GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

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


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

Yay! I can see things now. And that's dang fine map! Neatly done.

Ami clings to Yeens back as they sneak closer.


Male Half-Orc Monk 9 / Puppetmaster 2

Naught but the ground itself seems aware of the creeping duo.

Ami:
Though Yeen seems to have lost the sent, you can still make out the catlike figure.

GM:
Perc. K1: 1d20 + 5 ⇒ (10) + 5 = 15, K2: 1d20 + 5 ⇒ (2) + 5 = 7, S: 1d20 + 9 ⇒ (14) + 9 = 23Perception

Mahdi 1d20 + 3 ⇒ (13) + 3 = 16 (normal)
Aldebert 1d20 + 8 ⇒ (7) + 8 = 15
Pent 1d20 + 7 ⇒ (4) + 7 = 11 (low-light)
Amiamble 1d20 + 10 ⇒ (15) + 10 = 25 (normal)
Yeenoghu 1d20 + 6 ⇒ (9) + 6 = 15 (low-light)
Kul 1d20 + 1 ⇒ (10) + 1 = 11 (normal)


Yeen continues to sniff, but has lost the scent. He continues to follow The One's guidance to creep closer.


Male Half-Orc Monk 9 / Puppetmaster 2

The breeze offers a cooling presence as it begins to gather force.

Ami:
As the hunting cat moves you can tell that it's on the trail of something. It doesn't seem to notice your approach.


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)

Going to wait for others to catch up, both in game and without, Lareg. Kul and I suspect Mahdi are at Pacificon and Aldebert is pretending he's in the Renaissance.

Ami and Yeen freeze, waiting to see what happens.


Male Half-Orc Monk 9 / Puppetmaster 2

Yeah, I figured there might be a delay with the holiday and activities others mentioned. If you'd kindly give me one more set of Perception / Stealth rolls that'll get us all set until the others join up.


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

Aldebert continues to try and keep up with his brother, though at half the pace...

wuffa * wuffa * wuffa * wuffa


Male Half-Orc Monk 9 / Puppetmaster 2

I'll set up tokens for everyone on roll 20. Toss up some perception / stealth rolls (two sets) in the mean time. EDIT: I'm not sure if Kul is set up with Roll20 so at the moment everyone can control Kul's token. Everyone else is set. Let me know if there are any issues.


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

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Stealth: 1d20 + 2 ⇒ (2) + 2 = 4

"Brother! Can you see anything?!"


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

Ami and Yeen wait, ignoring loud calls from jingle-janglers others.

1d20 + 8 ⇒ (10) + 8 = 18 Stealth (Yeen) - non moving
1d20 + 3 ⇒ (14) + 3 = 17 Stealth (Ami) - non moving

1d20 + 8 ⇒ (19) + 8 = 27 Stealth (Yeen) - non moving
1d20 + 3 ⇒ (10) + 3 = 13 Stealth (Ami) - non moving

1d20 + 6 ⇒ (11) + 6 = 17 Perception (Yeen)
1d20 + 10 ⇒ (15) + 10 = 25 Perception (Ami)

1d20 + 6 ⇒ (19) + 6 = 25 Perception (Yeen)
1d20 + 10 ⇒ (18) + 10 = 28 Perception (Ami)


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

Ohhh. Reading comprehension fail. Two sets. Yeaup. Just like you said, yeaup.

Perception 2: 1d20 + 8 ⇒ (16) + 8 = 24
Stealth 2: 1d20 + 2 ⇒ (10) + 2 = 12


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

Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Stealth: 1d20 + 4 ⇒ (5) + 4 = 9

Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Stealth: 1d20 + 4 ⇒ (20) + 4 = 24

Pent stalls as Aldi calls out to the hunting cat and its bindle. And they call me the incessant... Sheesh.

At least Pent's sudden halt allows him a little clarity as to what they run.


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

Home, but computer problems. Will do my best to post regularly.

Perception 1: 1d20 + 3 ⇒ (2) + 3 = 5
Stealth 1: 1d20 + 1 ⇒ (12) + 1 = 13

Perception 2: 1d20 + 3 ⇒ (6) + 3 = 9
Stealth 2: 1d20 + 1 ⇒ (11) + 1 = 12

The map does look super spiffy! I generally prefer to be standing behind the front line when possible, but moving Mahdi there right now means moving him outside of what I can see, so I don't know if that means I can't be standing there. If I can be standing behind someone, please place him into a square behind someone (I am not particular as to which).


