 + 4 ⇒ (3) + 4 = 7 damage
Sarahtar: 1d20 + 11 ⇒ (5) + 11 = 16 for 1d8 + 4 ⇒ (4) + 4 = 8 damage

When the spiritual scimitar fails to hit, Pent growls and shakes his fist, and finds his Rod wiggling in front of him. So he keeps shaking. He doesn't immediately recognize the Rod's effects, but Amiamble may notice that the gnome has disappeared, though he's still quite audible in his growl. Mahdi's still got the gnome in his Sights.

Rod of Wonder: 1d100 ⇒ 83 Invisibility for 10 minutes


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

Mahdi erects an invisible barrier against further volleys of arrows from his right, while moving towards the invisible halfling rider. Amiamble plants a tiny hand on the fire mage's side, restoring the bloody man to full hale, while Yeen manages to grapple a very injured janni captain.

Otah slays another salamander, easily.

Otah:

Well done, dwarf. I continue to wonder if I should help you. Perhaps this will suffice.

Zenzirad thrums in your hands, and your strength increases.

Bull's Strength for 15 minutes. (+4 to Strength)

Aldebert lays into Bey Rezaz mightily. As the halfling succumbs to the noble salamander's embrace, the nobler salamander, Gretiem, finishes what his master started. Bey Rezaz falls away, corpse still more than warm, his body coming to rest on the lava flow below.

Several salamanders race past Aldebert and Gretiem, into the chamber beyond the halfling upon steed. AoO where applicable, Aldebert.

The janni captains continue their assault, or at least try to do so. The right flank does indeed fail to understand that Mahdi has constructed a force barrier. Two of them fire arrows at Pent, which strike the Wall of Force, dropping to the floor, impotently. That cues the other two to double back, disappearing around the bend in the tunnel.

The four glittery janni captains admit initial defeat against the well-protected cat, three of them retreating back and around the tunnel wall to the left. The remaining janni captain does his utmost to free himself. He finds no such luck, while Yeen continues to thrash.

Concentration Check v DC 36: 1d20 + 8 ⇒ (16) + 8 = 24

Round 5
Mahdi- 26 (-65hp)
Amiamble- 25 (-4 Fire)
Otah- 22
Bey- 17 (-191hp)
Pent- 13 (-39hp, -26 Fire)
Aldebert- 11 (-22hp, -38 Fire)
Sallies- 8
Janni- 8 (-14hp, -62hp)

The Party is up! Roll20 Map has been updated.

Party Buffs
Haste- 10 rounds
Protection from Energy(Fire.120)


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

Round 5, Init 27

Yeen tears and rips and rakes at the thing in his mouth until it is dead, then he spins, wondering where to go next.

1d20 + 18 + 1 + 1 + 4 ⇒ (9) + 18 + 1 + 1 + 4 = 33 to hit; (bite,feast,+haste,+DP)
1d6 + 9 + 4 ⇒ (5) + 9 + 4 = 18 damage

1d20 + 19 + 1 + 1 + 4 ⇒ (2) + 19 + 1 + 1 + 4 = 27 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (3) + 9 + 4 = 16 damage.

1d20 + 19 + 1 + 1 + 4 ⇒ (7) + 19 + 1 + 1 + 4 = 32 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (1) + 9 + 4 = 14 damage.

DPower Attack:
1d20 + 18 + 1 + 1 + 4 ⇒ (8) + 18 + 1 + 1 + 4 = 32 to hit; (bite,feast,DP)
1d6 + 9 + 4 ⇒ (1) + 9 + 4 = 14 damage

Rake:
1d20 + 19 + 1 + 1 + 4 ⇒ (14) + 19 + 1 + 1 + 4 = 39 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (4) + 9 + 4 = 17 damage.

1d20 + 19 + 1 + 1 + 4 ⇒ (17) + 19 + 1 + 1 + 4 = 42 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (3) + 9 + 4 = 16 damage.

Ami looks at Mahdi, who probably can't see him.

"Which way, Maaah-DEE?" Ami asks the once bleeding firemage.

