GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

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


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

Round 2, Init 7

Will Save: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12 drats!

"The thing.... it's a monster!"

Dropping his horsechopper, Otah takes off down the stairwell in fear.


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

"Hey, Odie!!! You dropped your chopper!! That's way worse than dropping your drawers at a time like this. With your drawers dropped, you just trip over things. With your chopper dropped, you get chopped down, you don't do the choppin'!!! Stop your choppers from yawping about monster doggies, and get back here- THIS INSTANCE!!!"


Maps: Travel * Hut and more

While Yeen doesn't manage to finish off one of the king's wives, Ami does. The sonic blast impacts the remaining wife and king, but both are still standing. The remaining wife throws a rock at Ami, managing only to hit the wall next to her, before darting to her king's side.

rock: 1d2 - 3 ⇒ (1) - 3 = -2 (miss)

Round Three: Mahdi (now acting) and Ami, w/ yeen (action complete).

GM:
CK HP: 26/116. Init Track: Mahdi, Ami (w/ yeen), CK, Pent, Aldebert, Otah, Wife 2 (HP: 6/11).


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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

Round 3, Init 28

Pent Arotha wrote:

...he almost misses Mahdi bestowing the might of his magic to make haste on them all.

All of them, save Pent.

"AAAAHHHH!!! YOU DID IT AGAIN!!!! THERE GOES YOUR SPEEDY GONGS ALL, IS IT TOO MUCH TO ASK FOR A DROP FOR YOUR BUDDY GNOME?!?!?!" Pent crosses his leg over his other, and lightly squats. "Look at 'em!! They're blurring back and forth, all that speed, all that surge, and I'm over here with the need to purge. Is this what they mean, when your piss wants to run off, being 'pissed off'? It's entirely too literal a phrase, I'm telling you... Ho, missing a chance to see exactly how fast one can piss off, too, now that I think about it..." Pent squirms a little, and looks up scornfully at the Hastemaker.

Mahdi rolls his eyes. "You are disgusting. Keep up this whinging, and I'll never grant you the smoke-singed edge of my glorious swiftness. Anyway, if you'll stop considering the contents of your bladder for the space of a half a breath you'll notice I've not graced myself with it either, nor my earth-man, and both of us would be better targets than you."

He gestures, and the earth-man in question lumbers forward automatically, towards the nearest gnoll. Mahdi cares not if they are females: they are gnolls. He'll wipe the whole flea-ridden race off the surface of the earth and leave a burn mark behind, if he could. If he kills the females, it simply means there won't be more litters of the pups.

The earth elemental, at Mahdi's gesture, rumbles closer to the wall, and swings a single fist once.

Earth elemental moves to the brown square on the map and attacks whichever gnoll lady is still standing:

Slam: 1d20 + 14 + 1 + 1 ⇒ (15) + 14 + 1 + 1 = 31
Damage: 2d6 + 7 + 1 + 1 ⇒ (5, 6) + 7 + 1 + 1 = 20

Mahdi grins in a nasty fashion to see it. "Carrion King!" he shouts, stepping further into the room, hands cupped at his mouth. "Here, a present to your highness, from those who dare!"

He gestures, and a roiling nova of flame expands behind the gnoll in the corridor he thought to withdraw into.

Casting good ol' fireball. I'll position it just behind the Carrion King, which means it should catch all the gnolls, and nobody else.

DC 19 Reflex for half, otherwise...: 5d6 ⇒ (2, 2, 1, 4, 4) = 13 fire damage.


Maps: Travel * Hut and more

The flame hits the surviving gnolls in the area with its full force. Both remain alive as they turn and go deeper into the next room. Shortly after the king moves out of view the sound of stone sliding on stone can be heard.

Ref, gnoll: 1d20 ⇒ 13
Ref, king: 1d20 + 1 ⇒ (12) + 1 = 13

GM:
CK HP: 25/116. Init Track: Mahdi, Ami (w/ yeen), CK, GC 1 (9/22), GG 1-4, GC 2 (22/22), Pent, Aldebert, Otah.wand,8c,clw: 1d8 + 1 ⇒ (3) + 1 = 4, wand,9c,clw: 1d8 + 1 ⇒ (7) + 1 = 8


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

Round 3, Init 11

Status:

AC = 13
HP = All of them
Weapon Equipped = MW Light Crossbow
Condition(s) = Prayer, Expressly NOT Hasted
Current Sarah's Gifts Available = Create Water, Detect/Read Magic, Guidance, Command, Longstrider, Summon I, CMW, Hold Person, Summon II, Summon III

Mahdi wrote:
"You are disgusting. Keep up this whining, and I'll never grant you the smoke-singed edge of my glorious swiftness. Anyway, if you'll stop considering the contents of your bladder for the space of a half a breath you'll notice I've not graced myself with it either, nor my earth-man, and both of us would be better targets than you."

