GM Rat Sass's Legacy of Fire (Inactive)

Game Master GM Rat Sass

Part 6 - The Final Wish
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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
GM Lareg wrote:

[dice=Concentration check for Madhi to cast (DC 25)]1d20+15

Mahdi seems to struggle a bit as he attempts to do something, but nothing seems to happen.

Mahdi is using his (Su) ability again, just like in the previous round. No concentration check is required for it, because it's not spellcasting.


Maps: Travel * Hut and more

Thank you for the correction. Always confuses me as the name of the Su is the same as the spell.

Though the flame burns into the tentacle, it is Otah's attacks that finally cut it from the creature. In retaliation the creature lashes out at those nearby.

#1 tentacle @ Aldebert: 1d20 + 7 ⇒ (5) + 7 = 12, (miss)
#2 tentacle @ Aldebert: 1d20 + 7 ⇒ (1) + 7 = 8, (miss)
#3 tentacle @ Aldebert: 1d20 + 7 ⇒ (6) + 7 = 13, (miss)
#4 tentacle @ Mahdi: 1d20 + 7 ⇒ (4) + 7 = 11, (miss)
#5 tentacle @ Mahdi: 1d20 + 7 ⇒ (1) + 7 = 8, (miss)
#6 tentacle @ Mahdi: 1d20 + 7 ⇒ (19) + 7 = 26, dmg: 1d6 + 2 ⇒ (5) + 2 = 7, plus grab, vs Mahdi's CMD: 1d20 + 15 ⇒ (11) + 15 = 26 (7 dmg & Madhi is grappled.)
#7 tentacle @ Otah: 1d20 + 7 ⇒ (5) + 7 = 12, (miss)
#8 tentacle @ Otah: 1d20 + 7 ⇒ (1) + 7 = 8, (miss)
#9 tentacle @ Otah: 1d20 + 7 ⇒ (11) + 7 = 18, (miss)

Round Three: Ami (w/Yeen), Aldebert, and Pent now acting.

GM:
Init Track: Mahdi, Otah, TWB (53/92) (9 of 10 tentacles), Ami (w/Yeen), Aldebert, and Pent.


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

Round: 3, Initiative: 3

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+3)(1/60m)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 5/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1) Lesser Resoration, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 48/48 (-6hp con damage) AC: 22 (F20/T12) (+4 Mage Armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: -3 Con, Mage Armor (1/60m)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Aldebert watches as Mahdi is freed, ”Well done!” and suppresses a chuckle when only Mahdi is hit by the thrashing creature. It’s got my luck!

Gretiem attacks quickly, biting down on the writhing tentacles.
Gretiem Bite: 1d20 + 6 ⇒ (20) + 6 = 26 damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10

Aldebert follows suit, trying to do his best on the foe before them.
Hammer (magic): 1d20 + 8 ⇒ (3) + 8 = 11 damage: 1d6 + 7 ⇒ (6) + 7 = 13
Hammer (magic): 1d20 + 3 ⇒ (1) + 3 = 4 damage: 1d6 + 7 ⇒ (6) + 7 = 13

Aldebert shakes his head as his blows miss VERY wide of the mark.

Crit Threat Gretiem Bite: 1d20 + 6 ⇒ (7) + 6 = 13 damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6

He's at least gladdened that Gretiem did something to the thing at least.


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

Round 3, Init 6

Ami, tossing caution to the wind, casts Divine Favor, then moves up to touch Yeen, using Yeen and others for cover as he moves.

Yeen tears into the beast.

1d20 + 8 + 2 + 1 ⇒ (16) + 8 + 2 + 1 = 27 to hit; (bite,divfav,bless)
1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage.

1d20 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10 damage.

1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage.

Combat Stuff:

ACs: 19 Ami; 20 Yeen.
HP: 39/39 - 2 con = 34/34 Ami; 42/42- 2 con = 37/37 Yeen.

Yeen:
[ dice]1d20+8[/dice] to hit; (bite)
[ dice]1d6+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

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

[ dice]1d20+9[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.

Lvl 1: 1/7 used (divfavor)
Lvl 2: 4/6 used (barkskin @ Aldebert/Yeen, soundburst*2, )
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin, DivFav
Ami:


Maps: Travel * Hut and more

As Aldebert swings wide, Greteim tears a large hung from one of the tentacles. Yeen follows suit, biting and clawing at the creature, only one claw missing its mark.

Round Three: Pent now acting.

