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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|Roll20 Link- Age of Worms|

Mahdi births another babau, who appears down the tunnel at the crossroads, while waiting for the dwarf to bolt by, so he can Enlarge Otah for what is to come. Amiamble musters the Scourge for the next leg of the infiltration, ever vigilant for the invisible agents surely waiting around every corner. Otah rejoins the boys, passing through the Wall of Fire, unscathed. Aldebert also gallops towards certain conflict, taking the wave of fire in stride.

Wall o Fire Damage, Aldebert Only: 2d6 + 15 ⇒ (4, 1) + 15 = 20

Mahdi:

You summon me, for this?! Where are the meat sacks?? You want me to bleed the halflings? There's a couple of genie glittering over there... as well as two fahking huge horses...

The babau looks back down the tunnel, and waits, wringing the spear in its bony hands.

Round 7
Amiamble- 25 (-4 Fire)
Otah- 22
Mahdi-21
Bey- 17 (-232hp)
Pent- 13 (-17hp, -26 Fire)
Aldebert- 11 (-58 Fire)
Sallies- 8
Janni- 8 (-14hp, -62hp)

The Party is up! Roll20 Map has been updated.

Party Buffs
Haste- 8 rounds
Protection from Energy(Fire.120)


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

Round: 7, 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, 54hp), Air Walk (1/28m), Haste, Mirror Image (1/11m, 6 images)
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, 70hp), 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 rushes forward, using hasted speed to move up a bit toward the giant horsies. Calming Gretiem, he casts Mirror Image (1d4 + 3 ⇒ (3) + 3 = 6) on himself, spinning up some protection for what’s to come.


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

"The genies, then!" Mahdi calls to his crude servitor. "Definitely not the halflings. What do you mean... horses?"

Curious despite himself, Mahdi does not yet zip around the corner to see who or what horses might be. "My summoned devil says there are two.... very large horses."

Assuming the delay-->enlarge person has gone off, then. Posting hurriedly from work, will post my actual actions when I get home in an hour or so


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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

Or I get home and fall asleep and don't post for four hours. Or that.

Mahdi irritably decides to see for himself what the 'horses' are, zipping into position to see into the room beyond, taking care to stay well up in the air.

Kn Planes (I assume?) on the new neigh-bors: 1d20 + 24 ⇒ (8) + 24 = 32

"--those ARE very large horses. Well, actually, they are--"

The wizard rattles off some terms. I'd prioritize DR and special attacks, I suppose, plus anything else I could get.

Quickly surveying the battlefield, Mahdi halts the babau's immediate advance with one gesture, then begins to chant words of a brittle, terse language, unlike his frequent Ignan cursing. As he finishes his spell, a blue-white orb appears glittering at his fingertips, then streaks forward in space-- melting from the cavern's heat even as it goes-- but landing with chilling effect.

Casting freezing sphere, it should be able to hit both the horse dudes and the three other baddies since the radius is huge, but I should easily be able to not hit Aldebert with it. All baddies must make a DC 27 Reflex for half damage:

So Cold: 14d6 ⇒ (6, 3, 2, 4, 2, 2, 6, 3, 4, 6, 5, 2, 5, 3) = 53

Mahdi looks briefly pleased with himself for managing the foreign ice magic, then he resumes his orders to the babau, switching back to Draconic to give his commands.

"Teleport into the midst of the genies and start slaughtering them," The babau perhaps rolls eyes but cannot do other than obey.

Babau will just use its greater teleport and cannot attack this turn, but I moved it on the map


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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)

+1 and a ::wince:: for ‘neigh-bors’, that’s awful, but delightful.

Round 7, Init 27

Ami and Yeen race to catch up with Aldebert, moving once and taking total defense.

”Oh...there are horses, Brother. Fire horses.” Ami whispers from cat back.

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

hay, it's the least I could do


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

Round 7, Init 13

Pent swooshes on Carpeted air, just far enough to spy the enormous equines. He debates a little more healing, but really feels compelled to get the Sarahtar back in the mix, before it needs must return to its celestial plane.

Sarahtar: 1d20 + 16 ⇒ (6) + 16 = 22 for 1d8 + 3 ⇒ (1) + 3 = 4 force damage

He fiddles with his Rod, and waits to see how aggressively the horses will engage them newcomers.


|Roll20 Link- Age of Worms|

Amiamble, Otah GMPC, and Aldebert all enter the next cavernous chamber again, 30' high, while Mahdi and Pent do likewise, to lay eyes on the next impediment to their exploration of Xotani's Grave. The halfling becomes myriad, the dwarf becomes biggified, and the fire mage switches teams for an icy instant.

It becomes obvious to everyone that every one of the fiery foes resists the cold to some extent, much like the salamanders brushing off Zenzirad's cold-based attacks.

Reflex Save v DC 27: 1d20 + 16 ⇒ (5) + 16 = 21
Reflex Save v DC 27: 1d20 + 16 ⇒ (16) + 16 = 32
Reflex Save v DC 27: 1d20 + 16 ⇒ (1) + 16 = 17
Reflex Save v DC 27: 1d20 + 11 ⇒ (9) + 11 = 20
Reflex Save v DC 27: 1d20 + 11 ⇒ (8) + 11 = 19

Mahdi regales you with clinical precision the nature of your neigh-bors. They are Cauchemar Nightmares, neutrally evil things, summoned from Hell itself. Aside from the Grave-granted resistance to cold, these creatures breathe Smoke from their huge nostrils, which can... Oh, look!!

As Mahdi explains, you witness the horses simultaneously exhale conical billows of Said Smoke, which extend outwards 15', making them harder to see at the moment. They don't immediately react to your presence, only look malevolently upon you.

That's not the case with the janni.

The rearguard unleash on the babau recently blipped into their midst.

C. Longbow, B: 1d20 + 16 ⇒ (15) + 16 = 31 for 1d8 + 5 ⇒ (4) + 5 = 9 damage
C. Longbow, B: 1d20 + 11 ⇒ (16) + 11 = 27 for 1d8 + 5 ⇒ (2) + 5 = 7 damage

C. Longbow, B: 1d20 + 16 ⇒ (13) + 16 = 29 for 1d8 + 5 ⇒ (5) + 5 = 10 damage
C. Longbow, B: 1d20 + 11 ⇒ (3) + 11 = 14 for 1d8 + 5 ⇒ (7) + 5 = 12 damage

C. Longbow, B: 1d20 + 16 ⇒ (17) + 16 = 33 for 1d8 + 5 ⇒ (5) + 5 = 10 damage
C. Longbow, B: 1d20 + 11 ⇒ (19) + 11 = 30 for 1d8 + 5 ⇒ (4) + 5 = 9 damage

They only miss the demon once.

Four more janni captains reveal themselves from two different rear directions, though only two take shots at the very visible Mahdi.

C. Longbow, M: 1d20 + 18 ⇒ (15) + 18 = 33 for 1d8 + 7 ⇒ (5) + 7 = 12 damage
C. Longbow, M: 1d20 + 18 ⇒ (8) + 18 = 26 for 1d8 + 7 ⇒ (7) + 7 = 14 damage

I think the Smoke will prevent any Charges, but if you feel frisky, you can roll a Fortitude Save DC 22 to pass through the Smoke. Failure, and you succumb to Sickened for 1d6 ⇒ 6 rounds.

Round 8
Amiamble- 25 (-4 Fire)
Otah- 22 (Enlarged)
Mahdi-21 (-26hp)
Babeau- 21 (-45hp)
Pent- 13 (-17hp, -26 Fire)
Aldebert- 11 (-58 Fire)
Cauchemars- 10 (-23hp, -23hp)
Janni- 8 (-14hp, -62hp)

The Party is up! Roll20 Map has been updated.

Party Buffs
Haste- 7 rounds
Protection from Energy(Fire.120)


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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

(I assume the janni weapons are neither cold iron nor good-aligned? If so, the babau has taken minimal damage, due to DR 10. By my count, none of that damage got through (only the 12 damage would have overcome DR, but the 14 to hit misses). If the janni are in fact using cold iron, or blessed, weapons, then I shall revise accordingly. Also, do the janni archers attacking the babau have the feat "point blank master"? If not, the arrows of the closer two are likely provoking (it has reach thanks to its longspear). I'll roll attacks of opportunity for the babau, if for some reason they are not needed please ignore.) (Babau has combat reflexes.))

Attack of opportunity #1, vs northjanni: 1d20 + 12 ⇒ (3) + 12 = 15
Attack of opportunity #2, vs northjanni: 1d20 + 12 ⇒ (3) + 12 = 15

....gonna assume those miss, so never mind aaaaall I just said. Except for the DR. That part still matters. ;)

The smoke erupts over the battlefield, just as Mahdi's face falls into a sort of comic shock/anger over his enemies being RESISTANT somehow to COLD. All his WORK learning FROST MAGICS?!!?!? All his MIGRAINES-- for NOTHING?

"DAMN IT," the mage snaps, shortly before he gets perforated with more arrows. "GYAH! DEMON, KILL SOME OF THOSE JANN!"

While it can't be seen with the smoke in play, the babau needs no real encouragement to set to.

Babau is spearing twice at northjann, then 5-ft stepping between them, in order to keep them threatened with both melee bite and the reach of the spear

Babau vs northjann attack 1: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Babau vs northjann attack 2: 1d20 + 7 ⇒ (8) + 7 = 15

"IF anyone would care to wipe out the janni behind us feel free, I am getting TIRED of getting SHOT," Mahdi hisses, wrenching forth a bloodied arrow and tossing it into the lava below to be obliterated. He sketches a quick symbol with one finger, and disappears from sight. Vanish, then moving, and updating my hp line since it wasn't accurate after ami's Heal


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 Picked up a Goz mask.