Pent looks back and forth between the hasted halflings hurrying forward, and the dwarf hastening away from the fight, and can't find the words to argue with the Hastemaker. "Alright, alright, alright..." From Pent's squinty glare, it's obvious it's not all right in his mind, but it's hard to dispute the Pros and Cons of the Haste separating the bunch in such a dangerous place.

The gnome decides to bring forth a zippier ally than he, now that the hound must be chased. Full Round Summon Monster III, Lantern Archon


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

Round: 3, Initiative: 8

Status:
HP: 39/49 AC: 22 (F21/T15) (barkskin included)(haste included)(+2 vs Carrion King NOT included)
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+2 nat arm)(45/50m), Smite Evil Carrion King, Prayer
Summon Mount: 1/1 (full round)
Smite Evil: 0/2 (+2 attack, +5 damage, +2 AC)
Lay on Hands: 2/4 (2d6 healing +1d6 if not fatigued)
Guisarme Attack Mods: BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Mods: Str +2, Two handed +1, (Power Attack +6)
Hammer Attack Mods: BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Mods: Str +2, Magic +1, (Power Attack +4)
Spells (caster level 2, concentration +4)
1) Hero's Defiance, Bless Weapon
- - -
Gretiem Lord of the Green
HP: 40/40 AC: 20 (F18/T16) (includes mage armor) Fort: 6 Reflex: 6 Will: 3 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (45/60m), Endure Elements (1/4hrs)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

”Damnit! Don’t let the King get away!”

Aldebert nudges Gretiem ahead with all speed after his quarry!

I moved him a single move on the map. He still has 30’ of move left due to haste, but I don’t know where the enemy is…

If I can reach the enemy within 30’ of my current position, Gretiem and Aldebert close and attack! We pick on the King if possible, or a front-liner if we cannot reach him. If 60’ of additional move is required Gretiem doesn’t swing, but Aldebert still does.

Gretiem Bite: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 (prayer, haste) damage: 2d4 + 4 + 1 ⇒ (1, 3) + 4 + 1 = 9 (prayer)
Hammer (magic): 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 (prayer, haste) damage: 1d6 + 7 + 1 ⇒ (4) + 7 + 1 = 12 (prayer)

If attacking the king, Aldebert receives +2 to hit, and +5 damage.


Maps: Travel * Hut and more

Roll20 updated. Will try and update with room info. tonight.


Maps: Travel * Hut and more

Aldebert:
You might be able to reach the king if you cut through the pit of carcasses, but you're not sure how easily the morass will be to traverse.

Round Three: Pent (actions remaining?), Aldebert (actions remain), Otah (panicked) now acting

--I1--
The air in this tremendous hall is thick and hot, clotted with a repugnant charnel stench. A foul plaster of clay, dung, and blood smears the walls, stamped with repeated patterns of paw-prints, crude symbols, and skulls. A row of thick stone columns divides the large room from an equally large adjacent chamber. Double doors lead east, and a curved staircase along the southern end of the room leads up.

--I2--

A gargantuan but shallow pit filled with broken, rotting carcasses crawling with larvae and vermin dominates this area, leaving a ten-foot-wide walkway to the east and west. The bodies in the pit, mostly the remains of goats, cattle, and other animals, turn the pit into a roughly bowl-shaped depression, ten feet deep in the middle and nearly even with the floor along the edge. A twenty-foot-wide gap in the pit wall to the east opens into a carcass-lined tunnel.

To the south, the ledge widens into a balcony overlooking the pit, while to the north the room curves inward around a concave ledge that supports a gigantic framework of bone and sinew in the shape of a nine-legged spider with a gaping maw. Much of its surface is stretched with the dried skins of dozens of different creatures. Extending from the spider’s maw is a stone walkway that connects to the top of a twenty-foot-wide pillar rising from the center of the pit. Atop this pillar sits a tremendous and gory throne made of shattered bodies, stitched together with rope and lengths of bent metal to form a throne of bones and maggot-writhing carrion.

GM:
CK HP: 25/116. Init Track: Mahdi, Ami (w/ yeen), CK, GC 1 (9/22), GG 1-4, GC 2 (22/22), Pent, Aldebert, Otah.wand,8c,clw, wand,9c,clw


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

Aldebert shudders and gags at the sight before him as he tries to keep pace with the fanatically fast king.

He assesses the situation and closes with the nearest gnoll blocking his way to the king!

As per the post above - I get both attacks on the gnoll in front of me. Moved on the map.


Maps: Travel * Hut and more

Aldebert:
The creature nearly falls to the ground after the series of attacks. It seems to be just barely alive.

GM:
CK HP: 25/116. Init Track: Mahdi, Ami (w/ yeen), CK, GC 1 (9/22), GG 1-4, GC 2 (1/22), Pent, Aldebert, Otah.wand,8c,clw, wand,9c,clw


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 be full-round casting, Round 3, Summon 3... that's how the gnome rolls...