GM:
Init Track: Mahdi, Otah, TWB (35/92) (5/15 hp; 9 of 10 tentacles), Ami (w/Yeen), Aldebert, and Pent.


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 1

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Lt Crossbow
Condition(s) = Blessed
Sarah's Gifts Available = Create Water, Read/Detect Magic, Guidance, Longstrider(D), Bless, Shield of Faith(x2), CMW(D), Fly(D), Prayer, Summon III

The lantern archon continues to illuminate the tentacled sandwhacker.

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (12) + 3 - 4 + 1 = 12 for 1d6 ⇒ 5 damage, overcomes all DR

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (17) + 3 - 4 + 1 = 17 for 1d6 ⇒ 4 damage, overcomes all DR

Totally dropped the -4 on last assault- feel free to wipe the damage...

Celestial:

"A beautiful LASS you are!! Drive the light between its eyes, should it have them!! Strive to fight with the sheen of the skies!!"

Feeling somewhat secure in his company's decent position, Pent moves up and smacks Mahdi quickly, for the pain he's enduring.

CMW: 2d8 + 6 ⇒ (4, 7) + 6 = 17

"Alright, Maddie, not much longer here, I hope!! Keep breathing, and keep seething!! We need your fffff-ire here!!"


Maps: Travel * Hut and more

The rays burn into the creature, it's tentacles seem to quiver.

Round Four: Mahdi and Otah now acting.

GM:
Init Track: Mahdi, Otah, TWB (28/92) (5/15 hp; 9 of 10 tentacles), Ami (w/Yeen), Aldebert, and Pent.


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

Mahdi is, for one moment, free-- he sucks in a breath of air, only to get slapped in the face by another tentacle. "Gnmff!"

Again the tentacle wraps around him. Mahdi looks blearily unhappily with life. Pent's healing brings back some color to his cheeks, at least.

He lets forth with his last remaining burst of fire, wishing he had not used the others in burning away paths in the acidic slime.

(Su) fire jet again. DC 17 Reflex needed: 1d6 + 3 ⇒ (3) + 3 = 6

Save for half; fail for full damage and on fire next round.


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

"Really Mahdi?" Otah taunts the mage of wanting to be a monster plaything.

5-foot step, attacking Mahdi's new tentacle friend.
+1 Cold Iron Horsechopper, full attack, moved: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30for: 1d10 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Horsechopper, Iterative, moved: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 for: 1d10 + 5 + 1 ⇒ (5) + 5 + 1 = 11
+1 att/dam for moving!


Maps: Travel * Hut and more

Ref: 1d20 + 4 ⇒ (6) + 4 = 10
The fire catches the tentacle with its full force. As it burns, Otah strike into it slicing it nearly clear of the beast. The tentacle dangles and then is ripped from the creature by its own weight. The creature responds by lashing out wildly at all those nearby. Mahdi is no longer grappled.

#1 tentacle @Madhi: 1d20 + 7 ⇒ (20) + 7 = 27, Crit?: 1d20 + 7 ⇒ (14) + 7 = 21 dmg: 2d6 + 2 ⇒ (4, 5) + 2 = 11, plus grab, vs Mahdi's CMD: 1d20 + 15 ⇒ (3) + 15 = 18
#2 tentacle @Mahdi: 1d20 + 7 ⇒ (14) + 7 = 21, dmg: 1d6 + 2 ⇒ (3) + 2 = 5 (16 dmg & Madhi is grappled.)
#3 tentacle @Otah: 1d20 + 7 ⇒ (20) + 7 = 27, dmg: 1d6 + 2 ⇒ (4) + 2 = 6, plus grab, vs Otah's CMD: 1d20 + 15 ⇒ (8) + 15 = 23 (6 dmg to Otah, Otah is grappled.)
#4 tentacle @Otah: 1d20 + 7 ⇒ (10) + 7 = 17, (miss)
#5 tentacle @Aldebert: 1d20 + 7 ⇒ (14) + 7 = 21, dmg: 1d6 + 2 ⇒ (4) + 2 = 6, plus grab, vs Aldebert CMD: 1d20 + 15 ⇒ (17) + 15 = 32 (6 dmg to Aldebert, Aldebert is grappled)
#6 tentacle @Aldebert: 1d20 + 7 ⇒ (7) + 7 = 14, (miss)
#7 tentacle @Yeen: 1d20 + 7 ⇒ (8) + 7 = 15, (miss)
#8 tentacle @Yeen: 1d20 + 7 ⇒ (3) + 7 = 10, (miss)

Round Four: Ami (w/Yeen), Aldebert, and Pent now acting.