Male Half-Orc Monk 9 / Puppetmaster 2

I'll roll for Kul in the morning and get us moving.


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

Perception 1: 1d20 + 1 ⇒ (15) + 1 = 16
Stealth 1: 1d20 - 3 ⇒ (20) - 3 = 17

Kul starts sneaking along and begins looking pretty confident.

Perception 2: 1d20 + 1 ⇒ (19) + 1 = 20
Stealth 2: 1d20 - 3 ⇒ (6) - 3 = 3

Kul's face drops as his lamellar armor makes a sharp shearing noise as he steps around a rock.

I'm back and set on Roll20


Male Half-Orc Monk 9 / Puppetmaster 2

Awesome. We'll take a 'pre' round to let everyone position themselves. So basically feel free to arrange yourselves within five feet of where you are now. I'll reveal a bit more of the area once everyone moves so feel free to pick a foggy spot. The intro stuff below and initiative won't start until after everyone is situated, but feel free to put up your first round actions.

As Yeen and Ami wait quietly the rest of the group approaches. The grass and rocks that thicken near the mountainside prove to be to much Aldebert. As he mistakenly kicks a bit of rock into the thick grass ahead everyone notices a snake take interest. It appears to be much like the snake encountered near the rocky mound.

Initiative (Round One)
Mahdi 1d20 + 10 ⇒ (2) + 10 = 12
Aldebert 1d20 + 1 ⇒ (5) + 1 = 6
Pent 1d20 ⇒ 15
Amiamble 1d20 + 3 ⇒ (3) + 3 = 6 (with Yeenoghu)
Kul 1d20 + 4 ⇒ (8) + 4 = 12

Round One: Pent is up first.

Ami & Yeen:
The hunting cat looks to be trailing the snake.

GM:
Initiative: K1: 1d20 + 6 ⇒ (3) + 6 = 9, K2: 1d20 + 6 ⇒ (6) + 6 = 12, S: 1d20 + 5 ⇒ (5) + 5 = 10


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

Round 1, Init 15

Status:

AC = 13
HP = 30/30, Damn the heat!!!
Weapon Equipped = Light Crossbow
Condition(s) = Sarah's Blessing be gone

Pent grimaces as he spots the snake. "That snake looks like it's fit with an appetite not easily settled down by halfling half-ribs. It'll be no time before it sets its sights on my hindquarters, so I suggest we dispatch it now for some snake gazpacho later."

The gnome lets a bolt fly fizzle.

Light Crossbow: 1d20 + 3 ⇒ (1) + 3 = 4 for 1d6 ⇒ 3 damage

"Heh, yeah, Maddie will you see to slimy thing, if you'd be as kind to it as you'd been to the rats, I'd be most grateful."


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

Round: 1, Initiative: 6-

Status:
HP: 40/40 AC: 17 (F16/T12)
Weapon Equipped = Guisarme
Conditions = None
Smite Evil = 2/2 (+2 attack, +4 damage, +2 AC)
Lay on Hands = 3/4 (2d6 healing +1d6 if not fatigued)
Spells (caster level 1, concentration +3)
1) Hero's Defiance

Not wanting to get in the way of the natural order of things, Aldebert will move cautiously forward to stand between the party and the snake. He’ll only attack if the snake closes. He drops his crossbow as he closes and readies an attack.

Guisarme (cold iron): 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d6 + 3 ⇒ (6) + 3 = 9

I’ll move when it’s closer to my turn in initiative. Obviously if the snake goes first and closes up with the party, this’ll be a move and strike instead of a move and ready.


Male Half-Orc Monk 9 / Puppetmaster 2

Initiative oversight on my part.

Round One: Pent (action complete) and Mahdi now acting.

The bolt seems to get caught in the tall grass. It flies some distance before missing the snake by several feet.


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

Round 1

Ami and Yeen stay hidden, not wanting to spoil the hunt for the cat. Ami knows that Yeen finds its frustrating to have his hunt ruined by Aldebert's incessant jing-jangling walking ruckusing armor clanks, so he stays where is and watches.