The dwarf moves forward, using attacking the closest Nightmare with Zenzirad. He uses the obscuring smoke to defend against the ranged attackers, but it doesn't seem to hinder his attacks. Rapid Attack

Forgo first attack here
Zenzirad, Moved, Pwr, Hasted, big, Sick: 1d20 + 22 + 3 - 4 + 1 + 2 - 2 ⇒ (4) + 22 + 3 - 4 + 1 + 2 - 2 = 26 for: 1d10 + 11 + 3 + 12 + 3 - 2 ⇒ (8) + 11 + 3 + 12 + 3 - 2 = 35 Cold: 1d6 ⇒ 4
Zenzirad, Moved, Pwr, Hasted, big,Sick: 1d20 + 17 + 3 - 4 + 1 + 2 - 2 ⇒ (18) + 17 + 3 - 4 + 1 + 2 - 2 = 35 for: 1d10 + 11 + 3 + 12 + 3 - 2 ⇒ (9) + 11 + 3 + 12 + 3 - 2 = 36 Cold: 1d6 ⇒ 3
Zenzirad, Moved, Pwr, Hasted, big, Sick: 1d20 + 12 + 3 - 4 + 1 + 2 - 2 ⇒ (13) + 12 + 3 - 4 + 1 + 2 - 2 = 25 for: 1d10 + 11 + 3 + 12 + 3 - 2 ⇒ (7) + 11 + 3 + 12 + 3 - 2 = 34 Cold: 1d6 ⇒ 2

Forgot the save
Fortitude Save vs Sickening Smoke (22): 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18

Sickened:1/6


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

Round 8, Init 27

Seeing Mahdi spontaneously teem with arrows, Ami spins Yeen around to deal with the south archers.

Attacking the one to the map's right.
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
1d20 + 18 + 1 + 1 + 4 ⇒ (5) + 18 + 1 + 1 + 4 = 29 Grapple

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).


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

Round: 8, 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, 54hp), Air Walk (1/28m), Haste, Mirror Image (1/11m, 6 images)
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, 70hp), 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)
- - -

With Otah moving up and Amiamble moving back, Aldebert is torn as to which way to go. "Go get 'em brother!"

He decides to brave the smoke as he assuredly draws an AoO as he closes and attacks! (No charge)

(I think Life Bubble makes us all immune to the smoke... but let me know if you need saves anyway.)

Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (12) + 20 + 2 = 34 (feast, haste) damage: 1d10 + 21 ⇒ (1) + 21 = 22
Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20 (feast, haste) damage: 2d6 + 8 ⇒ (2, 6) + 8 = 16

(6 mirror images)


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

(Oh, yeah, it should, thanks for catching that, Aldebert)


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

Thanks for that, I forgot it was on all of us.


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

Round 8, Init 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 panics a little as a couple of arrows find their way suddenly into Mahdi's meat. He instantly remembers that he's currently invisible, so fails to figure into the jannis' judgment. He watches to see if the Sarahtar does anything substantial against the horse first, before he chooses his next course of action.

Sarahtar: 1d20 + 16 ⇒ (13) + 16 = 29 for 1d8 + 4 ⇒ (8) + 4 = 12 damage

Sarahtar: 1d20 + 11 ⇒ (13) + 11 = 24 for 1d8 + 4 ⇒ (4) + 4 = 8 damage

Pent decides to sidle up to the now-Vanished Mahdi, and lay out some of Sarah's stitching.

Channel Positive Energy: 7d6 ⇒ (3, 1, 1, 4, 4, 3, 3) = 19

The gnome wants to whisper words of wisdom to the fire mage, but he decides to decline, for fear that his voice will trigger the unwanted attentions of the archers.


|Roll20 Link- Age of Worms|

Yeen breezes around the bend to confront the pair of archers visible to all, just managing to grapple. Otah wades in to battle one of the horses, the nightmare's nostril smoke failing to impede the dwarf in the slightest. He hits twice of three swings of Zenzirad. Goz Mask FTW!

Mahdi commands his babau into further bloodshed against the janni captains at the rear, while himself avoiding further bloodshed, by vanishing from the southern archers' sight.

True on all counts, Mahdi. Their arrows aren't cold iron, and they don't appear to have the Point Blank Master feat.

Pent pushes the Sarahtar to assist in the slaughter of horses, while healing the fire mage of his arrow wounds. Aldebert takes to the nightmare, without any worry of inhalation distress, though the smoke may have thrown off Gretiem, who misses in his attack though not from the Concealment.

Concealment Miss Chance, High Good, Al: 1d100 ⇒ 77

Concealment Miss Chance, High Good, G: 1d100 ⇒ 34

Aldebert is correct- the Life Bubble is reducing the cauchemar's Smoke to mere Concealment, no Sickening.

The cauchemars show their contempt for being attacked by returning fire, one against Otah, the other against Aldebert. Their powerful neighs resound throughout the cavern.

Bite Attack, O: 1d20 + 22 ⇒ (11) + 22 = 33 for 2d6 + 10 ⇒ (2, 2) + 10 = 14 damage
Hoof Attack, O: 1d20 + 17 ⇒ (6) + 17 = 23 for 2d6 + 5 + 1d6 ⇒ (3, 1) + 5 + (1) = 10 damage, including Fire
Hoof Attack, O: 1d20 + 17 ⇒ (11) + 17 = 28 for 2d6 + 5 + 1d6 ⇒ (2, 1) + 5 + (2) = 10 damage, including Fire

The fiery hoof that lands on the dwarf's forehead doesn't seem to injure Otah by the fiery bit.

Bite Attack, Al: 1d20 + 22 ⇒ (15) + 22 = 37 for 2d6 + 10 ⇒ (4, 6) + 10 = 20 damage
Miss Chance, 1 hits: 1d7 ⇒ 1
Hoof Attack, Al: 1d20 + 17 ⇒ (10) + 17 = 27 for 2d6 + 5 + 1d6 ⇒ (2, 1) + 5 + (2) = 10 damage, including Fire
Hoof Attack, Al: 1d20 + 17 ⇒ (20) + 17 = 37 for 2d6 + 5 + 1d6 ⇒ (3, 6) + 5 + (5) = 19 damage, including Fire
Confirm Critical?: 1d20 + 17 ⇒ (18) + 17 = 35 for 2d6 + 5 ⇒ (1, 1) + 5 = 7 damage
Miss Chance, 1 hits: 1d7 ⇒ 6

The one image of Aldebert which isn't mirror takes a strong thump to his armored chest, while one of the images is shorn from the halfling rider.

The janni contingents press their attacks as best they can.

From the rear, Yeen receives the full attention of all janni captains. Two new janni reveal themselves in the arrows they launch.

Composite Longbow, Y: 1d20 + 16 - 4 ⇒ (20) + 16 - 4 = 32 for 1d8 + 5 ⇒ (2) + 5 = 7 damage
Confirm Critical?: 1d20 + 16 - 4 ⇒ (15) + 16 - 4 = 27 for 1d8 + 5 ⇒ (5) + 5 = 10 damage

Composite Longbow, Y: 1d20 + 16 - 4 ⇒ (15) + 16 - 4 = 27 for 1d8 + 5 ⇒ (4) + 5 = 9 damage

The jannis adjacent pull melee weapons to address Yeen in proximity. The one outside of grapple takes his time tucking away his bow, before drawing a scimitar. The grappled one pulls a dagger, and takes a dig. Or at least tries to.

Dagger, Y: 1d20 + 13 ⇒ (6) + 13 = 19 for 1d4 + 5 ⇒ (1) + 5 = 6 damage

Meanwhile, the northern janni captains adjust their tactics to deal with the demon among them. The two nearest the demon step back, and weave hands to cast spells.

Cast Defensively v DC 19: 1d20 + 8 ⇒ (13) + 8 = 21
Cast Defensively v DC 19: 1d20 + 8 ⇒ (14) + 8 = 22

The third janni follows suit, then circles the babau. All janni have Enlarged themselves.

Round 9
Amiamble- 25 (-4 Fire, Yeen -7hp)
Otah- 22 (Enlarged, -22hp)
Mahdi-21 (-26hp)
Babeau- 21
Pent- 13 (-17hp, -26 Fire)
Aldebert- 11 (-20hp, -58 Fire, 5 images)
Cauchemars- 10 (-94hp, -45hp)
Janni- 8 (-14hp, -62hp, -23hp, -35hp, -37hp)

The Party is up! Roll20 Map has been updated.

Party Buffs
Haste- 6 rounds
Protection from Energy(Fire.120)


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

Round: 9, Initiative: 11

Aldebert Status:
HP: 102/129; 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, 54hp), Air Walk (1/28m), Haste, Mirror Image (1/11m, 5 images)
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, 70hp), 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 a hit, but watches a much more damaging blow take out an image. That was lucky! he thinks to himself as he slides up a bit (5’ step), and weighs in on the giant clip-clop.

Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28 (feast, haste) damage: 1d10 + 21 ⇒ (10) + 21 = 31
Greatsword (magic, cold iron, silver): 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 (feast, haste) damage: 1d10 + 21 ⇒ (10) + 21 = 31
critthreat Greatsword (magic, cold iron, silver): 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19 (feast, haste) damage: 1d10 + 21 ⇒ (4) + 21 = 25

Greatsword (magic, cold iron, silver): 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 (feast, haste) damage: 1d10 + 21 ⇒ (7) + 21 = 28
hasted Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 37 (feast, haste) damage: 1d10 + 21 ⇒ (10) + 21 = 31

Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32 (feast, haste) damage: 2d6 + 8 ⇒ (6, 4) + 8 = 18
Gretiem Bite (magic): 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 (feast, haste) damage: 2d6 + 8 ⇒ (2, 4) + 8 = 14
hasted Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37 (feast, haste) damage: 2d6 + 8 ⇒ (4, 3) + 8 = 15
critthreat Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35 (feast, haste) damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12

He laughs as Gretiem takes a big bite out of it and he pats him on the flank, "Good show there Gretiem! Good show!"

(5 mirror images)


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

The babau hisses slightly at the enlarged janni, but continues to strike with his spear. "Jussst makes you easier to hit, geniesss," the evil creature sneers.

Vs North janni, #1, spear: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Vs North janni, #2, spear: 1d20 + 7 ⇒ (4) + 7 = 11
Vs North janni, #3, bite: 1d20 + 7 ⇒ (2) + 7 = 9

The babau follows the spear attacks with a short step to snap once with its jaws at the janni, but it misses other than one solid strike.

Mahdi, meanwhile, considers his options. He gingerly wips invisible blood off his invisible skin away from an invisible wound that is nearly healed, thanks to Pent. "Thank you," he sniffs at the gnome, in a low tone. "Give me a moment and I'll give those other archers something to worry about." His speech then segues into more chanting.

(Starting another full-round summons)


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

Round 9, Init 27

Yeen tears and rips and rakes at the thing in his mouth until it is dead, taking on the next near foe if it dies from bites and rake. Biting and raking the one he has in mouth first, clawing if necessary, then biting/grappling next if the first one falls.