GM:
Init Track: Mahdi, Otah, TWB (28/92) (8 of 10 tentacles), Ami (w/Yeen), Aldebert, and Pent.


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

Round: 4, Initiative: 3

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+3)(1/60m), Blessed
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 5/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1) Lesser Resoration, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 48/48 (-6hp con damage) AC: 22 (F20/T12) (+4 Mage Armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: -3 Con, Mage Armor (1/60m)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Current AC is 22 per my status (above) thanks to the Barkskin from my brother. So I think I’m missed. It’s like I’m not here - can’t hit, can’t be hit. Sorry Mahdi!!

Aldebert chews on his tongue, worrying about Mahdi and his own inability to hit the creature. He considers smiting, but decides he simply needs to focus… FOCUS!

Gretiem attacks quickly, biting down on the writhing tentacles.
Gretiem Bite: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 (bless) damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10

Aldebert follows suit, trying to do his best on the foe before them.
Hammer (magic): 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 (bless) damage: 1d6 + 7 ⇒ (2) + 7 = 9
Hammer (magic): 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 (bless) damage: 1d6 + 7 ⇒ (5) + 7 = 12

Sigh... Maybe on the backswing?


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

Round 4, Init 6

Yeen tears into the beast. Ami takes total defense behind Yeen.

1d20 + 8 + 2 + 1 ⇒ (14) + 8 + 2 + 1 = 25 to hit; (bite,divfav,bless)
1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8 damage.

1d20 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8 damage.

1d20 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage.

Combat Stuff:

ACs: 19+4=23 Ami; 27 Yeen. (+3 Barkskin, +4 Mage Armor)
HP: 39/39 - 2 con = 34/34 Ami; 42/42- 2 con = 37/37 Yeen.

Yeen:
[ dice]1d20+8[/dice] to hit; (bite)
[ dice]1d6+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

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

[ dice]1d20+9[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.

Lvl 1: 1/7 used (divfavor)
Lvl 2: 4/6 used (barkskin @ Aldebert/Yeen, soundburst*2, )
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin, DivFav
Ami:


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 1

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Lt Crossbow
Condition(s) = Blessed
Sarah's Gifts Available = Create Water, Read/Detect Magic, Guidance, Longstrider(D), Bless, Shield of Faith(x2), CMW(D), Fly(D), Prayer, Summon III

Celestial:

"Almost done! Thank you ever so much for sticking around, and sticking it to the critter!! The last LASS I brought in was done in no time, sadly. You've gotten to visit much, much longer, and I can not be more grateful!"

The LASS keeps up its firing, although it seems to sputter, quite a lot.

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (19) + 3 - 4 + 1 = 19 for 1d6 ⇒ 1 damage, overcomes all DR

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (5) + 3 - 4 + 1 = 5 for 1d6 ⇒ 1 damage, overcomes all DR

"Ah, poot, it's starting to lose strength. Looks like it's not long for this world before it returns to its own... ah, well..."

Pent smacks Otah with a touch of Sarah's Spark. Cast Guidance on Otah- +1 competence bonus on a single attack roll, saving throw, or skill check.


Maps: Travel * Hut and more

Thank you Aldebert. Please disregard the damage and grapple.

As the beast's tentacles miss Aldebert, he weaves trying to smack the monstrosity, Gretiem following suit. Both are unable to hit as the tentacles interfere. Yeen's aggression is only slightly more focused, taking one solid bite out of the thing. As if to punctuate the string of luck, the archon seems to be putting on a light show - only lightly impacting the creature.

Round Five: Mahdi and Otah now acting.

GM:
Init Track: Mahdi, Otah, TWB (19/92) (8 of 10 tentacles), Ami (w/Yeen), Aldebert, and Pent.


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 releases his grip on his horsechopper, and pulls out the light warhammer at his waist.

Reaching over, he still attempts to smash the tentacle holding onto the mage.

"Umf!"

1 handed for the grappled
Warhammer: 1d20 + 9 ⇒ (12) + 9 = 21
for: 1d8 + 3 ⇒ (4) + 3 = 7


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 - Mahdi

Mahdi has a great retort for Otah.... it's just that the breath is being crushed from him right now. He struggles to reach his belt pouch and get out a potion of healing, using only one hand....