Maps: Travel * Hut and more

Round Four: Mahdi and Ami (w/ yeen) now acting.

Aldebert:
(After Mahdi & Ami's actions.)The king disappears down a passage near the throne. The gnolls near you look to be following after, though the gnoll nearest you only takes a five-foot step away from you, extends his wand holding hand toward another gnoll before surrounding himself with some type of magic field.


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)

Not sure what to do, GM Lareg:
I posted two turns for Round 3, the first wherein I forgot the fear checks and Yeen and Ami attacked, the 2nd Round 3 where Yeen failed his will save and went running away and Ami cast a spell.

Neither action was resolved totally. There were no saves vs. stunned (which would have really changed things) made by the gnolls and the fight damage from Yeen resolved.

So...I'm going to go with that instead. Unless you think otherwise. And I'll redo my turn 4 again.

Round 4, Init 20

Ami and Yeen speed forward in pursuit, moving to catch the last wife with claw and staff.

1d20 + 6 + 1 + 1 ⇒ (10) + 6 + 1 + 1 = 18 to hit; (bite, haste, divfavor)
1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5 damage. (divfavor)

Ami:
1d20 + 8 + 1 + 1 - 1 ⇒ (2) + 8 + 1 + 1 - 1 = 11 to hit; (slingstaff, haste, prayer, -str damage)
1d6 + 2 + 1 - 1 ⇒ (1) + 2 + 1 - 1 = 3 damage. (prayer, str damage)


Maps: Travel * Hut and more

The last wife tumbles to the ground after Yeen's bite, hookah shattering on the floor in a puddle of water and tobacco.

Round Four: Mahdi now acting.


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

Round 4, Init 28

Frowning at realizing the fight is moving away from him, Mahdi scurries to the doorway of the next chamber. (Double-moved on map)

He looks around for gnolls-- sees the king over by a... truly nauseating throne? And makes another face at seeing the enormous trough of corpses.

"I can't say I approve of your decorating tastes!" he shouts, beckoning his earth elemental to follow into the room. He points towards the gnolls, then points down at the floor beneath their feet. The earth elemental nods, then sinks into the stones of the floor like a melting puddle.

Directing the earth elemental towards the gnolls, and taking advantage of its burrow and earth glide ability, as well as tremorsense, to go under the wall rather through the doorway. The elemental would most likely emerge right next to the two small gnolls to the map's bottom, but I can't move the token. Elemental would preferably attack the one closer to Mahdi.

Slamming earth: 1d20 + 14 + 1 + 1 ⇒ (2) + 14 + 1 + 1 = 18
Damage: 2d6 + 7 + 1 ⇒ (4, 5) + 7 + 1 = 17


Maps: Travel * Hut and more

Surprisingly, the only surviving gnolls are better equipped than the kings wives. The king disappears down a passage near the throne. The gnolls near you look to be following after, though the gnoll nearest you only takes a five-foot step away from you, extends his wand holding hand toward another gnoll before surrounding himself with some type of magic field. They withstand the elemental's attack and then move to withdraw toward where the king has disappeared. Meanwhile something very large seems to be moving in the pit.

Round 4: Pent, Aldebert & Otah now acting. (Edit: Roll20 updated including Mahdi controls for elemental. Likely my last post until late tonight.)

GM:
CK HP: 25/116. Init Track: Mahdi, Ami (w/ yeen), CK, GC 1 (9/22), GG 1-4, GC 2 (1/22), Pent, Aldebert, Otah.wand,8c,clw, wand,9c,clw


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

Round: 4, Initiative: 8

Status:
HP: 39/49 AC: 22 (F21/T15) (barkskin included)(haste included)(+2 vs Carrion King NOT included)(-2 from charge NOT included)
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+2 nat arm)(45/50m), Smite Evil Carrion King, Prayer
Summon Mount: 1/1 (full round)
Smite Evil: 0/2 (+2 attack, +5 damage, +2 AC)
Lay on Hands: 2/4 (2d6 healing +1d6 if not fatigued)
Guisarme Attack Mods: BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Mods: Str +2, Two handed +1, (Power Attack +6)
Hammer Attack Mods: BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Mods: Str +2, Magic +1, (Power Attack +4)
Spells (caster level 2, concentration +4)
1) Hero's Defiance, Bless Weapon
- - -
Gretiem Lord of the Green
HP: 40/40 AC: 20 (F18/T16) (includes mage armor)(-2 from charge NOT included)
Fort: 6 Reflex: 6 Will: 3 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (45/60m), Endure Elements (1/4hrs)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Aldebert watches the king continue to elude him and curses in frustration. He charges the nearest gnoll in his way and vents his anger upon him!

Gretiem Bite: 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12 (prayer, haste, charge) damage: 2d4 + 4 + 1 ⇒ (2, 3) + 4 + 1 = 10 (prayer)
Hammer (magic): 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28 (prayer, haste, charge) damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13 (prayer)

”Come brother, let us press on to the king together!”