The only movement he makes is the slow down and watch gesture two fingers pointing to the eyes, then two points to the cat at the scene unfolding.


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

Round 1

Mahdi eyes the snake warily. Not within range of his ability to call forth fire, and the last time he had closed with a snake it had wound up with him being poisoned. He draws his crossbow and loads it.

"I'll burn it if it comes closer."


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

Round 1, Init 12

I have no idea on the map where the snake is. I can see a gold cat near us and a black dog to the NW, but no snake. As a result, I'm uncertain which direction to move in.

If I can reach the snake in 30', I'll take an attack. Otherwise, I'll walk 30' toward it and ready an attack.

Falchion - Power Attack: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
Damage + Power Attack: 2d4 + 6 + 6 ⇒ (3, 2) + 6 + 6 = 17


Male Half-Orc Monk 9 / Puppetmaster 2

Snake will become visible on it's initiative. So feel free to hold / ready an action however you like.

As the snake approaches, the hunting cat pursues. It uses the tall grasses and rocks to cover it's advance. Everyone seems to be unable to track it's exact location.

Readied attacks go off. Kul's attack will kill the snake so Aldebert may take a new action. Depending on Mahdi's action we may have other action changes coming.

Pent:
Though the others seem to have lost track of the hunting cat, you not only see it, but notice a second one. One flanks the snake and the other is a mere five feet in front of Yeen & Ami.

GM:
Stealth, K1: 1d20 + 10 ⇒ (10) + 10 = 20, K2: 1d20 + 10 ⇒ (12) + 10 = 22
Perception:
Mahdi 1d20 + 3 ⇒ (11) + 3 = 14 (normal)
Aldebert 1d20 + 8 ⇒ (11) + 8 = 19
Pent 1d20 + 7 ⇒ (16) + 7 = 23 (low-light)
Amiamble 1d20 + 10 ⇒ (10) + 10 = 20 (normal)
Yeenoghu 1d20 + 6 ⇒ (7) + 6 = 13 (low-light)
Kul 1d20 + 1 ⇒ (4) + 1 = 5 (normal)


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 action in round 1 was move to draw crossbow, move to load it. If we're officially in round 2 now, I suppose I would shoot at the snake, but it sounds like that is gonna be a dead snake.

Shot roll, if needed: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 ⇒ 2


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

Pent hops up and down, pointing towards the wild hunting cats stalking the domesticated one. "Cat, cat, cat, cat, cat, cat!!!!!"


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

My action for round one stands. I would have been 10' back of Kul anyway. :)

- - -

Round: 2, Initiative: 6-

Status:
HP: 40/40 AC: 17 (F16/T12)
Weapon Equipped = Guisarme
Conditions = None
Smite Evil = 2/2 (+2 attack, +4 damage, +2 AC)
Lay on Hands = 3/4 (2d6 healing +1d6 if not fatigued)
Spells (caster level 1, concentration +3)
1) Hero's Defiance

Aldebert puts himself between the party and the cat, ideally sidling up next to Kul. He readies an attack on the cat, but only if it closes.

Guisarme (cold iron): 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d6 + 3 ⇒ (3) + 3 = 6


Male Half-Orc Monk 9 / Puppetmaster 2

With the snake cut to bits, the wind rustles through the grass as the calm of the mountain shadow is shattered by the jumping gnome.

Round One: Aldebert and Ami/Yeen now acting.

No targets visible for Mahdi (or others), but we can treat that roll as a readied action for round two, which is approaching.


Male Half-Orc Monk 9 / Puppetmaster 2

Aldebert:
As far as roll20 goes you could easily move in front of Kul. If you do you will see one of the cats lurking in the brush next to you. Action wise that would give you attacks for round one and two.


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

Round 2

Ami, disappointed that Kul killed the assuredly delicious snake (as Yeen would likely attest), waits to see what the cat does.

He never wanted to steal a meal from his feline friends, and if they want the snake they can have it.

Ami and Yeen delay.


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

Lareg:
I see that, cool. I think I just want to be even with Kul - and I'm holding my attacks until the cats actually attack. I don't want to be the aggressor here - my brother would never forgive me!