1d20 + 18 + 1 + 1 + 4 ⇒ (15) + 18 + 1 + 1 + 4 = 39 CMD to maintain grapple.
1d20 + 18 + 1 + 1 + 4 ⇒ (10) + 18 + 1 + 1 + 4 = 34 to hit; (bite,feast,+haste,+DP)
1d6 + 9 + 4 ⇒ (4) + 9 + 4 = 17 damage

Rake:
1d20 + 19 + 1 + 1 + 4 ⇒ (9) + 19 + 1 + 1 + 4 = 34 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (2) + 9 + 4 = 15 damage.

1d20 + 19 + 1 + 1 + 4 ⇒ (19) + 19 + 1 + 1 + 4 = 44 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (2) + 9 + 4 = 15 damage.

Claws:
1d20 + 19 + 1 + 1 + 4 ⇒ (13) + 19 + 1 + 1 + 4 = 38 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (4) + 9 + 4 = 17 damage.

1d20 + 19 + 1 + 1 + 4 ⇒ (9) + 19 + 1 + 1 + 4 = 34 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (3) + 9 + 4 = 16 damage.

DPower Attack:
1d20 + 18 + 1 + 1 + 4 ⇒ (16) + 18 + 1 + 1 + 4 = 40 to hit; (bite,feast,DP)
1d6 + 9 + 4 ⇒ (3) + 9 + 4 = 16 damage
1d20 + 18 + 1 + 1 + 4 ⇒ (19) + 18 + 1 + 1 + 4 = 43 CMD to grapple.

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).


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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 9, 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 debates his next gnomy actions. He's got several hostiles to the north, but the babau seems to have the three nowly-large jannis occupied. Otah's got his horse, and Aldebert's got his. Yeen seems intent on flensing his embraced rat janni, which leaves himself wondering about the two janni suddenly sending arrows towards the great cat, and somehow managing to hit it, for all the half's protections.

Given the openness of the tunnels, and pretty sure they'll be seeing more moles working their way towards the sounds of their success, the gnome makes up his mind.

"Alright, Sarah, we could use a little more support here. Really shore up the battle lines criss-crossing us like a cross-eyed spider. A little help, please?"

Cast Spiritual Ally

A mere hiccup later, and another Sarahtar appears! This Blade has a different color, opalescent swirling light reflecting a heightened spirituality worthy of the Dawnflower Herself.

"OOooOOooOO!! Mystmorning!! You are a sight for all eyes!! Please introduce Yourself to those two wretched archers. We're suffering on pins and needles."

So begins a tandem effort on the part of the gnome's spiritual weaponry.

Sarahtar: 1d20 + 16 ⇒ (13) + 16 = 29 for 1d8 + 4 ⇒ (2) + 4 = 6 damage
Sarahtar: 1d20 + 11 ⇒ (8) + 11 = 19 for 1d8 + 4 ⇒ (7) + 4 = 11 damage

Mystmorning: 1d20 + 16 ⇒ (1) + 16 = 17 for 1d10 + 4 ⇒ (8) + 4 = 12 damage
Mystmorning: 1d20 + 11 ⇒ (8) + 11 = 19 for 1d10 + 4 ⇒ (6) + 4 = 10 damage

The gnome looks quite pleased with himself, arms crossed, big grin on his whiskered face, though the Rod's blessing of Invisibility prevents all but the babau and Mahdi from appreciating it.


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

Neat spiritual ally.

Otah shifts slightly closer to the rest of the battle, while Zenzirad continues to strike at the fiery horse in front of him.

Zenzirad, Moved, Pwr, Hasted, Large: 1d20 + 22 + 3 - 4 + 1 + 2 ⇒ (1) + 22 + 3 - 4 + 1 + 2 = 25
Darn for: 1d10 + 11 + 3 + 12 + 2 ⇒ (8) + 11 + 3 + 12 + 2 = 36 Cold: 1d6 ⇒ 4
Zenzirad, Moved, Pwr, Hasted, Large: 1d20 + 22 + 3 - 4 + 1 + 2 ⇒ (2) + 22 + 3 - 4 + 1 + 2 = 26 for: 1d10 + 11 + 3 + 12 + 2 ⇒ (2) + 11 + 3 + 12 + 2 = 30 Cold: 1d6 ⇒ 1
Zenzirad, Moved, Pwr, Hasted, Large: 1d20 + 17 + 3 - 4 + 1 + 2 ⇒ (19) + 17 + 3 - 4 + 1 + 2 = 38 for: 1d10 + 11 + 3 + 12 + 2 ⇒ (5) + 11 + 3 + 12 + 2 = 33 Cold: 1d6 ⇒ 3
Zenzirad, Moved, Pwr, Hasted, Large: 1d20 + 12 + 3 - 4 + 1 + 2 ⇒ (4) + 12 + 3 - 4 + 1 + 2 = 18 for: 1d10 + 11 + 3 + 12 + 2 ⇒ (1) + 11 + 3 + 12 + 2 = 29 Cold: 1d6 ⇒ 4


|Roll20 Link- Age of Worms|

Yeen finishes one janni captain off, before snaring the other. Otah brings down his nightmare, while Mahdi enters another meditative state, seeking a summons, while his demon injures the large janni to his north. Pent summons his own Ally, who misses handily, while the Sarahtar casually nicks the nare of the mare. Aldebert and steed lean into the large horse, mirroring the dwarf's success. Both cauchemars collapse to the cavern floor, dead.

Mahdi:

You witness two efreeti working their way into the cavern at the northern tunnel entrance. They seem to be considering the babau first, but when the cauchemars both fall, they seem to regard Otah and Aldebert as more pressing.

Also, another of these same efreeti passes through the southern tunnel, in the direction of Amiamble and Yeen.

The jannis continue their assault.

The three enlarged janni throw their scimitars at the babau, intent on seeing it slaughtered first.

Scimitar, Flank: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37 for 1d8 + 8 + 2d6 ⇒ (5) + 8 + (3, 4) = 20 damage
Confirm Critical?: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24 for 1d8 + 8 ⇒ (7) + 8 = 15 damage
Scimitar, Flank: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 for 1d8 + 8 + 2d6 ⇒ (5) + 8 + (6, 5) = 24 damage

Scimitar, Flank: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34 for 1d8 + 8 + 2d6 ⇒ (6) + 8 + (6, 3) = 23 damage
Scimitar, Flank: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 for 1d8 + 8 + 2d6 ⇒ (3) + 8 + (6, 2) = 19 damage

Scimitar, Flank: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 for 1d8 + 8 + 2d6 ⇒ (8) + 8 + (5, 5) = 26 damage
Confirm Critical?: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34 for 1d8 + 8 ⇒ (3) + 8 = 11 damage
Scimitar, Flank: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 for 1d8 + 8 + 2d6 ⇒ (6) + 8 + (2, 6) = 22 damage

The babau is dismissed by the deadly array of scimitars striking from all sides.

Recognizing the celestial scimitar as little threat, the southern archers target Otah twice, regarding the hovering carpet as riderless, and failing to detect the invisible mage.

Composite Longbow, O: 1d20 + 16 ⇒ (15) + 16 = 31 for 1d8 + 5 ⇒ (4) + 5 = 9 damage
Composite Longbow, O: 1d20 + 16 ⇒ (18) + 16 = 34 for 1d8 + 5 ⇒ (6) + 5 = 11 damage

Grappled janni flails, delaying for some reason.

Amiamble, Mahdi, Pent:

New guests slip out of invisibility to flank Yeen, ranseurs flaming. Another efreeti casts a spell on Yeen.

Ranseur, Flank, Y: 1d20 + 24 + 2 ⇒ (17) + 24 + 2 = 43 for 2d6 + 15 ⇒ (3, 1) + 15 = 19 damage
Ranseur, Flank, Y: 1d20 + 24 + 2 ⇒ (12) + 24 + 2 = 38 for 2d6 + 15 ⇒ (6, 5) + 15 = 26 damage

Fortitude Save DC 16, Yeen, or become Smaller, as per Reduce Person. No fire damage will touch the cat, due to the resistance.

Round 10
Amiamble- 25 (-4 Fire, Yeen -52hp)
Otah- 22 (Enlarged, -42hp)
Mahdi-21 (-26hp)
Pent- 13 (-17hp, -26 Fire)
Aldebert- 11 (-20hp, -58 Fire, 5 images)
Janni- 8 (-14hp, -62hp, -23hp, -35hp, -37hp)

The Party is up! Roll20 Map has been updated.

Party Buffs
Haste- 5 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

Mahdi snorts darkly when his babau falls, intending to bring worse to bear. Seconds later, something that looks like a clattering nightmare of bones and metal materializes. Summoning an osyluth devil with summon monster vii, shown by the red square on the map. It's flying. Of note, the bone devil does not have constant see invisibility.

"Ahhhhh.... earth..... full of so many things... with... flesh," the skeletal nightmare says in a dry, dry voice.

"Yes, well, focus on the ones that have genie flesh," Mahdi snaps out, unseen. The bone devil chuckles with a sound like breaking glass.

"Yesss.... 'master'."

Osyluth will cast quickened invisibility, then attack breaking invisibility (but getting its advantage of vs flat-foooted and +2 on the first attack). Starting with the janni nearest Pent (north one).

Osyluth bite: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Claw 1: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Claw 2: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Tail sting: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 3d4 + 5 ⇒ (2, 2, 4) + 5 = 13 And a DC 20 Fort save vs poison

As its claws rake flesh from one of the janni, the grinning bone monstrosity smiles at the nearer janni, an inviting promise of what is to come.

(The janni that is within 5' of the osyluth needs to make a will save vs fear, DC 19, or they are affected as if by fear for 1d6 ⇒ 3 rounds. On a success, shaken for 1 rd.

Mahdi himself.... looks south, looks east...

GM:
Just clarifying OOCly, there are two more, invisible janni coming in from the eastern corridor into the room with the dead cauchemars? If that's the case, I'll fly in some to the big cauchemar cavern, and do a glitterdust (breaking my own invisibility) to try and catch the two newcomers, though ideally I'd like to hit some of the other janni with it too if that is feasible regarding positions. Are the newcomers beelining in for melee with scimitars drawn, or do they have bows out and look like they are going to invisibly snipe on Otah and Aldebert? If they are coming in for melee, I could ready to throw the glitterdust until I could hit as many as possible. Sorry, this is a complicated turn. :P


|Roll20 Link- Age of Worms|

Mahdi:

There are two invisible efreeti to the northeast from the dead cauchemar, yes. They bear flaming ranseurs, much like the single efreeti you witnessed slipping towards Amiamble and Yeen.