Standard action to draw a potion. Would normally provoke, but grappled condition on monster means no attacks of opportunity.


Maps: Travel * Hut and more

The warhammer solidly strikes the tentacle, which quivers but holds firm. Moments later the tentacle releases Otah. Mahdi is held firm by a tentacle, which constricts around him tightly while it holds firm.

Standard, maintain grapple on Mahdi: 1d20 + 15 ⇒ (3) + 15 = 18, Grapple, dmg: 1d6 + 2 ⇒ (2) + 2 = 4, Constrict: 1d6 + 2 ⇒ (3) + 2 = 5. (9 dmg to Mahdi, Mahdi remains grappled.)

Round Five: Ami (w/Yeen), Aldebert, and Pent now acting.

GM:
Init Track: Mahdi, Otah, TWB (19/92) (8 of 10 tentacles; 8/15 tenacle), Ami (w/Yeen), Aldebert, and Pent.


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 passes out. By rules, I'm fairly sure that means the monster is no longer under the 'grappled' condition-- relevant in terms of, it gets attacks of opportunity now.)

Mahdi gurgles weakly as another few ribs snap. The young wizard passes out in the tentacle's grasp, his face gray beneath his tan.


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 6

Yeen tears into the beast.

1d20 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15 to hit; (bite,divfav,bless)
1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11 damage.

1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10 damage.

1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29 to hit; (claw,divfav,bless)
1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage.

Combat Stuff:

ACs: 19 Ami; 20 Yeen.
HP: 39/39 - 2 con = 34/34 Ami; 42/42- 2 con = 37/37 Yeen.

Yeen:
[ dice]1d20+8[/dice] to hit; (bite)
[ dice]1d6+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

[ dice]1d20+8[/dice] to hit; (claw)
[ dice]1d4+4[/dice] damage.

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

[ dice]1d20+9[/dice] to hit; (slingstaff, ranged)
[ dice]1d6+2[/dice] damage.

Lvl 1: 1/7 used (divfavor)
Lvl 2: 4/6 used (barkskin @ Aldebert/Yeen, soundburst*2, )
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin, DivFav
Ami:


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

Round: 5, Initiative: 3

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Endure Elements (24hrs), Barkskin (+3)(1/60m), Blessed
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 5/5 (2d6 healing +1d6 if not fatigued or diseased)
Guisarme Attack BAB +5, Str +2, MW +1, Size +1, (Power Attack -2)
Guisarme Damage Str +2, Two handed +1, (Power Attack +6)
Hammer Attack BAB +5, Str +2, Magic +1, Size +1, (Power Attack -2)
Hammer Damage Str +2, Magic +1, (Power Attack +4)
Spells (caster level 3, concentration +5)
1) Lesser Resoration, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 48/48 (-6hp con damage) AC: 22 (F20/T12) (+4 Mage Armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: -3 Con, Mage Armor (1/60m)
Tricks: Aid, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +3, Str +3 Damage Str +4 (1.5x)

Aldebert looks to Pent as Mahdi grows limp, ”Got ‘im?” He then tries to do his own job… for a change.

Gretiem attacks quickly, biting down on the writhing tentacles.
Gretiem Bite: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 (bless) damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11

Aldebert follows suit, trying to do his best on the foe before them.
Hammer (magic): 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 (bless) damage: 1d6 + 7 ⇒ (2) + 7 = 9
Hammer (magic): 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 (bless) damage: 1d6 + 7 ⇒ (6) + 7 = 13

Aldebert celebrates his first hit in the fight...


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

Round 5, Init 1

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Light Crossbow
Condition(s) = Blessed
Sarah's Gifts Available Today = Create Water, Read/Detect Magic, Guidance, Longstrider(D), Bless, Shield of Faith(x2), CMW(D), Fly(D), Prayer, Summon III

Pent turns to Aldebert, raising his tattooed forearm in a middle finger gesture, before he realizes his faux pas, and changes from middle finger to thumb, and smiles at the halfling. "Got 'im."

Celestial:

"Almost done, again grateful for your time with us! Could you burn it a couple more times??"

The Lantern Archon zots the sand squid a couple more times.

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (18) + 3 - 4 + 1 = 18 for 1d6 ⇒ 6 damage, overcomes all DR

Light Ray, Ranged Touch Attack, Bless: 1d20 + 3 - 4 + 1 ⇒ (13) + 3 - 4 + 1 = 13 for 1d6 ⇒ 1 damage, overcomes all DR

Pent stays close by his boys, and clenches to restore Mahdi to better health.