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

Round 4, Init 11

Status:

AC = 13
HP = All of them
Weapon Equipped = MW Light Crossbow
Condition(s) = Prayer, Expressly NOT Hasted, Longstrider +10
Current Sarah's Gifts Available = Create Water, Detect/Read Magic, Guidance, Command, Summon I, CMW, Hold Person, Summon II

Pent trots through the doorway, expecting to see Ami biting off the ears of a dead Carrion King, and is unpleasantly surprised to see no King, no corpse, big room, big worm.

He flags the newly arrived Lantern Archon of Sweet Sarah (LASS), and wags his finger at the giant worm, indicating the great need to see the blasphemy burnt. "Alright my LASS, let's see that scourge lifted from this massive mess!!!" He holds back further encouragement, as he gets the lay of the land.

Light Ray, Touch Attack: 1d20 + 6 ⇒ (12) + 6 = 18 for 1d6 ⇒ 4 damage, overrides all DR

Light Ray, Touch Attack: 1d20 + 6 ⇒ (3) + 6 = 9 for 1d6 ⇒ 1 damage, overrides all DR

LASS Aura of Menace:

Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

The gnome shakes out his legs, readying to run about larger chambers in an effort to stay well away from the worm.

Cast Longstrider, Standard Action, +10 to Movement


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

Round 4, Initiative 7

I am unclear if Otah is still under the effect of panicked?

If yes: Otah continues to run at his increased top speed from his alies.

If no:

Wha' am I doing!? This is no way to get the job done! He turns around and makes speed back to the room he ran from.


Maps: Travel * Hut and more

No more panic.


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

Okay, I imagine Otah is a few rounds out still...


Maps: Travel * Hut and more

Although Gretim's bite fails to sink through the gnoll's armor, Aldebert's might swing brings a swift and skull crushing death to it. The archon has similarly mixed results, hitting with one of its to light rays.

Round Five: Mahdi and Ami (w/ yeen) now acting.

Token for Archon. let me know if you can't control it.

GM:
TT HP 106/110. CK HP: 25/116. Init Track: Mahdi, Ami (w/ yeen), CK, GC 1 (dead), GG 1-4, GC 2 (1/22), Pent, Aldebert, Otah.wand,8c,clw, wand,9c,clw


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

Round 5, Init 20

Per his brother's wishes, Ami presses the attack, moving past his brother to engage the gnoll. Yeen double moves.

Ami:
1d20 + 8 + 1 + 1 - 1 ⇒ (1) + 8 + 1 + 1 - 1 = 10 to hit; (slingstaff, haste,prayer, -str damage)
1d6 + 2 + 1 - 1 ⇒ (2) + 2 + 1 - 1 = 4 damage. (prayer, str damage)

Combat Stuff:

ACs: 19 Ami; 22 Yeen.
HP: 31/33 Ami; 35/35 Yeen.

Yeen:
[ dice]1d20+6[/dice] to hit; (bite)
[ dice]1d6+3[/dice] damage.

[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.

[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.

Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff)
[ dice]1d6+2[/dice] damage.

Lvl 1: 3/7 used
Lvl 2: 1/5 used

Yeen: Resist Fire, 50 minutes. Mage Armor
Ami: Endure Elements


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 5, Init 28

A snap of his fingers, and the elemental continues its relentless assault on the two gnolls...

Vs Wand wielding gnoll, 1: 1d20 + 14 + 1 + 1 ⇒ (19) + 14 + 1 + 1 = 35
Damage 1: 2d6 + 7 + 1 + 1 ⇒ (2, 6) + 7 + 1 + 1 = 17
Vs Wand wielding gnoll, 2: 1d20 + 14 + 1 + 1 ⇒ (10) + 14 + 1 + 1 = 26
Damage 1: 2d6 + 7 + 1 + 1 ⇒ (4, 6) + 7 + 1 + 1 = 19

(If the gnoll using the wand drops from the first attack, the second hit will go towards the other gnoll.)

"...what is THAT?" Mahdi says, seeing the wormy thing in the pit.

Knowledge Nature?: 1d20 + 9 ⇒ (11) + 9 = 20 If it's not Nature, but a different skill, Mahdi has most of the knowledges at this point.

While he ponders if he knows what that worm is, he decides to give it something to think about-- a burst of golden light, exploding around its hideous head. Mahdi then scurries to the other side of the pillars.

Casting Glitterdust, Will save DC 16, on the worm-thing.


Maps: Travel * Hut and more

Failing to connect, Ami still seems to be of very grave concern to the gnoll. The elemental's attacks slam into the gnoll, which nearly drops after the first attack. It stands no chance of living after the second attack as it's skull collapses.

Gnolls near the elemental are simple guards. I need to find more diverse tokens.