Per your contingencies, Mahdi will move into the grand cavern, and toss Glitterdust to tag the two efreeti, though it will miss the enlarged janni, in doing so.

While Otah and Amiamble continue to press on, Mahdi brings another Ally into the mix, to the south, while he himself blasts something to the north.

Two large efreeti, bearing flaming ranseurs, emerge from their invisibility in the glittery cloak of your fire mage.

Will Save v DC 21: 1d20 + 14 ⇒ (14) + 14 = 28
Will Save v DC 21: 1d20 + 14 ⇒ (2) + 14 = 16

One of them appears to be working at his eyes, instead of glaring evilly at any one of you.

Otah, Amiamble, Pent, and Aldebert are up!


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

"New playmates," Mahdi calls, unnecessarily, pointing at the now-shiny goldbois.


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

Round: 10, Initiative: 11

Aldebert Status:
HP: 102/129; AC: 34 (F33/T14) (included: magic vestment & barkskin) (not included: -2 from lunge)
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, 54hp), Air Walk (1/28m), Haste, Mirror Image (1/11m, 5 images)
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, 70hp), 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)
- - -

"Thanks Mahdi, for lighting them up!"

Aldebert can’t tell what’s going on behind him, but he trusts his brother and Yeen to tear apart whatever opposition there may be. So he forges head, nudging Gretiem east, and then north, avoiding AoO’s from the enemy and climbing slightly in the air. In the end, he lunges as he swings!

Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36 (feast, higher ground) damage: 1d10 + 21 ⇒ (9) + 21 = 30

(5 mirror images)


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 10, Init 27
Amiable looks around, a look of fear and worry on his face (assuming one can see invisible). He does not see his brother. WHERE IS ALDEBERT!?

Yeen, 5' stepping, again tears and rips and rakes at the thing in his mouth until it is dead.  

1d20 + 18 + 1 + 1 + 4 ⇒ (5) + 18 + 1 + 1 + 4 = 29 CMD to maintain grapple.
1d20 + 18 + 1 + 1 + 4 ⇒ (15) + 18 + 1 + 1 + 4 = 39 to hit; (bite,feast,+haste,+DP)
1d6 + 9 + 4 ⇒ (2) + 9 + 4 = 15 damage

Rake:
1d20 + 19 + 1 + 1 + 4 ⇒ (14) + 19 + 1 + 1 + 4 = 39 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (2) + 9 + 4 = 15 damage.

1d20 + 19 + 1 + 1 + 4 ⇒ (3) + 19 + 1 + 1 + 4 = 28 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (4) + 9 + 4 = 17 damage.

Claws:
1d20 + 19 + 1 + 1 + 4 ⇒ (9) + 19 + 1 + 1 + 4 = 34 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (1) + 9 + 4 = 14 damage.

1d20 + 19 + 1 + 1 + 4 ⇒ (2) + 19 + 1 + 1 + 4 = 27 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (4) + 9 + 4 = 17 damage.

DPower Attack:
1d20 + 18 + 1 + 1 + 4 ⇒ (8) + 18 + 1 + 1 + 4 = 32 to hit; (bite,feast,DP)
1d6 + 9 + 4 ⇒ (2) + 9 + 4 = 15 damage

Ami casts a spell to heal Yeen.
CCW: 4d8 + 13 ⇒ (3, 8, 8, 1) + 13 = 33 healing

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: 3/7 used (AirWalk*1,DivPower*1,Grove,FoM*0,CCW*1,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).


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 10, 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 instinctively pulls both spiritual scimitars to fence off the foes. Swift Action to reposition the Spiritual Ally, Move Action to reposition the Spiritual Weapon Both of them target the same janni captain. Preferably an already-injured one.

Sarahtar: 1d20 + 16 ⇒ (14) + 16 = 30 for 1d8 + 4 ⇒ (2) + 4 = 6 damage

Mystmorning: 1d20 + 16 ⇒ (11) + 16 = 27 for 1d10 + 4 ⇒ (4) + 4 = 8 damage
Mystmorning: 1d20 + 11 ⇒ (2) + 11 = 13 for 1d10 + 4 ⇒ (9) + 4 = 13 damage

Further instinctively, Pent pulls back from the southern front line of the chamber which previously housed horses, giving the rest of the room a good looking over.

Everyone here, except Amiamble. I'm sure he's fine. He knows how to bark out loud if he thinks he's getting overwhelmed, right? I'll keep an ear out. Yep, nothing. Either he's extremely confident, or he's unconscious. Still nothing. No yelps for help, no bays for aid, no hiss for assistance, no yorts for support. Yeah, he's probably fine."


|Roll20 Link- Age of Worms|

<Gentle nudge for Otah> An interesting two-front battle. I'm curious to see where the dwarf goes...


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

So many foes...

Otah continues towards the mass of large enemies that could swarm Aldebert, unaware as to what Amiamble is facing.

Kinda glad I took Rapid Attack!
Forgo first non-hasted attack
Zenzirad w/ Bane, Moved, Pwr, Hasted, Large: 1d20 + 22 + 2 + 3 - 4 + 1 + 2 ⇒ (20) + 22 + 2 + 3 - 4 + 1 + 2 = 46 for: 1d10 + 11 + 2 + 3 + 12 ⇒ (6) + 11 + 2 + 3 + 12 = 34 Cold: 1d6 ⇒ 1 Bane: 2d6 ⇒ (2, 6) = 8
Zenzirad w/ Bane, Moved, Pwr, Hasted, Large: 1d20 + 17 + 2 + 3 - 4 + 1 + 2 ⇒ (7) + 17 + 2 + 3 - 4 + 1 + 2 = 28 for: 1d10 + 11 + 2 + 3 + 12 ⇒ (7) + 11 + 2 + 3 + 12 = 35 Cold: 1d6 ⇒ 2 Bane: 2d6 ⇒ (1, 2) = 3
Zenzirad w/ Bane, Moved, Pwr, Hasted, Large: 1d20 + 12 + 2 + 3 - 4 + 1 + 2 ⇒ (8) + 12 + 2 + 3 - 4 + 1 + 2 = 24 for: 1d10 + 11 + 2 + 3 + 12 ⇒ (4) + 11 + 2 + 3 + 12 = 32 Cold: 1d6 ⇒ 3 Bane: 2d6 ⇒ (3, 4) = 7

Confirm Crit: 1d20 + 22 + 2 + 3 - 4 + 1 + 2 ⇒ (6) + 22 + 2 + 3 - 4 + 1 + 2 = 32For: 2d10 + 12 + 4 + 6 + 24 ⇒ (3, 6) + 12 + 4 + 6 + 24 = 55 and Icy Burst: 2d10 ⇒ (7, 3) = 10

If the foe drops from the first crit, can he instead use Spring Attack and move to threaten the one closest to Aldebert?


|Roll20 Link- Age of Worms|

Yeen does what the big cat does best, and slaughters another janni, while receiving healing from on high. Otah advances into the large janni fray, careful to avoid any incoming attacks for doing so. The janni he targets is already injured, so Zenzirad, in the dwarf's hands, appears to pluck the janni's head off, like a dandelion, in a single, magnificent swing.

Mahdi illuminates two skulking efreeti sneaking their way into the cavern from the north, while his bone devil staves off attacks from the archers to the south.

Fortitude Save v DC 20: 1d20 + 11 ⇒ (8) + 11 = 19 1d3 ⇒ 3 strength damage

The bone devil's poisonous tail finds its mark, the janni audibly groaning with more than the pain of the sting.

Will Save v DC 19: 1d20 + 7 ⇒ (12) + 7 = 19

The other archer janni finds his spine, despite floating in the midst of three hostile forces arranged against him and his fellow archer.

Pent encourages his spiritual scimitars to continue bloodying the janni to the south, though they fail to be as effective as the devil. Aldebert, for his caution, strikes an already-injured janni from lunge, almost, but not quite, finishing him off.

Xotani's Defense continues its assault on the Scourge.

The two efreeti from the north strike at Aldebert, one guiding the blinded other to strike in the same direction. They take some small comfort in striking from 20' away with their ranseurs.

Flaming Ranseur, Al: 1d20 + 24 ⇒ (2) + 24 = 26 for 2d6 + 15 + 1d6 ⇒ (6, 4) + 15 + (1) = 26 damage, including Fire

Flaming Ranseur, Al: 1d20 + 24 ⇒ (3) + 24 = 27 for 2d6 + 15 + 1d6 ⇒ (1, 4) + 15 + (4) = 24 damage, including Fire
Miss Chance, High Good: 1d100 ⇒ 90

Will Save v DC 21: 1d20 + 14 ⇒ (6) + 14 = 20

The fire mage's magic still seems to interfere with the pair, both missing the halfling by a mile. The blinded efreeti still struggles at his eyes to see...

The pair of enlarged janni captains move against the enlarged dwarf, beginning to circle him. One of them strikes at Otah's side, while the other misses.

Scimitar, O: 1d20 + 15 ⇒ (15) + 15 = 30 for 1d8 + 8 ⇒ (3) + 8 = 11 damage

Scimitar, O: 1d20 + 15 ⇒ (4) + 15 = 19 for 1d8 + 8 ⇒ (3) + 8 = 11 damage

Cast Defensively v DC 19: 1d20 + 8 ⇒ (13) + 8 = 21
Cast Defensively v DC 19: 1d20 + 8 ⇒ (12) + 8 = 20

Both archer janni in the midst of devil and divine disappear from sight.

Pent, Amiamble, Osyluth:

The three efreeti continue their assault on the lone cat in their midst, though the gnome can only see the singular efreeti past the entrance. Both gnome and osyluth lose sight of the efreeti and Yeen, when a Wall of Fire ignites just to the south of the bone devil, emanating its fires in its direction.

Oh, and the bone devil burns.

Fire Damage: 2d4 ⇒ (2, 1) = 3

This spoiler is for Amiamble's eyes only.

Spoiler:

The two melee efreeti disappear swiftly, and reappear, striking out with their ranseurs to slay the cat, though miraculously, only once does the cat bleed, among four flenses.