Selective Channel Energy, no no Squidward: 3d6 ⇒ (4, 1, 6) = 11
Chance of Emissions, Low's a go...: 1d10 ⇒ 2

"Better to crack wise, than to crack ribs, Maddie..."


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

(Reaction, not a round)

Mahdi wheezes as he's returned to a horrific state of consciousness, more than likely with a tentacle still wrapped around him. "Glurg!"


Maps: Travel * Hut and more

As Yeen's claws tear into the creature its tentacles begin to waver. The second set of claw attacks render the beast motionless as its lifeless appendages flop to the ground. The attacks that follow simply insure that the beast is indeed dead.

Combat over.


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)

Yeen does, indeed, attack a few more times to make sure the beast is done. For good measure, Ami remounts and adds his own blows, striking at tentacle and mass until both are sure the beast is dead.

Only when sure, does Ami turn to the health of others, especially Mahdi.

If Mahdi is not moving, he will cast Stabilize.


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 waits as Mahdi wriggles free from the tentacle, before running up and poking him in the thigh. "That looked horrible, sounded horrible, smelled horrible..." The gnome pats the listless tentacle, then leans over and licks it, out of obligation. "...feels horrible, and tastes horrible. That's all of them, alright, perhaps you don't need to verify that, but trust that it likely tastes horrible since the first four got the classification almost by association..." The gnome seems to have begun talking to himself, instead of Mahdi.

Cure Moderate Wounds: 2d8 + 6 ⇒ (6, 6) + 6 = 18

Status:

Sarah's Gifts Available Today = Create Water, Read/Detect Magic, Guidance, Longstrider(D), Bless, Shield of Faith(x2), Fly(D), Summon III

Pent moves to the opened double doors behind the monster, and begins to look around for signs of trouble.

Perception: 1d20 + 14 ⇒ (6) + 14 = 20


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

(Nice heals, Pent!)

Mahdi gets to his feet in a wobbly fashion, still looking rather gray. When Pent's second touch of healing flows through his body, he coughs out something that might be a 'thank you', rubbing at his aching ribs.

"That... was something... I never wish to repeat again," he says with a groan. "Ugh."

Looking mostly better after the prayers to Sarah, Mahdi picks up his dropped potion bottle, re-fastens it at his belt, and grimaces around at the room. "I'm very glad you all killed that brute. In hindsight, perhaps babbling some pro-Rovagug nonsense might have been better than having been crushed to within an inch of my life. Is there anything else in this chamber we ought to consider, before moving on?"

Just checking to see if there was anything around the beast's pedestal base area or the like. Will use a detect magic as well as an actual Perception check:

Per: 1d20 + 3 ⇒ (1) + 3 = 4

Mahdi's scorpion crawls out of his desert robes and rests its curved, barbed tail against his face as if seeking reassurance, conveniently blocking his vision of anything.

"I'm fine," Mahdi tsks at it. "Get back inside your pocket, you ninny."


Maps: Travel * Hut and more

K3
This large crypt contains three vaulted alcoves that form a clover-shaped room centered upon a dais. Atop the dais rests a single massive block of deep black stone. Carvings in each alcove and on the sarcophagus itself depict the terrifying image of a nine-legged spider with a gaping maw.

Nothing of interest now that the spell holding the creature has broken.


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, now mounted on Yeen, paws up to the next area to sniff around. He looks for tracks while Yeen looks for tracks. Both will remark on things of note.

1d20 + 12 ⇒ (11) + 12 = 23 Perception - Ami
1d20 + 6 ⇒ (5) + 6 = 11 Perception - Yeen (w/scent!)
1d20 + 9 ⇒ (10) + 9 = 19 Survival

Ami looks over his shoulder to see how his brother and Mahdi are doing while he keeps an eye out.


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

Aldebert moves to the crypt and guards by it as his brother searches for loot and other things. He does let his eye wander around the room however.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

As he sits on Gretiem, he looks unsettled, and in fact worries about his abilities - having not hit a single time the entire fight against the tentacled thing.


Maps: Travel * Hut and more

Perception>20:
The block of stone looks to have a heavy lid. It would take quite a feet of strength to move it. Further, who or whatever was buried here must have been of some importance.