Mahdi:
You're very sure about the nature of this gigantic vermin.

Will get to NPCs actions ASAP. Sitter fractured her arm this weekend so I'm brining the 7 month old to student meetings. Wish me luck.


Maps: Travel * Hut and more

The gnoll near Ami withdraws, following its king down into the passage near the throne. Mean while the other gnolls move toward smaller targets, on attacking Pent while the other heads toward Mahdi. The giant vermin seems untroubled by the Archon, lashing out blindly with teeth and tail at it and continues to advance moving toward the throne, its sight clouded by the glitterdust.

Will: 1d20 + 4 ⇒ (20) + 4 = 24
Will: 1d20 + 4 ⇒ (9) + 4 = 13

spear@Pent: 1d20 + 3 ⇒ (5) + 3 = 8 (miss)

Concealment, <50 miss: 1d100 ⇒ 82

bite: 1d20 + 13 ⇒ (15) + 13 = 28, dmg: 3d6 + 8 ⇒ (6, 3, 1) + 8 = 18 plus poison (DC 22)
tail: 1d20 + 8 ⇒ (9) + 8 = 17, dmg: 3d6 + 4 ⇒ (1, 6, 3) + 4 = 14 plus poison (DC 22)
32 points of damage.

Bye, bye Archon? AoO for the elemental. Roll20 updated.

Round Five: Pent, Aldebert, and Otah now acting.

GM:
TT HP 106/110. CK HP: 25/116. Init Track: Mahdi, Ami (w/ yeen), CK, GC 1 (dead), GG 1-4, GC 2 (1/22), Pent, Aldebert, Otah.wand,8c,clw, wand,9c,clw


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

Round: 5, Initiative: 8

Status:
HP: 39/49 AC: 22 (F21/T15) (barkskin included)(haste included)(+2 vs Carrion King NOT included)
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+2 nat arm)(45/50m), Smite Evil Carrion King, Prayer, Haste, Bless Weapon (1/20r)
Summon Mount: 1/1 (full round)
Smite Evil: 0/2 (+2 attack, +5 damage, +2 AC)
Lay on Hands: 2/4 (2d6 healing +1d6 if not fatigued)
Guisarme Attack Mods: BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Mods: Str +2, Two handed +1, (Power Attack +6)
Hammer Attack Mods: BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Mods: Str +2, Magic +1, (Power Attack +4)
Spells (caster level 2, concentration +4)
1) Hero's Defiance, Bless Weapon
- - -
Gretiem Lord of the Green
HP: 40/40 AC: 20 (F18/T16) (includes mage armor)
Fort: 6 Reflex: 6 Will: 3 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (45/60m), Endure Elements (1/4hrs)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Gretiem double moves toward the hatch, amazed the king made it so quickly and frustrated by yet another hinderance in his way - and one he cannot even reach!

Feeling uneasy about his chances, he casts Bless Weapon to grant an edge to his hammer in the ongoing battle.


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

Elemental AOO:

Attack: 1d20 + 14 + 1 + 1 ⇒ (10) + 14 + 1 + 1 = 26
Damage: 2d6 + 7 + 1 + 1 ⇒ (2, 1) + 7 + 1 + 1 = 12

Mahdi's eyes widen, not because of the gnoll he sees moving towards him, but because he recognizes the terrible creature.

"I've never heard of one so big..." he mutters, then, more loudly, he shouts, "Keep your distance from that thing if you can! Those spines on its sides can cut you terribly just by being next to it and attacking it! Its bite and tail are poisonous!"


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)
Mahdi al-Jabira wrote:
"I've never heard of one so big..." he mutters, then, more loudly, he shouts, "Keep your distance from that thing if you can! Those spines on its sides can cut you terribly just by being next to it and attacking it! Its bite and tail are poisonous!"

Aldebert laughs, "Now you tell me! So how am I to fight it if I cannot get next to it? Where's Otah - he has reach! This just keeps getting better and better!"

He looks at his short-shafted hammer and considers re-equiping his guisarme for the fight.

"Can you burn it Mahdi?!", he shouts.


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

Round 5, Init 11

Status:

AC = 13
HP = All of them
Weapon Equipped = MW Light Crossbow
Condition(s) = Prayer, Expressly NOT Hasted, Longstrider +10
Current Sarah's Gifts Available = Create Water, Detect/Read Magic, Guidance, Command, Summon I, CMW, Hold Person, Summon II

Pent watches, flabbergasted, as his archon is snipped from the air by the spiny worm. "She just got here, you rotted earwig!!! At least she doesn't have to put up with the stench anymore..." His rant is interrupted as a gnoll shoves a spear into his face.

Pent draws his morningstar, and attempts to bludgeon away his bleakness. "Offa me, you mongrel!! We've got bigger pups to pummel!! You are a runt, what, of this litter?! This is disgusting!!"