Ranseur, Y: 1d20 + 24 + 2 ⇒ (9) + 24 + 2 = 35 for 2d6 + 15 ⇒ (2, 3) + 15 = 20 damage

Ranseur, Y: 1d20 + 24 + 2 ⇒ (20) + 24 + 2 = 46 for 2d6 + 15 ⇒ (4, 4) + 15 = 23 damage
Confirm Critical?: 1d20 + 24 + 2 ⇒ (1) + 24 + 2 = 27 for 2d6 + 15 ⇒ (1, 2) + 15 = 18 damage
Ranseur, Y: 1d20 + 19 ⇒ (17) + 19 = 36 for 2d6 + 15 ⇒ (4, 5) + 15 = 24 damage
Ranseur, Y: 1d20 + 14 ⇒ (11) + 14 = 25 for 2d6 + 15 ⇒ (2, 2) + 15 = 19 damage

Otah:

Alright, here, I can help.

Zenzirad thrums in your grip, and your wounds begin to close.

Cure Moderate Wounds: 2d8 + 15 ⇒ (3, 5) + 15 = 23

Round 11
Amiamble- 25 (-4 Fire, Yeen -42hp)
Otah- 22 (Enlarged, -30hp)
Mahdi-21 (-26hp)
Bone Buddy- 21 (-3hp)
Pent- 13 (-17hp, -26 Fire)
Aldebert- 11 (-20hp, -58 Fire, 5 images)
Janni- 8 (-36hp, -37hp, -44hp)
Efreeti- 8

The Party is up! Roll20 Map has been updated.

Party Buffs
Haste- 4 rounds
Protection from Energy(Fire.120)


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

Round: 11, Initiative: 11

Aldebert Status:
HP: 102/129; AC: 34 (F33/T14) (included: magic vestment & barkskin) (not included: -2 from lunge)
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, 54hp), Air Walk (1/28m), Haste, Mirror Image (1/11m, 5 images)
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, 70hp), 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 hears Pent, ”Does nobody have eyes on my brother? You just left him back there? Alone?! By the grace of Abadar…” he trails off, saying no more.

He peels back, withdrawing from combat to seek out his brother and aid him if need be. He's not worried, having every confidence in his brothers combat ability, but no one should be alone down here. Climbing to 20’ I think he avoids all AoOs as he comes around the corner, and sees the wall of fire, but not his brother. He calls out, ”Brother, tell Yeen to stop playing with his food and join us.”

(5 mirror images)


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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

The bone devil burns not in the slightest, thanks to its infernal immunity to fire. It chuckles and sidesteps back through the flames, half in and half out of them, ignoring the fire just as it ignores gravity, and then lashing out at the janni it can see.

"Why, little champion, your brother is NOT alone.... I am here...... hehhhhh... are you not.... comforted...?"

Vs big janni that Ossie is now adjacent to:

Bite: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Claw: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Claw: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Sting: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 3d4 + 5 ⇒ (3, 3, 1) + 5 = 12 And Fortitude save DC 20 vs 1d3 ⇒ 2 STR damage

(Adjacent, big janni will also need a DC 19 will save vs fear; the poisoned, now-invisible janni from previous turn will also need to keep making saves against his poison.)

Mahdi rolls his eyes at his devil's posturing, and says: "Your brother IS invisible, Aldebert. That makes it difficult for many people to 'have eyes' on him, as you say. Anyway, he's with that cat of his, which is a perfectly savage companion."

Mahdi regards the disgustingly-useless cold metamagic rod in his hand-- well useless as far as he's concerned, anyway-- and shakes his head, considering Otah's foes and the archers beyond. He decides Otah has things in hand... more or less... but coats the ground beneath the archers with a slippery goop.

Their reflex saves are probably ridiculous but what the heck, we'll try a grease spell. Reflex DC 20 or prone, orange square.


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 Zenzirad's magic heals him. He turns the grin on the nearest Janni and lets Zenzirad strike.

Zenzirad w/ Bane, Pwr, Hasted, Large: 1d20 + 22 + 2 - 4 + 1 + 2 ⇒ (6) + 22 + 2 - 4 + 1 + 2 = 29 for: 1d10 + 11 + 2 + 12 + 3 ⇒ (6) + 11 + 2 + 12 + 3 = 34 Cold: 1d6 ⇒ 4 Bane: 2d6 ⇒ (6, 4) = 10
Zenzirad w/ Bane, Pwr, Hasted, Large: 1d20 + 22 + 2 - 4 + 1 + 2 ⇒ (3) + 22 + 2 - 4 + 1 + 2 = 26 for: 1d10 + 11 + 2 + 12 + 3 ⇒ (8) + 11 + 2 + 12 + 3 = 36 Cold: 1d6 ⇒ 4 Bane: 2d6 ⇒ (6, 6) = 12
Zenzirad w/ Bane, Pwr, Hasted, Large: 1d20 + 17 + 2 - 4 + 1 + 2 ⇒ (6) + 17 + 2 - 4 + 1 + 2 = 24 for: 1d10 + 11 + 2 + 12 + 3 ⇒ (8) + 11 + 2 + 12 + 3 = 36 Cold: 1d6 ⇒ 3 Bane: 2d6 ⇒ (1, 3) = 4
Zenzirad w/ Bane, Pwr, Hasted, Large: 1d20 + 12 + 2 - 4 + 1 + 2 ⇒ (14) + 12 + 2 - 4 + 1 + 2 = 27 for: 1d10 + 11 + 2 + 12 + 3 ⇒ (6) + 11 + 2 + 12 + 3 = 34 Cold: 1d6 ⇒ 4 Bane: 2d6 ⇒ (5, 4) = 9


|Roll20 Link- Age of Worms|

The efreeti to the north are happily flying, as they do it so well. Mahdi, if you'd like to reconsider your Grease, you're more than welcome to do so. And they're not archers, they wield flaming ranseurs, so strike from 20' away :) .

Pent and Amiamble are up!


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

My bad, on both counts. My brain is sludge. You clearly stated ranseuring, not archering. I will happily retcon the grease, yes. So I'm not holding things up, I'll use a standard action to recharge glitterdust via my pearl of power, no attack this round from me.


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 11, Init 27

”BROTHER! THERE ARE A LOT OF BIG ONES HERE! AND THEY ARE HURTING YEEN!!” Ami cries out, worried. He heals Yeen again. ”There are so many of them! And all I see is this ugly devil thing. It’s not good.”

CCW: 4d8 + 13 ⇒ (2, 5, 7, 7) + 13 = 34 healing

Yeen, 5' stepping, lunges at the djinni to the north.

Bite:
1d20 + 18 + 1 + 1 + 4 ⇒ (4) + 18 + 1 + 1 + 4 = 28 to hit; (bite,feast,+haste,+DP)
1d6 + 9 + 4 ⇒ (6) + 9 + 4 = 19 damage

Claws:
1d20 + 19 + 1 + 1 + 4 ⇒ (1) + 19 + 1 + 1 + 4 = 26 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (1) + 9 + 4 = 14 damage.

1d20 + 19 + 1 + 1 + 4 ⇒ (5) + 19 + 1 + 1 + 4 = 30 to hit; (claw,feast)
1d4 + 9 + 4 ⇒ (3) + 9 + 4 = 16 damage.

DPower Attack:
1d20 + 18 + 1 + 1 + 4 ⇒ (13) + 18 + 1 + 1 + 4 = 37 to hit; (bite,feast,DP)
1d6 + 9 + 4 ⇒ (2) + 9 + 4 = 15 damage

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: 4/7 used (AirWalk*1,DivPower*1,Grove,FoM*0,CCW*2,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).


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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 11, 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 watches as Aldebert crosses back through the cavern to call back to his half brother, leaving Otah to defend the north. The gnome brings his blades back to join the dwarf.

Sarahtar: 1d20 + 16 ⇒ (13) + 16 = 29 for 1d8 + 4 ⇒ (4) + 4 = 8 damage

Mystmorning, Charge: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28 for 1d10 + 4 ⇒ (10) + 4 = 14 damage

The gnome feels like his work is done, directing his divine blades to bear on a bloodied janni. Then he looks down on his hand, and remembers the Rod and its heft. He sees an opportunity to finish off the fellow, so he thrusts his Rod in the general direction of the same janni captain.

Rod of Wonder: 1d100 ⇒ 39

A bolt of lightning blasts the janni! for 6d6 ⇒ (4, 1, 4, 2, 1, 2) = 14 points of electrical damage, Reflex Save DC 15 for half.

The aggressive act pops the gnome's invisibility.


|Roll20 Link- Age of Worms|

Amiamble heals his mount, while the cat does its best to stave off its attackers. Otah does the same, though Zenzirad manages to cut down both, two swings each! Mahdi recalls a spell, while the bone devil snuggles with the same efreeti just beyond the wall of fire.

Fortitude Save v DC 20: 1d20 + 15 ⇒ (15) + 15 = 30
Will Save v DC 19: 1d20 + 14 ⇒ (12) + 14 = 26
Fortitude Save v DC 20: 1d20 + 11 ⇒ (5) + 11 = 16 for 1d3 ⇒ 2 Strength Damage

Pent redirects his spiritual arsenal against the remaining foes to the north, though only the Sarahtar gets a swing, as the representation of Mystmorning can only close the distance, given its movement. The gnome's Rod fizzles and fails to find the backside of the efreeti, by a measly margin of 10'.

Aldebert repositions, to be nearer his brother.

The remaining entities continue their attacks, with various levels of enthusiasm.

One efreeti moves towards Otah, though it provokes an attack from Mystmorning on the way by.

Mystmorning AoO: 1d20 + 16 ⇒ (16) + 16 = 32 for 1d10 + 4 ⇒ (5) + 4 = 9 damage

Undaunted, the blinded efreeti swings its ranseur at the dwarf.

Ranseur, O: 1d20 + 24 ⇒ (1) + 24 = 25 for 2d6 + 15 ⇒ (1, 4) + 15 = 20 damage
Miss Chance, High Good: 1d100 ⇒ 16

The second glittery efreeti charges the bestower of the sparkle, Mahdi, now quite visible.

Ranseur, Charge, M: 1d20 + 24 + 2 ⇒ (2) + 24 + 2 = 28 for 2d6 + 15 ⇒ (4, 6) + 15 = 25 damage

Meanwhile, the big cat continues to draw the attention of the other efreeti.

The injured efreeti decides he's had enough of the circumstance.

Spellcraft DC 17:

The genie cast defensively, and slipped into Invisibility.