Ami:
Something deep within you calls. Or is it a voice within Yeen. The feeling is so strong you aren't sure. Wherever it comes from the feeling is unmistakable. The cover must be lifted. You must do it. For anyone else to remove the stone would be great danger to them. For you - for the voice protecting you - there is only excitement.


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)

halfling@Aldebert:
"Brother! Yeen...uh...Vardishal tells me that I must take what is within that stone. He speaks to me like the sun rises. I must do this alone. Keep them back," Ami says, pointing at the others.

Ami jumps off Yeen, approaching the stone lid carefully. He calls upon Vardishal to aid him. +2 to str for 1 hour. 1/1 used this day.

1d20 + 2 ⇒ (19) + 2 = 21 Strength

Ami strains will all his might.


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 brushes himself the rest of the way off-- checks that his ribs are intact-- then follows along after Ami, muttering dark words about Rovagug as he goes.

His brows rise as he watches the halfling get off his cat and go to the stone lid. Mahdi barks a short laugh.

"You won't possibly be able to move that by yourse...."


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

Aldebert, politely, gets in the way of Mahdi, and anyone else who closes into the small chamber.

"Ami must do this by himself. I don't know what's going to happen though, so let's be ready for anything."

He grips his hammer, wishing it was something larger, and holds his position.


Maps: Travel * Hut and more

Ami manages to move aside the stone slab, clearly with the assistance of some otherworldly power. Within the sarcophagus lie the bones of an ancient gnoll. The gnoll wears a glistening suit of chainmail, a periapt, and grasps the shaft of an immense greataxe, its wide and serrated blades covering skeletal feet.

Ami:
The voice within and without knows this ancient gnoll priestess as Shirak. You are instinctively that despite the various items within, only one is of any real value—the Scroll of Kakishon. This ancient relic is within the plain-looking bone scroll tube hidden under the wide blade of the greataxe between Shirak’s ankles.


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 as the halflings begin to cordon off the room and loot the sarcophagus. Keep them back, he says!! Knows something we don't, and he's getting greedy all of a sudden, isn't that interesting?! Funny how Vardishal all of a sudden orders him to claim all that's within...

Pent watches with enough interest to stick around and wait for the outcome. "What's in the box?" The gnome waits for Aldebert to speak to Ami, then for Ami to speak to Aldebert, and then for Aldebert to speak to the rest. Halflings...

The gnome turns to the dwarf. "Nice choppin', Odie."

The gnome turns to the mage. "Nice crackin', Maddie."

He looks down on himself, still attired like a Rovaguy, and immediately switches his appearance to something more dashing. His clothes become the mirror image of Mahdi's own attire.


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

Paizo was down for me all day yesterday.

Otah releases himself from the grips of the now dead creature and watches the party decompress from the fight.

Pulling out a quill and journal, he writes some small notes in his manual. Make sure unarmored in party are not in range of being grabbed by giant monsters.

Putting the book away, he watches Ami go to work on the slab, and examines the contents of sarcophagus.

"I believe the halfling and his cat take credit for the slicin', Pent."


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

"That's why I praised you on the choppin', Odie. You're too humble by half if you don't want your share of the praise." Pent slaps Otah on the back, and starts to look down unwandered corridors, pushing past Aldebert if he must.

Perception: 1d20 + 14 ⇒ (9) + 14 = 23


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 reaches into the slab, pulling out a plain-looking bone scroll tube.

"This is the tomb of the gnoll priestess Shirak...and this here is the thing that Sarenrae wants us to have," Ami explains without saying how he knows what he knows. "There might be other treasures in here...like that axe, but this tube is meant for something. Something..."

Ami dreams off before stuffing the tube safely upon himself. He reaches in to hand off things that might be of value to Mahdi and Pent for explanation.

"We can go now, I think. This is what we wanted."


Maps: Travel * Hut and more

The sound of Ami's voice echoes only slightly amidst the nearby caverns. It seems there is no stirring, though vague shapes can be seen in the little light that reaches into the narrow tunnels to the north and south.


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 looks over the chainmail, periapt, greataxe, and the tube. Casts Detect Magic

For the items that radiate, he gets closer, for lookin'.

Spellcraft #1: 1d20 + 5 ⇒ (2) + 5 = 7
Spellcraft #2: 1d20 + 5 ⇒ (11) + 5 = 16
Spellcraft #3: 1d20 + 5 ⇒ (1) + 5 = 6
Spellcraft #4: 1d20 + 5 ⇒ (8) + 5 = 13 Not sure how many are needed...