Morningstar: 1d20 + 4 ⇒ (18) + 4 = 22 for 1d6 ⇒ 6 damage

The gnome backs up through the doorway, looking over his shoulder for the return of the dwarf...


Maps: Travel * Hut and more

The elemental nearly takes the gnoll out, but it's still standing. Pent also lands a blow successfully, but doesn't quite make the an elemental sized dent. More like a pebble sized dent. The giant insect like creature lashes out at Aldebert hastily as he approaches.

AoO for big worm @ Aldebert; tail: 1d20 + 8 ⇒ (9) + 8 = 17, (miss)

Aldebert:
The creature attacked when you were still 20 feet out. It must have quite a reach.

GM:
TT HP 106/110. CK HP: 32/116. Init Track: Mahdi, Ami (w/ yeen), CK, GC 1 (dead), GG 1-4, GC 2 (1/22), Pent, Aldebert, Otah.wand,7c,clw, wand,8c,clw. wand, clw: 1d8 + 1 ⇒ (3) + 1 = 4, wand, clw: 1d8 + 1 ⇒ (2) + 1 = 3


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

Round 5, Initiative 7

Otah continues to run back to the fight!


Maps: Travel * Hut and more

Round Six: Mahdi amd Ami (w/ yeen) now acting.


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

Round 6, Init 20

"Brother! Be careful!" Ami yells, debating how to attack the creature.

He loads his staff and lets loose with a stone.

1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 to hit;
1d6 + 1 ⇒ (2) + 1 = 3 damage.

Combat Stuff:

ACs: 19 Ami; 22+2=24 Yeen.
HP: 31/33 Ami; 35/35 Yeen.

Yeen:
[ dice]1d20+6[/dice] to hit; (bite)
[ dice]1d6+3[/dice] damage.

[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.

[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.

Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff)
[ dice]1d6+2[/dice] damage.

Lvl 1: 3/7 used
Lvl 2: 2/5 used

Yeen: Resist Fire, 50 minutes. Mage Armor
Ami: Endure Elements


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 6, Init 28

Last round of haste, though unless something happens to stop me, I'll probably put it back up again in Round 7.

Also, the worm does not get attacks of opportunity while blind. The attack missed on Alde, so no damage to retcon or anything, just pointing it out.

Mahdi glances around, then gestures his elemental to keep up its assault on the gnoll nearest.

Elemental takes a 5 foot step and full attacks the gnoll closest to Pent. Which should, by my reckoning, have taken a LOT of damage so far. *looks back through thread* At least 65 from my elemental alone, unless I've gotten confused as to something. Anyway...

Elemental slam 1: 1d20 + 14 + 1 + 1 ⇒ (6) + 14 + 1 + 1 = 22
Damage: 2d6 + 7 + 1 + 1 ⇒ (2, 2) + 7 + 1 + 1 = 13

Elemental slam 2: 1d20 + 14 + 1 + 1 ⇒ (20) + 14 + 1 + 1 = 36
Damage: 2d6 + 7 + 1 + 1 ⇒ (3, 3) + 7 + 1 + 1 = 15

Elemental confirm crit: 1d20 + 14 + 1 + 1 ⇒ (18) + 14 + 1 + 1 = 34
Extra Damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15

I'm going to assume that drops it. If it doesn't, and that's one of the simple gnoll guards, then we're screwed, heh.

Mahdi will then double-move to location shown on the map. If tha guard isn't dead after the double-barreled smashing from the elemental, then I guess he gets an attack of opportunity on me.

"Coming!" Mahdi shouts, running closer to the battle.


Maps: Travel * Hut and more

Although Ami's shot glances off the strange creature, the elemental smashes the life out of the small gnoll. Blood splatters over Pent's face and bits of splintered bone cover him.

The 65 damage was to the king who ran away. From what I saw the elemental had attacked the two gnolls, missed, and then they ran away. The resulting attack of opportunity did hit a fleeing gnoll, but did not kill it. Point taken on the AoO. Moving on. EDIT: Found the confusion. Gnolls near the elemental after the burrow move (here; More smack down by the elemental is called for here, but the elemental hadn't moved to follow. In the rush to clarify that one set of gnolls was gone I didn't realize that the intention was to attack the gnolls that had already moved away. I thought the intention was to attack gnolls that were elsewhere in the room (wand gnolls).

Seeing his fellow gnoll crushed like a bug by the elemental, the remaining gnoll flees toward the opposite side of the room, using the columns as cover.

Round Six:Pent, Aldebert, and Otah now acting. (I think Otah should be back up near Pent now, though I'm not sure as his token hasn't been moved from the stairway.)

GM:
TT HP 106/110. CK HP: 32/116. Init Track: Mahdi, Ami (w/ yeen), CK, GC 1 (dead), GG 1-4, GC 2 (1/22), Pent, Aldebert, Otah.wand,7c,clw, wand,8c,clw.