"Don't provoke the cats, we have no quarrel with them. They might wander off on their own, with a little luck."


Male Half-Orc Monk 9 / Puppetmaster 2

Suddenly an earless, panther-like beast snarls as it emerges from the grass. Apparently it has taken issue with its prey being killed. It charges aggressively toward Kul. (Roll20 positioning updated.)

Knowledge (arcana)>11:
The creature is a krenshar. It can pull the skin back from its face, revealing the musculature and bony structures of its skull. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The krenshar can emit a loud screech while peeling back its skin, causing potent fear in a single creature within 100 feet that can see the krenshar. The targeted creature must make a DC 12 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 Hit Dice) for 1d4 rounds. A creature that successfully saves cannot be affected again by the same krenshar’s skullface ability for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.

Readied actions may be completed prior to the creature reaching Kul.

GM:
1d6 ⇒ 1; In one round (R3) hunter arrives.


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

Knowledge, Arcana: 1d20 + 5 ⇒ (19) + 5 = 24

"Not cat, not cat, not cat, not cat, like, at all!!!! That thing's a krenshar, and it's got this thing it can do..." Pent reaches his hand around the top of his head, face calm as his hand descends, face a rictus as his hand lifts up and over.

"I had a master once, kept a dead monkey, where he peeled the face right off, and laughed as he found different ways of hanging the flap differently... disgusting, if you ask me, disgusting, even if you didn't, cause I'd tell you off for having done that, but not back then, 'cause telling off a master is likely to get your face ripped clean off, then he'll be playin' with your face, not the dead monkey's..."

Pent shakes his head wildly. "I don't think it's evil in its nature, kinda like a fart isn't evil inherently, but you don't want to be around it just the same. And it doesn't look happy you killed the snake. Guess I could try to heal the snake, so the krenshar can kill it itself, but I don't think it'll give us the time to do so..."


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

Round 2, Init 12/readied action?

Can't fail an 11, but:

Arcana: 1d20 + 11 ⇒ (7) + 11 = 18

"Yes, Krenshar," Mahdi mutters darkly. "That thing they do with their skin is disgusting."

He releases the bolt he had loaded a few seconds before-- it hits, and does light injury to the yowling cat-thing. 3 damage

He reloads his crossbow.


Male Half-Orc Monk 9 / Puppetmaster 2

As the bolt hits, the krenshar growls. It's mate, which had been lurking near by responds with a growl of its own - giving away it's hiding spot.

The second krenshar isn't up to move yet, but can now be seen. (roll20 updated) Also, Mahdi would have needed to move to have line of sight on the krenshar. I have repositioned the token accordingly, but feel free to tweak positioning.

GM:
K2: HP 10/13


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

Not completely sure where we are in the round. To clarify any confusion about Aldebert's actions. His first round was moving up and readying, but not attacking. Then when Pent tells it like it is, he'd have used his second ready to attack the cat nearest to his brother if possible (looks OK on the map - I have reach).

I trust Kul to handle his, er, handily.


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

Ami and Yeen come out of delay.

Round 2?

Ami nudges Yeen forward to engage the back not-cat, disappointed that they aren't happy fun cats, but something much weirder.

Ami swings with his staff as Yeen attacks, trying to get a meal.

1d20 + 7 ⇒ (3) + 7 = 10 to hit;
1d6 + 2 ⇒ (5) + 2 = 7 damage.

Yeen:
1d20 + 5 ⇒ (15) + 5 = 20 to hit; (bite)
1d6 + 2 ⇒ (3) + 2 = 5 damage.

1d20 + 5 ⇒ (10) + 5 = 15 to hit; (claw)
1d4 + 2 ⇒ (2) + 2 = 4 damage.

1d20 + 5 ⇒ (13) + 5 = 18 to hit; (claw)
1d4 + 2 ⇒ (2) + 2 = 4 damage.


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

Round 2, Init 10 It looked as though the snake went on 10, so I've adjusted my Init down to match due to my readied action in round 1.

Kul has no idea what the strange cat-like creature is that is bearing down on him, but he doesn't let ignorance prevent him from attempting to bisect the beast:

Falchion - Power Attack: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Falchion Damage + Power Attack: 2d4 + 6 + 6 ⇒ (3, 2) + 6 + 6 = 17


Male Half-Orc Monk 9 / Puppetmaster 2

I forgot about the reach. Round two looks set now.