Combat Stuff:

ACs: Ami: 27 Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami: 107/107; 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*1,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: 3/7 used (mag vest*2,MCaE*1,InvisPurge*0)
Lvl 4: 2/7 used (AirWalk*1,DivPower*1,Grove,FoM*0,CCW*0,DeWard*0)
Lvl 5: 1/7 used (BrLife*0,CLWmass*0,FlameStrike*1,DispEvil*0) Battle*0
Lvl 6: 1/6 used (ColdIce*0,StoneTell*0,MassCMW*0,Heal*1)
Lvl 7: 0/3 used (Destruction*0)
Extend Rod: 3/3 used (barkskin*2,MCaE)

Yeen.: Mage Armor,Barkskin,MCvEvil. Airwalk.
Ami:

Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen), Air Walk (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 nods his thanks again at invisible Ami and starts to cast a spell.... Five foot back, begin a full round casting


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

Having but one swing to give to AoOs, he takes it, and Gretiem follows suit.

Greatsword (magic, cold iron, silver): 1d20 + 20 + 1 ⇒ (3) + 20 + 1 = 24 (feast) damage: 1d10 + 21 ⇒ (7) + 21 = 28

Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30 (feast, haste) damage: 2d6 + 8 ⇒ (1, 6) + 8 = 15


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

Round: 5, Initiative: 11

Aldebert Status:
HP: 122/129; AC: 34 (F33/T14) (included: magic vestment & barkskin)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (1/100m, 74hp), Air Walk (1/28m), Haste
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (1/1), Third (1/1)
Spells (caster level 11, concentration +15, 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, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (1/100m, 90hp), Air Walk (1/28m), Haste
Smite evil (swift, +0 att +12 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 +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Not seeing the others, Aldebert retreats toward the group (double move). He nods to Otah as he passes, ”Nothing there but giants and salamanders, how does the other half of the party fare?”

He moves all the way to the wall of fire, but does not pass through it instead shouting the same to the others, ”How goes it over there? We’ve salamanders and giants, but I don’t want to split the party! I took down the noble salamander, so his spell casting won't worry us further. So which way, your way, or this way?”

While en-route, he lays on hands, to staunch some of his injuries.
Lay on Hands: 9d6 + 1d6 ⇒ (4, 6, 6, 1, 2, 4, 4, 1, 4) + (5) = 37 (swift, -d6 to heal blinded, fatigued, diseased, or poisoned)


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

The dwarf holds the bottlenecked entrance from any creatures pursuing Aldebert while the party makes a decision.

GM:
"You're still on the fence!?" Otah already has a +4 strength bonus from equipment.


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

Round 5, Init 13

Status:

AC = 13
HP = 107/107
Weapon Equipped = Rod of Wonder
Condition(s) = Heroes' Feast, Air Walk, Protection from Fire(-51/120), Life Bubble, Endure Elements, Get Away, Invisible

Pent remains clad in his Rod's casting of Invisibility, and remains distant of the fire curtain to avoid unnecessary bleeding of his protections against fire.

"Mahdi looks much better, for Amiamble's healing, Aldi! The janni over here look fit to be tied. A couple of them retreated back down the hall, while a couple over here look like they're about to figure out that they should also retreat back to whatever section of this rabbit run they inhabited. Which direction should we head? We passing back through the curtain, or are you?"

Pent fidgets with his Rod, and tries it again, while they wait. He waves it at the remaining janni archers on the other side of Mahdi's wall of force.

Rod of Wonder: 1d100 ⇒ 95

A shimmering array of colors spreads out before the gnome, distant enough to strike at the remaining two archers.

If the Wall of Force allows it through, the two janni have Fortitude Saves DC 15, or become Blinded for 1d6 ⇒ 6 rounds.


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

Otah:

Oh! Don't misunderstand, ser Otah. I had been watching in admiration, and find very little I can to assist you, in my own abilities, at the moment. I can rain down lightning to harry the minions of Jhavhul, or heal you myself, when necessary, but you are doing quite well on your own power. Keep it up!

Mahdi begins a lengthy weaving of his own, likely to prove more successful than Bey's attempt. Yeen finishes off the janni captain unlucky enough to be snagged by the big cat. Otah posts guard, ready to swing on any salamanders foolish enough to reverse course. Pent answers Aldebert, while menacing the archers beyond the Wall of Force. If Gaze Attacks work through the Wall, then I'll allow a color/blinding effect to work, as well.

Fortitude Save v DC 15: 1d20 + 11 ⇒ (16) + 11 = 27
Fortitude Save v DC 15: 1d20 + 11 ⇒ (18) + 11 = 29

Aldebert returns to the curtain of flame, and calls out to his companions, assessing their group direction, but not before they take a bite out of one of the retreating salamanders.

The two archers remaining seem to retain their sight, allowing them ample opportunity to turn invisible.

Mahdi:

The two archers retreat around the bend to the left, as you look at them.