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

Round 6, Initiative 7

The sound of slapping metal gets loud and louder as the armored dwarf appears from the stairwell and makes his way into the room. The spring in his step diminishes as he passes the gnome.

"What I miss little one? he asks Pent.

He scans the room to assess the situation.

"What in the hells is that thing?!"


Maps: Travel * Hut and more

Round Seven: Mahdi and Ami (w/ yeen) now acting.

Sorry for the delay, I got such a laugh out of Otah that I forgot to post the next round. I'm a little afraid of Pent's reply.


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

Round: 6, Initiative: 8

Status:
HP: 39/49 AC: 22 (F21/T15) (barkskin included)(haste included)(+2 vs Carrion King NOT included)
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+2 nat arm)(45/50m), Smite Evil Carrion King, Prayer, Haste, Bless Weapon (2/20r)
Summon Mount: 1/1 (full round)
Smite Evil: 0/2 (+2 attack, +5 damage, +2 AC)
Lay on Hands: 2/4 (2d6 healing +1d6 if not fatigued)
Guisarme Attack Mods: BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Mods: Str +2, Two handed +1, (Power Attack +6)
Hammer Attack Mods: BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Mods: Str +2, Magic +1, (Power Attack +4)
Spells (caster level 2, concentration +4)
1) Hero's Defiance, Bless Weapon
- - -
Gretiem Lord of the Green
HP: 40/40 AC: 20 (F18/T16) (includes mage armor)
Fort: 6 Reflex: 6 Will: 3 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (45/60m), Endure Elements (1/4hrs)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Aldebert wishes he could just step up and swing with all the fury that haste provides, but alas, he must move. He takes advantage of the creatures blindness to move into a flanking position - and hopes he will not be alone here with the beast!

Gretiem Bite: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 (prayer, haste) damage: 2d4 + 4 + 1 ⇒ (4, 2) + 4 + 1 = 11 (prayer)
Hammer (magic): 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 (prayer, haste) damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10 (prayer)

My move assumes the creature is in a 2x2 square. If it's larger, I can't get by - just let me know.


Maps: Travel * Hut and more

Duh. Looks like I rushed to round seven. The creature takes up a 4x4. I've corrected its size and given it a shaded square to make that more clear than the token indicates. Feel free to retcon your actions Aldebert. Otherwise the attacks do not hit.

End turn adjacent to bug?, Ref DC 20; Fail:
Take dorsal plates: 3d8 + 4 ⇒ (3, 6, 8) + 4 = 21 damage.


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

Status:
HP: 18/49 AC: 22 (F21/T15) (barkskin included)(haste included)(+2 vs Carrion King NOT included)
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+2 nat arm)(45/50m), Smite Evil Carrion King, Prayer, Haste, Bless Weapon (2/20r)
Summon Mount: 1/1 (full round)
Smite Evil: 0/2 (+2 attack, +5 damage, +2 AC)
Lay on Hands: 2/4 (2d6 healing +1d6 if not fatigued)
Guisarme Attack Mods: BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Mods: Str +2, Two handed +1, (Power Attack +6)
Hammer Attack Mods: BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Mods: Str +2, Magic +1, (Power Attack +4)
Spells (caster level 2, concentration +4)
1) Hero's Defiance, Bless Weapon
- - -
Gretiem Lord of the Green
HP: 19/40 AC: 20 (F18/T16) (includes mage armor)
Fort: 6 Reflex: 6 Will: 3 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (45/60m), Endure Elements (1/4hrs)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

4x4 huh? Wow this thing is big. OK then. Aldebert would still close and attack, and sadly miss and get crushed. :(

Gretiem Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
Aldebert Refelx: 1d20 + 5 ⇒ (9) + 5 = 14

Aldebert nearly drops where he stands as the creatures dorsal plates cut into him and Gretiem severely (21 damage) and shouts to the others, "I do not think we can best this beast! Should we fall back?!"


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

Too sick/tired right now to putter through the elemental stuff right now, but I do appreciate you taking the time to break it down. I think mostly we just have some communication hiccups going both ways.

Mahdi hisses as he sees the effect of the spines on Aldebert. "I told you it did terrible things if you got close to it," he says in his usual tactful and sympathetic way.

Moving as shown on the map, casting haste: targets himself, Ami, Yeen, Gretiem, and Aldebert.

"Pull back! Better we deal with that thing at range, while my rock creature assaults it!"

Haste is now expired on everyone other than tie five named above.

By the map, I don't see any other gnolls currently remaining. The earth elemental will attack gnolls if there are any still visible, but if not, it will double move towards the worm thing, gliding/burrowing again. Elesquare has been moved to appropriate location. Earth elemental has 2 rounds of existence left after this.


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 7, Init 20

Ami stares in horror as the creature's scales seems to eat Aldebert though it does not even attack.

"Brother, get out! We re-group! We have fire!!" Ami yells.