The last two efreeti change up their melee tactics. The efreeti to the right of Yeen takes a single stab at the cat, before retreating 40'.

Ranseur, O: 1d20 + 24 ⇒ (16) + 24 = 40 for 2d6 + 15 ⇒ (3, 2) + 15 = 20 damage

This leaves a lane for the rear efreeti to move up, and plant another blade tip in the cat's hide, keeping a healthy distance of 20'.

Ranseur, O: 1d20 + 24 ⇒ (15) + 24 = 39 for 2d6 + 15 ⇒ (2, 4) + 15 = 21 damage

As soon as the ranseur's blade retracts, the front efreeti slips from sight.

Spellcraft DC 17:

Invisibility, again.

Round 12
Amiamble- 25 (-4 Fire, Yeen -49hp)
Otah- 22 (Enlarged, -30hp)
Mahdi-21 (-51hp)
Bone Buddy- 21 (-3hp)
Pent- 13 (-17hp, -26 Fire)
Aldebert- 11 (-20hp, -58 Fire, 5 images)
Efreeti- 8 (-80hp, -8hp, -37hp)

The Party is up! Roll20 Map has been updated.

Party Buffs
Haste- 3 rounds
Protection from Energy(Fire.120)


|Roll20 Link- Age of Worms|

Gah, missed a Will Save v Blindness

Will Save v DC 21: 1d20 + 14 ⇒ (3) + 14 = 17

The previously-blinded efreeti remains blinded.


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

Just to be clear I understand OOCly (I know I don't have line of sight currently to the invisible hijinx) the ones that are turning invisible are not attacking in the same round, right? The 'front' one was the one I was unsure about, in terms of what efreet is doing what. Semi-relatedly have you considered color-coding them in roll20 for ease of OOC communication? I'll post actions later Thursday


|Roll20 Link- Age of Worms|

Your friendly neighborhood efreeti are indeed attacking in the same round as they turn invisible, indicating their ability to cast it as a quickened spell-like ability. You raise a good suggestion- they're now color-coded (Green is Invisible, and also bears the 'ninja' symbol to reinforce its status).


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 stands his ground, lashing out against the efreeti who dares to ignore him and go after his fire mage friend.

vs Blue, If he goes down, carry over attacks to Red. (Reach+Large)

Zenzirad w/ Bane, Large, Pwr, Hasted: 1d20 + 22 + 2 + 2 - 4 + 1 ⇒ (9) + 22 + 2 + 2 - 4 + 1 = 32 for: 1d10 + 11 + 2 + 3 + 12 ⇒ (4) + 11 + 2 + 3 + 12 = 32 Cold: 1d6 ⇒ 6 Bane: 2d6 ⇒ (1, 1) = 2
Zenzirad w/ Bane, Large, Pwr, Hasted: 1d20 + 22 + 2 + 2 - 4 + 1 ⇒ (18) + 22 + 2 + 2 - 4 + 1 = 41 for: 1d10 + 11 + 2 + 3 + 12 ⇒ (5) + 11 + 2 + 3 + 12 = 33 Cold: 1d6 ⇒ 2 Bane: 2d6 ⇒ (1, 3) = 4
Zenzirad w/ Bane, Large, Pwr, Hasted: 1d20 + 17 + 2 + 2 - 4 + 1 ⇒ (14) + 17 + 2 + 2 - 4 + 1 = 32 for: 1d10 + 11 + 2 + 3 + 12 ⇒ (1) + 11 + 2 + 3 + 12 = 29 Cold: 1d6 ⇒ 4 Bane: 2d6 ⇒ (4, 3) = 7
Zenzirad w/ Bane, Large, Pwr, Hasted: 1d20 + 12 + 2 + 2 - 4 + 1 ⇒ (8) + 12 + 2 + 2 - 4 + 1 = 21 for: 1d10 + 11 + 2 + 3 + 12 ⇒ (9) + 11 + 2 + 3 + 12 = 37 Cold: 1d6 ⇒ 1 Bane: 2d6 ⇒ (1, 3) = 4


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 12, Init 27

Having a clearing of baddies, Ami and Yeen spin to rejoin his brother. They double move, giving wide birth to the devil and things that might burn. Ami casts another healing spell on Yeen.

CCW: 3d8 + 13 ⇒ (3, 6, 7) + 13 = 29 healing

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: 4/7 used (mag vest*2,MCaE*1,InvisPurge*0)
Lvl 4: 4/7 used (AirWalk*1,DivPower*1,Grove,FoM*0,CCW*2,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).


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

Round: 12, Initiative: 11

Aldebert Status:
HP: 102/129; AC: 34 (F33/T14) (included: magic vestment & barkskin) (not included: -2 from lunge)
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, 54hp), Air Walk (1/28m), Haste, Mirror Image (1/11m, 5 images)
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, 70hp), 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)
- - -

As Yeen comes around the corner, Aldebert calls out to his brother, ”Brother! Did you slay many enemies? Is our back secure?”

Assuming he gets some confirmation, he spins Gretiem back to the eastern front, hoping to get in some action before Otah kills them all…

He closes, drops altitude a little, and attacks! His movement almost certainly provokes from his target.
Greatsword (magic, cold iron, silver): 1d20 + 20 + 3 ⇒ (16) + 20 + 3 = 39 (feast, haste, higher ground) damage: 1d10 + 21 ⇒ (2) + 21 = 23
Gretiem Bite (magic): 1d20 + 15 + 3 ⇒ (1) + 15 + 3 = 19 (feast, haste, higher ground) damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13

(On the map, I'm under the horse between Mahdi and Otah.)
(5 mirror images)


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

Is the one attacking me still up after dwarven and halfadin onslaught?


|Roll20 Link- Age of Worms|

Blue falls to the third swing of Zenzirad, while Aldebert falls to his alternative attack, and safely approaches blinded Red, striking ably while Gretiem concentrates on positioning.

Pent and Mahdi 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 12, 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 watches as the cat returns, and hears the half huffing his hex to heal his helper. He chuckles, as he regards Mahdi's chiding of the other half's scolding. "Eyes on the half, heh. Like telling someone to look really closely, so they can see the flea circus performing. The flea fled the scene, and we still can't see him. Heh, heheheh."

The set of scimitars repositions to continue assaulting the blinded efreeti. The avatar of Mystmorning whisks into flank for Otah and Aldebert, with a quick gesture on the gnome's part. Swift Action to move Mystmorning.

Sarahtar: 1d20 + 16 ⇒ (8) + 16 = 24 for 1d8 + 4 ⇒ (3) + 4 = 7 damage
Sarahtar: 1d20 + 11 ⇒ (12) + 11 = 23 for 1d8 + 4 ⇒ (5) + 4 = 9 damage

Mystmorning: 1d20 + 16 ⇒ (9) + 16 = 25 for 1d10 + 4 ⇒ (4) + 4 = 8 damage
Mystmorning: 1d20 + 11 ⇒ (14) + 11 = 25 for 1d10 + 4 ⇒ (10) + 4 = 14 damage

With the foes falling like flies, Pent waits to see what pours into the cavern next...


|Roll20 Link- Age of Worms|

Thanks to Mahdi's Glitterdust, the magical blades hit three times out of four! The scimitars don't wreak nearly the kind of havoc as Aldebert's greatsword or Otah's Zenzirad, but the efreeti does bleed some more.

Mahdi to finish Round 12!

Mahdi:

To clarify- Green is Invisible, Purple is not. The tunnel is 15' high, roughly 10' wide, so Green will thwart the bone devil's attempt on Purple. Bone devil will know Green's last position, as it moved, attacked, then slipped from sight.


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

Aight, thanks. Sorry for the delay. Spent most of the day on the road or in a hospital waiting room, fun times. Efreeti get quickened invisilbility? uggh, bastards *glowers and mutters about "OP"... as if her own summoned monster did not have the same ability...

Mahdi grits his teeth through the wound but his allies destroy the efreet before he is forced to attempt defensive measures. "Thank you," the mage says tersely as the efreet's body drops. He holds his side where the fresh puncture of a ranseur wound is soaking his under-tunic.

"You seem to have this side in hand. Pent, you are watching for more of the unseen bastards, yes? Good. I'll check our rear."

Dripping some blood in his wake, Mahdi flies back the other way.

Hasted overland flight means I can get back to the juncture with a single move, which I am doing.

The bone devil has waited for Mahdi's orders, knowing it has an unseen foe ahead. Mahdi gestures impatiently. "It's right THERE. Go kill it."

The devil's skeletal face never loses its leering ossified grin, but a low snarl ricochets from his throat. "Someday, mortal.... you shall not give the orders...."

"But today I do," Mahdi snaps, and the bone devil flies forth to attempt to hit what it cannot see.

Bone devil flying charge vs last known location of green (sting attack): 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
Miss chance, high is a hit: 1d100 ⇒ 70
Damage: 3d4 + 5 ⇒ (1, 2, 4) + 5 = 12 And Fortitude DC 20 or poisoned. Are the other poisoned efreeti all dead now?

Mahdi can see the efreet fine, and follows the devil's attack with a wand-birthed magic missile.

MM: 4d4 + 4 ⇒ (4, 3, 2, 3) + 4 = 16

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Hey gang!

I wanted to get the discussion thread up, so people could start chatting and bouncing ideas off of each other for character creation. I will repost the creation outline again later tonight, in case you need it again.

RPG Superstar 2015 Top 16

That is a fine and fancy skelly you got there. All blinged out, brother.


A Horseman of the Apocalypse needs to look fabulous while destroying worlds!

RPG Superstar 2015 Top 16

I'm reminded of Captain Barbossa and his love for really big hats.

Anyhoo. I'll be playing a Keleshite wizard, going with the elemental focus whatsit rather than traditional specialization. So, favored spells fire, opposed spells water, etc.

Cue all sorts of puns about being hot-headed, having a fiery temper, and so forth and so forht.


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)

***RAWR!!!***

Fabric rips between sight, mind, and screen as Amiamble enters the thread through explosions of light and ripped fabric.

"I summon myself from the aether and into this thread! Let the circuits tremble and the pixels quake at my coming!"

Amiamble dusts himself off from the bits of alternate reality and unformed chaos from his naked body. He then slices through he silver cord attached at the waist.

"Legacy of Fire, eh? I shall ponder the depths of my black soul and darkest intents for a character worthy of this group."

Ami draws a large stone from the aether and places it near him. Ami dusts off the rock, has a sit, and begins to ponder. His chin rests upon this clenched fist and that upon a bowed elbow upon knee.