With a series of swipes, Yeen dispatches the rear kenshar while Aldebert and Kul finish the work Mahdi had started on the foremost kenshar. Yeen's strikes look precise where it is difficult to tell exactly what kind of creature Kul has fought. Blood and fur seems to simply hang in clumps in the tall grass while bits of bone rest among the rocks.

Perception

Mahdi 1d20 + 3 ⇒ (1) + 3 = 4 (normal)
Aldebert 1d20 + 8 ⇒ (1) + 8 = 9
Pent 1d20 + 7 ⇒ (4) + 7 = 11 (low-light)
Amiamble 1d20 + 10 ⇒ (20) + 10 = 30 (normal)
Yeenoghu 1d20 + 6 ⇒ (17) + 6 = 23 (low-light)
Kul 1d20 + 1 ⇒ (16) + 1 = 17 (normal)

Ami, Yeen, & Kul:
Something or someone is approaching. You can hear rustling in the grass.

Ami:
You're fairly sure that there are two creatures approaching.


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

Ami gives everyone he can see the watchy-watch gesture two fingers pointing to the eyes, then two fingers pointing and pointing at the direction from which he hears people coming.

He holds up 2 fingers, signaling that two come.

Ami and Yeen re-hide, slinking to nearby cover. Either where they are or some other local cover, GM Lareg, hard to tell from map. Whatever works.

1d20 + 8 ⇒ (20) + 8 = 28 Stealth (Yeen)

Not sure that Ami should roll stealth as well as he is just riding, but rolled here too, just in case.

1d20 + 3 ⇒ (13) + 3 = 16 Stealth (Ami)


Male Half-Orc Monk 9 / Puppetmaster 2

For the purposes of ease of play no need to worry about the position on the map for stealth unless we want to get into cover bonuses and that sort of thing. I'm not sure on the Stealth bit. Haven't done a great deal with mounted PCs, but I'll look into it. For now I'll go with Yeen's rolls.


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

Aldebert whispers to his brother just a few feet away.

"Why are we hiding? They might just be traders heading to town. Or gnolls that deserve our blades."

None the less, he does his best to remain inconspicuous crouching behind some nearby rocks if possible.

Stealth: 1d20 + 2 ⇒ (20) + 2 = 22
Perception: 1d20 + 8 ⇒ (14) + 8 = 22


Male Half-Orc Monk 9 / Puppetmaster 2

Aldebert may now read the Ami, Yeen, & Kul spoiler. Mounts & Stealth update. So from what I've seen there is no official ruling. Some GMs use lowest roll while others use a combination of ride checks and stealth. In this case I'd prefer to go with the later. Unless Ami starts wearing metal armor I don't see the need to fuss over armor check penalties and such. In most situations we'll go with Yeen's stealth roll, assuming that the ride check is successful. In some cases Ami will need to take a more explicit roll in encouraging Yeen to use stealth. Here I have in mind the Sneak (DC 15) trick. I'm not up on the rules for learning new tricks, so for now we won't worry about needing the trick. I would however encourage learning the trick if Ami wishes to be able to use stealth with Yeen in all situations.


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

Pent watches Ami pantomiming. "Yeah, yeah. I saw it too. Two krenshars prowling, then yoweling, then disemboweling. Why would I want to look over the gore? You find something interesting resting in their innards? Go ahead and collect, so we can continue on." Pent searches for his misfired bolt in the dirt.

Recovering Bolt, High Good: 1d2 ⇒ 1

"Damn it, damn it, damn it. It broke." The gnome kicks the offending stone that obviously caused the bolt to break. He realizes too late that bolt and toe are no different, as he hears a light snap in the bone of the big toe that met the rock first. "... damn... it... broke..." His eyes start to blur from pain tears.

Pent leans over, reaching for his foot, tapping broken toe with broken bolt, and realizes too late that toe and stone are very different. His yowels are a feeble echo of the krenshars' last sounds.