Round 6
Mahdi- 26
Amiamble- 25 (-4 Fire)
Otah- 22
Bey- 17 (-232hp)
Pent- 13 (-39hp, -26 Fire)
Aldebert- 11 (-38 Fire)
Sallies- 8
Janni- 8 (-14hp, -62hp)

The Party is up! Roll20 Map has been updated.

Party Buffs
Haste- 9 rounds
Protection from Energy(Fire.120)


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

Round: 6, Initiative: 11

Aldebert Status:
HP: 122/129; AC: 34 (F33/T14) (included: magic vestment & barkskin)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (1/100m, 74hp), Air Walk (1/28m), Haste
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (1/1), Third (1/1)
Spells (caster level 11, concentration +15, 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, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (1/100m, 90hp), Air Walk (1/28m), Haste
Smite evil (swift, +0 att +12 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 +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

”Otah, let’s join the others and pursue the archers. I don’t like the idea of invisible foes harassing our rear. Come!”

Aldebert pierces the wall of fire once again (Let me know the damage) and rushes forward (single move with Haste to enhance his speed).

He then readies an attack on an enemy while he alertly awaits Otah and the others.

readied Greatsword (magic, cold iron, silver): 1d20 + 20 + 1 ⇒ (14) + 20 + 1 = 35 (feast) damage: 1d10 + 21 ⇒ (9) + 21 = 30


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

Round 6, Init 27

”Yes, Brother! That is a good idea,” Ami cries out to his brother from his invisibility. ”We shall gobble the archers and tear out their throats, the invisible cowards.”

Ami and Yeen turn and follow his brother, taking total defense after moving.

Combat Stuff:

ACs: Ami: 27 Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami: 107/107; 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*1,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: 3/7 used (mag vest*2,MCaE*1,InvisPurge*0)
Lvl 4: 2/7 used (AirWalk*1,DivPower*1,Grove,FoM*0,CCW*0,DeWard*0)
Lvl 5: 1/7 used (BrLife*0,CLWmass*0,FlameStrike*1,DispEvil*0) Battle*0
Lvl 6: 1/6 used (ColdIce*0,StoneTell*0,MassCMW*0,Heal*1)
Lvl 7: 0/3 used (Destruction*0)
Extend Rod: 3/3 used (barkskin*2,MCaE)

Yeen.: Mage Armor,Barkskin,MCvEvil. Airwalk.
Ami:

Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen), Air Walk (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

One of the hideous, leering emaciated figures of a babau demon appears down a ways in the corridor of lava. (Marked as babau on the map)

"That's my servitor," Mahdi calls helpfully, just in case Aldebert is tempted to attack it. He switches to the tongue of dragons in order to give orders to the pit-spawn.

"Demon! Strike down any of the still-active janni you see, they look like these," he says with an indicatory wave of his hand at the dead jann near by. "I'm sure you'll enjoy such a grisly task."

The babau has a constant see invisibility ability; if you'd rule that it's already active when it's summoned, then it will use its turn to try and move to any janni it can see from its position on the map and attack. If it doesn't have the ability up, Mahdi would tell it to do so. If the babau can see an enemy within its 30 feet of move:

Contingent babau attack, longspear, reach: 1d20 + 12 ⇒ (4) + 12 = 16
Damage, non-magical: 1d8 + 7 ⇒ (4) + 7 = 11

Mahdi's actions this turn:

"Otah, would you care to be large enough to go toe to toe with the giants it sounds we're soon about to face? You might also activate that shielding stone I gave you, if you wish."

If Otah agrees, and comes back within range of us, I'll cast enlarge person on Otah-- I guess delaying until after Otah, basically


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

Round 6, Init 13

Status:

AC = 13
HP = 107/107
Weapon Equipped = Rod of Wonder
Condition(s) = Heroes' Feast, Air Walk, Protection from Fire(-51/120), Life Bubble, Endure Elements, Get Away, Invisible

Pent takes the Carpet on a leisurely swing past Mahdi's Wall o' Force, letting his long nails scratch at the magical manifestation. When Otah emerges through the other Wall, he looks the dwarf over for signs of blood entirely his own.

When it's apparent his companions are doing a decent job of remaining hale, the gnome mumbles to Sarah, and some of his wounds are brought to a close.

Cure Moderate Wounds: 2d8 + 14 ⇒ (6, 2) + 14 = 22

He nods respectfully to the Sarahtar, still gleaming brightly, as it returns to his side, at least for the time-being.

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