The build I have, the character/personality is still forming. I know it will be a creation of blood and suffering, but his voice is not yet fully known to me.

RPG Superstar 2015 Top 16

Doomy doomerson mcDoom-dooms?


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

Gentleman and ladies, may I introduce Aldebert Piddlespot a merchant turned adventurer. He's a short tempered halfling who adores his brother Amiamble. He had a somewhat successful mercantile business importing items out of Solku until it had a little setback - Gnolls. He and his brother escaped with their lives and were going to meet with Haleen until she disappeared.

Aldebert is wearing Scale Armor (I think) and is clearly uncomfortable in the heat. He bears a Cold Iron Guisarme and a nicely inscribed wooden holy symbol to Abadar.

I look forward to playing with you all! :)

GM Sloth, my brother and I are taking the Haleen trait as it fits thematically with what we're going to do. As of yet, we've taken no benefit from the trait. Did you have some ideas on how you'd want to change it? As written it provides a +1 hitpoint and +1 skillpoint at every level for a favored class (obviously too much).

RPG Superstar 2015 Top 16

Haha, this'll be great! Two teams of brothers. :P

Nice to meetcha, Aldebert. Gnolls appear to be a common element in the backstories for James's character and myself as well... there could be some considerable overlap, actually, given the mercantile thing. I'll have to post what we've got in a bit.


Once Rand sends me his build, I will shoot you both some ideas for the trait.

Also...

Aldebert:
I'm seeing 30ft movement listed in your character information. I'm assuming you're using the Halfling racial substitution for that, correct? I might've missed it. But, you're also under a medium load, which would also reduce your movement (unless there's another thing I'm overlooking.)

I'm a little surprised that no one went with anything too crazy. I really like what I see though. No complaints there! I just expected maybe an advanced race or two instead of two humans and two halflings. :P


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

Once Rand sends me his build, I will shoot you both some ideas for the trait.

Also...

** spoiler omitted **

Thanks.

GM Sloth:
Yes, I did take the racial trait for the move - I thought I noted it somewhere, but if not I'll correct that. And yes, my current move is 20'. I didn't note it there as it may be 30' depending on where my pack is. ;)


Gotcha! Thanks for clarifying. :D


Hi all! Nice to make your acquaintance.

I just had a crazy bit of drama in the past few days, so a bit behind the curve in thinking of a character. Appreciate your patience as I gradually pull my head out of the sand.


Yay! Sorry about the last couple of days. But I'm glad you're still here with us.

RPG Superstar 2015 Top 16

No problemo! No rush!


Half Orc Cleric3/Rogue3/Monk3/Wizard3/Barbarian3

Hey everyone. Sorry for not posting soon, I am on vacation. I have settled on playing Hazim Al-Jabira, the elder of the Al-Jabira brothers.


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

And here is his occasionally pain-in-the-butt younger brother, Mahdi. Stats comin' soon.


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 shifts on his rock, barely moving his head to nod to both Aldebert and Mahdi (ignoring St. B and Scarecrow as they have no discernible form) a modest gesture of acknowledgement, but it is clear that he is lost in dark thoughts of creation.

On occasion, he simultaneously pull an idea out of his head with his left hand while opening up a rift in the thread's fabric to cast the idea into the pits of null creation.

That concept was unworthy. And Furion is a silly name.

Amiable continues to think.


That's interesting you say that, Amiamble...

Amiamble:
EXPLOOOOOOOOSIVE RUNES!

In the face! Suck it!


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Testing, testing. Here's Hazim Al-Jabira. Character is mostly done, just selecting a drawback (thinking over protective) and then traits, and I'm 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)

Amiamble raises his head, still smoking and charred from a recent and *totally* unexpected and random explosion to nod and welcome Hazim.

I hope that one is useful.

Ami conjures a rag from the aether and wipes away the char from his face. He quickly goes back to thinking.


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

Here's the wall of tl;dr that James (Hazim) and I collaborated on for our characters' backstory:

Ahhh words:
Ahmad Al-Jabira and his wife, Ziya Al-Jabira, were the owners of a small but profitable merchant caravan that made the trip seasonally from Ipeq, in Osirion, to mighty Katapesh. They were veterans of the road, and Ahmad and Ziya were both as skilled with a crossbow as the handful of loyal guards that accompanied them on these trips. Ahmad managed the finances and the merchandise; Ziya, who had grown up in the rough streets of Katapesh, kept an eye out for swindlers and cheats.

Their two sons also rode with them, Hazim and Mahdi. Hazim learned from his mother all the tricks merchants might use to disguise everything from a sick camel to a broken vase... as well as how to move quietly in the dunes, or how to throw a knife at twenty paces.

Mahdi, five years younger than his brother, was more indulged by their parents. He had a quick wit and took well to the tallying of profits and loss, but he was only ten years old when the caravan made its last trip.

For all Ziya and Ahmad's experience, sometimes the desert is a foe that cannot be outsmarted, and its dangers are many-- including the rapacious gnoll slavers that roam the highlands and occasionally dare to attack choice prizes moving across the desert.

One such pack of gnolls descended on the Al-Jabira caravan in the night. A gnoll spear took Ziya as she stood the night watch, and her dying scream roused her husband, the boys, and the rest of the guards, but it was too little, too late: the caravan was overwhelmed.

Ahmad was cut down as he attempted to shield his children with is life, and though Hazim tried to fight, he was still a youth, and no match for gnoll raiders. Both of the brothers were dragged off from the ruins of the caravan, kicking and screaming.

The gnolls marched them through the night back towards the hills. As dawn approached, the gnolls claimed a small sandstone cave as shelter from Katapesh's burning sunlight, shoving the loot they had taken-- both the brothers, and the material goods-- into the hole and climbing in after them.

But Hazim had learned many things from his mother, and one of those lessons had been how to twist free of ropes around the wrists. While the gnolls slept, Hazim freed himself and his brother. They crept back out of the cave and fled, braving the lethal heat of Katapeshi day as they followed the gnoll tracks back towards the caravan.

Somehow-- using every trick of the desert their parents had taught them-- both brothers survived the trek. A troop of Katapeshi guardsmen, investigating the smoke rising from the torched caravan, found the brothers taking shelter in the wreckage. They were brought back to Katapesh, where the captain of the guard suggested to Hazim that the brothers place themselves in the care of one of the orphanages of Abadar.

Hazim refused. He had saved his brother and himself from gnoll slavers; he would take care of them both now. He vowed to provide for Mahdi however he had to.

Ten years later, Hazim has stuck by his youthful promise, even when the road has led him into the crime-ridden pits of Katapesh, the twisting corridors of the Nightstalls and other dens of iniquity. While he has bloodied his hands with theft and darker deeds, Hazim has tried to shield Mahdi from the realities of life. Much of the money that Hazim has made has gone into seeing that his brother had a good education-- first in his letters and figures, but as Mahdi has grown older, in magic as well.

Madhi has studied at several of the schools of the arcane in Katapesh. He shows promise, but like many young wizards, he has an over-inflated sense of his own power. He is proud and hot-tempered, quick to imagine offense from his fellow pupils, and quick to boast of efreet blood in his past, which may or may not even be true.

He loves his older brother but also considers him over-protective and has reached the age where he perceives Hazim's guidance as interfering and bossy. He also has little idea of how much his education has cost, and takes Hazim for granted in some respects.

That said, the two of them always have each other's backs. Ten years of being the only ally the other could depend on has made them into a solid team, indisputably loyal to each other, presenting a unified face to the world however they may bicker in private.

Also, Mahdi's stats are now in his profile.


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

Nice background! Those damn Gnolls - always getting in the way of success and an easy life.


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

Thanks! And yes, gnolls are a clear threat to the way of life of our entire party. LET'S LIGHT THEM ON FIRE!


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Character is done, sent to DM, and posted in my profile for those just in case moments. Hazim al'Jabira is ready.


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

*brofist* *of brothers*


Male CG Cleric 1 | Fort +3, Ref +2, Will +5 | AC 12 | P +5, Init +2 | HP 9/9

I am almost done, with some skills, abilities, spells and back story still do complete. I present to you:

Malkia Zedek. Daughter of Arshea, mother of the clan


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 bows to Malkia.*

Lady, an honor to have you with us. I am pleased to have the gods on our side as well. edit derp

I rarely meet one who worships the so-called Empyreal Lords. Please, tell me more of... Arshea.


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 lifts his head to nod at Malkia as well, but returns to his furious thinking, mixing ideas and concepts in strange combinations...no recipe too dark, nor any taboo honored.

A half-undead who worships at the celestial bodies? No that is an awful concept...that should be banned from all thought.

Ami puts his head back down on his fist, a picturesque state of maniacal creation.


Male CG Cleric 1 | Fort +3, Ref +2, Will +5 | AC 12 | P +5, Init +2 | HP 9/9

The tall, dark complected woman smiles as Mahdi bows. "Arshea teaches simple, practical truths. People love freedom, but need each other too. Give your enemy mercy, but don't hesitate to protect your own life, because people rely on you. There's beauty and good in almost everything, even the jackal men. Look for it and make it grow. If it won't grow, then let it go. Above all, let men and women choose their path. No one should own another's fate."

She gets a bit of a frustrated look on her face. Dammit girl, watch where you say that. There'll be slavers guiding you there. Don't scare them if you don't need to.

And don't tell them about the Star Oasis. It's too early.


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 has a seat, cross-legged, on one of the tasseled cushions, gesturing with a hand for Malkia to do the same if she will. He briefly eyes the hunched, thinking figure nearby before returning his attention to Malkia.

"It seems a sensible enough set of beliefs. Few could find anything to take offense to, there, could they? Be merciful-- within reason. Be free-- within reason. Be charitable-- within reason."

Mahdi enjoys arguing for argument's sake; his tone is lightly teasing. "A thoroughly reasonable goddess. So no holy wars or persecution?"


Male CG Cleric 1 | Fort +3, Ref +2, Will +5 | AC 12 | P +5, Init +2 | HP 9/9

Malkia looks intently at Mahdi, taking his love of debate for sincerity. "What use is there in those things? Faith is for the greater, common good. Holy war and persecution are the stuff of men and gods who do not deserve my devotion. They'll lead us all to ill ends. Vengeance. Retribution. They have no place in the realm of Arshea."