Male Half-Orc Monk 9 / Puppetmaster 2

Pent (Stealth): 1d20 + 4 ⇒ (13) + 4 = 17
Despite the gnomes consternation, he remembers himself enough to keep his yowls relatively quite. As it is, the gnoll looking creature who seems to be following a trail that his hyena is sniffing out seems so oblivious that it's unlikely he would have heard full fledged gnome yowling.

Roll20 map reveal incoming.

Knowledge (local) >12:
The creature is a Flind, a race closely related to gnolls. Though the two races share some strong similarities, and at first sight inexperienced adventurers could easily confuse the two. Flinds are much stockier than their lanky kin, much stronger and hardier, and are certainly more dangerous.

GM:
FGP: 1d20 + 3 ⇒ (7) + 3 = 10


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)
Lareg wrote:
Here I have in mind the Sneak (DC 15) trick.

Ah, this is perfect. Yeen has been trained with the sneak trick (took it at 4th lvl) and so will rely on that and you telling me when you would prefer Ami to roll.

When Ami sees the gnoll-like creature, he smiles, tensing and letting Yeen know that it will soon be time to pounce.

He looks at his brother, and smashes his tiny fist into his tiny palm...

Time to give them the whatfor!


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 peers where Ami is gesturing, a frown beetling his brows as he looks for whatever Ami sees.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19 (Hopefully I can see them, if not, ignore this)

Knowledge Local: 1d20 + 9 ⇒ (19) + 9 = 28

"Flinds!" he hisses. "Like gnolls but nastier, and harder to put down-- but of the same brutish stock, and given to the same cruelties. Cleaning them from the earth will be a pleasure."


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

He looks at his brother, and smashes his tiny fist into his tiny palm...

Time to give them the whatfor!

Aldebert, when the creature comes into view, leaps out from cover and charges toward the ugly brute! He swings at the end of his charge.

Guisarme (cold iron): 1d20 + 8 ⇒ (3) + 8 = 11 damage: 1d6 + 3 ⇒ (1) + 3 = 4

Presuming surprise round so only one action - charge. Looks like I have a straight line toward the opposition, but if any of the intervening terrain is difficult then I merely close.

Lareg - diagonal reach:
I have a question about diagonal reach. I have a reach weapon. The last two GMs went with the 3.5 rule that I get reach across the diagonal, but technically the Pathfinder rules say you cannot. They use a standard 5' radius template for reach.

How do you want to rule on that? I'm fine either way, nothing here breaks my build, I just need to know to plan my attacks, avoid AoOs, etc.


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

Knowledge Local: 1d20 + 9 ⇒ (8) + 9 = 17
Stealth: 1d20 - 3 ⇒ (13) - 3 = 10

Kul crouches in the bushes, waiting for his companions to move closer, knowing that once combat begins he can pounce on the flind.


Male Half-Orc Monk 9 / Puppetmaster 2

Yes, surprise round. Fine going with previous rulings on diagonal reach. Everyone may have an action prior to what occurs below. So far I have Kul & Aldebert with actions.

The Flind suddenly seems to take notice that he isn't alone. He looks with concern toward where Kul is crouching in the bushes. He begins to speak a taunt of some kind when suddenly Aldebert catches him by surprise. A hearty laugh bellows from the creature as he shakes off the attack.

"If that's your friend there in the bush he might want to stay there."

Surprise round Actions for Pent, Mahdi, & Ami/Yeen remaining.
Round One: Mahdi & Kul.

GM:
Flind Initaive: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative
Mahdi 1d20 + 10 ⇒ (16) + 10 = 26
Aldebert 1d20 + 1 ⇒ (5) + 1 = 6
Pent 1d20 ⇒ 1
Amiamble 1d20 + 3 ⇒ (3) + 3 = 6 (with Yeenoghu)
Kul 1d20 + 4 ⇒ (18) + 4 = 22
Init Track: Mahdi, Kul, Flind (& Hyena), Remaining PCs.


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

Round 1, Init 22

Kul gives up on stealth and rushes the Flind, moving towards its flank.

Falchion Attack - Power Attack: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Falchion Damage + Power Attack: 2d4 + 6 + 6 ⇒ (4, 3) + 6 + 6 = 19

Kul speaks in Gnoll:
"Look, I'm not having a good day. I know I'm not sneaky. You don't have to make matters worse."

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