Ami pulls out an alchemist's fire and tosses it at the blind beast (back away from Aldebert).

1d20 + 6 + 1 - 2 ⇒ (6) + 6 + 1 - 2 = 11 touch to hit;
1d6 ⇒ 3 fire damage.

After tossing, Ami 5' steps back...hoping to slow the creature if it chases Aldebert.

Combat Stuff:

ACs: 19 Ami; 22 Yeen.
HP: 31/33 Ami; 35/35 Yeen.

Yeen:
[ dice]1d20+6[/dice] to hit; (bite)
[ dice]1d6+3[/dice] damage.

[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.

[ dice]1d20+6[/dice] to hit; (claw)
[ dice]1d4+3[/dice] damage.

Ami:
[ dice]1d20+8[/dice] to hit; (slingstaff)
[ dice]1d6+2[/dice] damage.

Lvl 1: 3/7 used
Lvl 2: 2/5 used

Yeen: Resist Fire, 50 minutes. Mage Armor
Ami: Endure Elements


Maps: Travel * Hut and more

The fire burns the creature, but it doesn't seem to notice.

Round Six (catch up): Pent still has an action for round six.

Agreed on the communication break down. No living gnolls present in the area.

TT HP 103/110. CK HP: 32/116. Init Track: Mahdi, Ami (w/ yeen), CK, GC 1 (dead), GG 1-4, GC 2 (1/22), Pent, Aldebert, Otah.wand,7c,clw, wand,8c,clw.


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

Round 6, Init 11

Status:

AC = 13
HP = All of them
Weapon Equipped = MW Light Crossbow, Morningstar
Condition(s) = Prayer, Expressly NOT Hasted, Longstrider +10
Current Sarah's Gifts Available = Create Water, Detect/Read Magic, Guidance, Command, Summon I, CMW, Hold Person, Summon II

Pent rethinks his mortality, as a fellow meatbag, although hairier, meets with the crushing blow of animate earth, mere feet from his feet. The blood and bone spray is enough to distract him from Otah ambling up from behind, so he startles as the dwarf pads up beside him.

Otah wrote:
""What I miss little one?"

Pent looks up slightly at Otah, pffing skullbone off his nose, unsuccessfully. "Miss?" The gnome points at the gnoll pancake to his side, while flicking skullbone off his nose with his finger. "I'd say you missed that one, and that one over there, and, oh, that worm right there, and, huh, I must be missing something... OH YEAH, the Carrion King! He took off, like you, in opposite direction from your retreat, he retreated too!! You just passing through, or do you intend to bring that chopper of yours to bear on our current situ? I promise, I won't growl and send you off again, you have my word..."

Pent looks over in time to watch Mahdi once again bring his supernatural speed to... most all of them... His mouth disappears into his chin hair, as he holds back invective...

He readies to clench as soon as the distant halfs retreat enough for him to heal everyone. And he does mean EVERYONE...

"I've got Sarah's Soothe, if you choose to move closer to me!! Should be able to reach you if you're no further than 30' clear of me!!"

Pent advances 40', expecting all sane folk to retreat into his sphere of influence. Looking at you, Aldi...

Channel Energy, No no Rollie Pollie...: 3d6 ⇒ (1, 6, 4) = 11
Chance of Emission? Low's a Go...: 1d10 ⇒ 10


Maps: Travel * Hut and more

Round Seven: Mahdi and Ami (w/ yeen) now acting.

GM:
TT HP 103/110. CK HP: 32/116. Init Track: Mahdi, Ami (w/ yeen), CK, GC 1 (dead), GG 1-4, GC 2 (1/22), Pent, Aldebert, Otah.wand,7c,clw, wand,8c,clw.


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

Sorry, I should have labeled it, but Mahdi's round 7 is listed above, where he casts his second batch of haste on folks, including himself, and where the elemental double moves. So he's acted for round 7.

Also my apologies for missing it, I didn't see it on my scan through of the thread, but where or what's going on with the Carrion King? If we dropped him, I must have missed where that happened, but you said we've got no more gnolls on the map. Or he might have fled or gone invisible or something, I suppose-- if so I missed that too.

One other thing-- you may have been rolling these and I just may not have noticed them, but your wormy horror thing gets a new save against Glitterdust each round.


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

The Carrion King escaped through a trap door under this monstrous beast, but I'm too lazy to hunt down the exact post. We didn't drop him, but I think we got really close before his assistants started healing him. There is a chance he'll return before we finish off his 'pet' or are finished off by it! :)


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

Curse you, mysterious trap door! Well then, if the only foe on the map is giant worm, I'd say a strategic withdrawal is a really good idea-- maybe to the south side of those pillars, if that's what they are, as it doesn't look like the worm can follow through them? We can pelt it at ranged until it either flees back into its tunnel or we take it down, then evaluate where we stand. I'm fairly low on resources, personally, but we don't have to call anything off because of just me, either.

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