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

"No use at all, as I reckon them," Mahdi says with a white smile. "This is why I am a student of the arcane, and not the divine. Although like any sensible fellow I do offer prayers to Nethys.

"But Arshea sounds most tolerant. How long have you served her?"


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)

All this talk of gods sparks an interest in Amiamble.

Ami summons a few gods from the Aether...good Gods, evil Gods, animal Gods, demon Gods, and various demigods. He holds them in his hands, staring at them, judging and weighing each. Some he discards, casting some into the Void, others he tears off their heads and tosses them to the ground. A forge god is cracked in twain, his back broken. A pretty arty goddess's head is bitten off and gobbled whole. Soon, the large pantheon of gods is reduced to a small handful.

I don't want those Gods...these I consider.

In his hands are a spattering of Gods: a green peacock, a small sun, a full tankard, a gilded coin, a paragon human, a signed contract, a beastial visage, and a painted whore.

He takes the whore in his hands, looking at her figure and smirking. Still looking for what he seeks, he sets the Gods before him, staring upon them, thinking.


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)

In a burst of furious creation, Amiamble steps off his rock and kicks it into the Aether, it's form unmade in nano seconds.

Drawing his will and form unto him, Ami screams of primal force.

"I AM AMIAMBLE PIDDLESPOT AND THIS IS MY FORM!!!"

Amiamble wills a brightly colored cloud of mystic change to exist before him, he steps in, but a shadow backlit by the lights of creation.

The shadow morphs and changes, first to giant, then to a titan, then to a mouse, then to a halfling, finally finding form that fits function.

He emerges tentatively, one hairy barefoot then the next, his face clad in a scarf that hides his forehead and from his nose down.

He looks upon the arrayed strangers with trepidation, only to settle upon Aldebert's face and find calm.

His forehead almost seems to pulse with wasted runes or melt skin, but is hidden by white cloth and sunburn.

A strange medium sized savannah cat emerges from the light swirls behind him, taking an aggressively defensive posture behind the halfling, a warning of gnashing teeth. A green cowl hides much of the cat's head, and the sharpness of it's teeth unleashes a deep growl at the assembled menagerie.

"Down, Yeenoghu. I'm sure these are friends. If they huddle with Aldebert, they must be." Ame stroked the cat's strange features with his hand, trying to calm the beast but also hide his own uneasiness.

"Are they friendly, Aldebert?"


Excellent. It looks like just about everything has all come together. There's just a few little tidbits of information I need to know before we begin. I am working on the opening posts as we speak.

Mahdi:
Is there a specific weapon that Mahdi will favor more than others? Quarterstaff, dagger, etc? Or is he going to be flexible with whatever comes his way?

Malkia:
Has Malkia always lived in Katapesh? You may have told me some of this in the chat, but I can't find a record of it. Also, is she one of those types that isn't actually aware of her "heritage", or does she know exactly what she is?

If everyone could please post your three saves, your perception (with vision type) and spellcraft modifiers (if applicable) in the Race field of your profile... That would be very helpful. I like to use people's base perception modifiers as a passive perception, so I don't have to make you roll all the time. Same for Spellcraft checks.

RPG Superstar 2015 Top 16

Mahdi currently has no dagger. :P Primarily he will use his quarterstaff if forced into melee, I suppose, unless I change my mind. Although I should probably buy a dagger for him. Everyone needs to cut up their dinner meat sometime...


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
Amiamble Piddlespot wrote:
"Are they friendly, Aldebert?"

"Quite friendly my brother. These two here, they are brothers as well - and they too have recently been beset by the scourge of Gnolls. A holy POX upon them! What we need is a good war to go and wipe those beasts off the face of Katapesh!" He calms down a little as his quickly reddening face pales a bit and he continues, "...and here we have a lady among us - so behave yourself and mind your manners."

Aldebert makes introductions.


Question for each of you that I didn't think of asking before, in case you're not terribly familiar with the region of Katapesh.

How would your characters feel about:

1. Pesh
2. Slavery

While they won't play big, prominent roles in the AP, both of these things happen to be two of the largest industries in Katapesh. Many people make their livings via either market, and not all dealers of drugs or slaves are "evil-aligned" (though they probably aren't necessarily "good" either.) But, if you have lived in Katapesh (the city or country) most or all of your life, you would certainly have an opinion on these matters.

There's a good article on pesh in one of the Curse of the Crimson Throne AP books, if you want to read more about it.


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

GM Sloth - I sent you a PM with my characters views.

I'd also appreciate it if others would at least 'spoiler' their views. I'd rather discover your character over time and in-character rather than in a sound-byte OOC post. Thanks, and sorry for being twitchy. :)


Hey all. I was just having a conversation with GM Sloth and Aldebert, and wanted to discuss with the broader group:

Although this is a setting where slavery is common and legal, I realize I'm not going to be comfortable playing in a game with PCs who unambiguously favor slavery, own slaves, twirl their waxed mustachio at the prospect of buying them, etc.

Knowing that some players enjoy making a comedy out of things like this (and perhaps might enjoy playing a flamboyantly nasty slaver), I wanted to discuss before jumping into the campaign. I'm not judging folks who enjoy that, but I don't think I'll enjoy dealing with it over the course of a long campaign.

Aldebert and I talked, and it sounds like he as a PC will likely have a complex relationship with slavery. This wouldn't necessarily kill my enjoyment of the game. There are some themes that could be maturely explored (e.g., is temporary, indentured-servitude-like slavery different from U.S. chattel slavery? could it ever truly be practiced in a way that's not corrupt?). But for me it's too fraught a topic for PCs to lampoon offhand.

If I understand GM Sloth correctly, he and I agree that even in Golarion slavery as a practice is an 'Evil' act, though Neutral characters may engage and perhaps even Good characters might have a complicated relationship with it.

Anyway, let me know if this is going to crimp on your style. I will likely bow out of this game. If your character is going to explore some of that Neutral gray area around slavery, I may change my character, but in any case you can count on me getting pretty *intense* with some of the roleplay.

Thanks for reading!


Hi again everyone. Josh has reassured me about my concerns. I do think I will be adjusting the character tonight, to go with a bit more light-hearted theme. Looking forward to beginning.


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

Mahdi's views on pesh:
Mahdi has grown up around the pesh trade and sees nothing 'wrong' with it per se, anymore than the sale of alcohol. He is fully aware that pesh is more addictive than alcohol, and that people do become wholly addicted to it, but in his mind that is the responsibility of the person who chooses to use pesh to know their tolerances, and is not the 'fault' of the dealers.

He has probably used pesh at least a few times recreationally, likely in a mild distillation, and since HE experienced no serious addictive urges, he therefore has a bit of unconscious arrogance and little empathy for those who find pesh a much harder habit to kick.

Mahdi's views on slavery:
Slavery is another part of Katapesh's economy, and as such, Mahdi accepts it as a fact of life... sort of.

His acceptance of it as a mercantile reality and his own personal experiences have been somewhat at odds, changed by he and his brother's experience at the hands of gnoll slavers while young. He would be definitely opposed to 'slavery' as the gnolls practiced it-- aka, kidnapping people with violence and then selling them as chattel. Mahdi values personal will and individuality, so this sort of slavery is distasteful to him both philosophically and personally.

(This distaste does not mean he's going to go trying to free every slave he runs across; economic and legal realities remain economic and legal realities. Mahdi would not try and incite a slave revolt if it meant he was going to wind up imprisoned himself, for instance, nor would he bankrupt himself trying to buy up slaves.)

However, as Bernie points out, chattel-slavery is not the only type of slavery in existence in Golarion and in Katapesh. Selling one's self to alleviate a debt, or entering into indentured service for a set period of years, are also common forms of slavery. Mahdi likely finds these less offensive than the idea that someone could literally be forced into slavery-- he no doubt still thinks they are distasteful situations to find yourself in, but he would acknowledge there's a big difference between racking up enough debts that your own freedom is forfeit, and being snatched off the street and thrown into irons.

On the whole, Mahdi regards slavery somewhat negatively, but also does not think it is the sort of thing that can be eradicated just because he finds it distasteful. It's maybe like pollution would be to most modern people-- we know it's bad, but it's there in our atmosphere; we can take steps to recycle and to reduce our personal waste, but very few of us are willing to go picket outside a mass polluter's factory. "It's A Shame, and Somebody Else's Problem."


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

Bernie, thanks for stating your concerns. I appreciate you are willing to lay that sort of stuff down before we start! It's good to be among adults.


Male CG Cleric 1 | Fort +3, Ref +2, Will +5 | AC 12 | P +5, Init +2 | HP 9/9

I have changed my character somewhat. Still feel the same way about slavery in the game, and satisfied that as a group we'll be all good. But wanted to make the character a bit more light-hearted while keeping the same basic abilities and name. A gender change, though. I present to you....

The shepherd drives a small flock of sheep into the market square. His eyes alight on the brothers al-Jabira. "I recognize you. You're... You know Haleen, do you not? I hoped to see her and ask her of her travels." He looks young, attractive under his light stubble and trail grime. His breath smells sweet like sheep's milk. "They call me Malki."

Regarding pesh and slavery:

Malki finds them both distasteful, but is not fervent about starting a drug war or drive for abolition.

He would have a harder view of chattal slavery, or abuse of those who have forever reason been forced into slavery on a temporary or long-term basis (especially if they're slaves due to crimes of poverty).


2,000 words, and still going!

*gulp!*

The gameplay thread will (finally) be opened either tonight or tomorrow afternoon by the latest. Woot!


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)

Wow. It does seem like it's taking a long time, but it's my fault for expecting a fast Sloth, huh? ;)

Looking forward to it.


Well, considering someone only just got their character to me on SUNDAY. After they revised it 500 times...


Male CG Cleric 1 | Fort +3, Ref +2, Will +5 | AC 12 | P +5, Init +2 | HP 9/9

500 times? Geez, I feel much better now for only revising once...

Paizo really needs to step up its creation of non-white messageboard avatars. Finding an Arabic shepherd boy should not be this difficult... Kyra, you'll have to do for now...


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
Malki Zedek wrote:

500 times? Geez, I feel much better now for only revising once...

Paizo really needs to step up its creation of non-white messageboard avatars. Finding an Arabic shepherd boy should not be this difficult... Kyra, you'll have to do for now...

Agreed. There were very few Arabic/Middle Eastern options when I looked through-- I think I was lucky to snag Mahdi's face before anyone else could. ;)


Aaaaaaand we're live! :D

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