He looks at Mahdi, and shrugs. "Here's hoping you can make better sense of the tomb loot here."

Pent turns back to Ami. "You check what's in the tube yet, Ami? If it's meant for something, what's to say there's not already something tucked in 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

Mahdi trails off as Ami does, in fact, open the blasted thing on his own. He scowls, momentarily piqued at having his declaration so summarily disproved, but that quickly fades in the favor of investigating the items of interest. "Hmn! What have we here..."

Much like Pent, if any of the items (axe, etc) detect as magical:

Spellcraft: 1d20 + 13 ⇒ (18) + 13 = 31
Spellcraft: 1d20 + 13 ⇒ (6) + 13 = 19
Spellcraft: 1d20 + 13 ⇒ (12) + 13 = 25
Spellcraft: 1d20 + 13 ⇒ (8) + 13 = 21

He does a slight double-take at noticing Pent is decked out in imitations of his own brightly-colored now-a-little-drab-and-sun-faded orange-and-red robes.

"...hmn. Good look on you."


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 shakes his head as the casters do their castery thing.

"You two make an interesting pair." he quips at the mage and his mini-mage. "Anything any good?"

"Ami, is the tube part of some divine quest? It seems like your hatred of the gnolls would prevent you from wanting things used by one of their priestesses?"


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)
Otah Cragsmith wrote:
"Ami, is the tube part of some divine quest? It seems like your hatred of the gnolls would prevent you from wanting things used by one of their priestesses?"

"I don't hate gnolls any more than I hate mosquitos or flies. They are to be pitied and killed whenever you can. Because that's what Sarenrae wants...because they serve the Rough Beast," Ami opens the tube, his eyes clearly expecting Sarenrae herself to emerge.

"We're just supposed to have this. It's important."


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
Mahdi wrote:
"...hmn. Good look on you."

Pent almost forgets that he's changed his clothes, now that they're hovering over the sarcophagus items. He beams, as he compares the magic of the Sleeves to Mahdi's garb. "First thing that came to mind in contrast to the Rovathugs..." He smiles and returns to the study at hand.

Ami wrote:
"I don't hate gnolls any more than I hate mosquitos or flies. They are to be pitied and killed whenever you can. Because that's what Sarenrae wants...because they serve the Rough Beast."

Pent raises an eyebrow at the halfling, then decides better than to speak directly at him. He turns to Otah instead, patting him on the side of the leg. "Whatever you do, don't ask Ami to show you his mosquito ear necklace. You might need a jeweler's loupe to see the stitching."

Pent wanders a little further to investigate the tunnels. "Do we want to proceed further here? Seems odd that we didn't need to wander very far past the sand squid..." The gnome goes twitchy, and keeps both ears out to remain vigilant.

Perception: 1d20 + 14 ⇒ (3) + 14 = 17


Maps: Travel * Hut and more

Pent:
You identify the armor as +3 mithral chainmail and the periapt of Wisdom +4. The weapon you know is magical, but you're not sure its nature. The nearest stretch of tunnel is lined with burial niches, some of which contain strange bodies that seem something more than human.

Mahdi:
You identify the armor as +3 mithral chainmail and the periapt of Wisdom +4. The immense greataxe you identify as a life stealing weapon (identical to a sword of life stealing).


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

"Whoa, Maddie, whoa. Those are some serious magics there. I'm not detecting anything close to curse here, but we're looking at gnoll possessions here, after all. Gnoll possessions that furthered the efforts of a worshipper of Rovagug, no less."

Pent points out the armor to be magicked Mithral Chainmail +3 Mithral Chainmail, and the periapt to be magicked to increase one's Wisdom +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)
Amiamble Piddlespot wrote:
Ami opens the tube, his eyes clearly expecting Sarenrae herself to emerge.

Ami looks in the tube to see what is inside.


Maps: Travel * Hut and more

Ami:
There appears to be a scroll of some kind inside the tube. The voice - you can hear nothing else. There is great power. It must be guarded. Many have sought and fought for this scroll.


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

Aldebert watches as the items are removed and identified. He is most interested in the scroll tube - and wonders what it contains.

"What'cha got there Ami?"


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 removes a scroll from the tube, his small hands holding it as delicately as he can. It is clear that Ami prizes what is within almost as much as he prizes himself...or Yeen...or his brother.

"A scroll. It is important. We must keep it!" Ami unrolls the scroll to see what is thereon.

Ami turns to his brother.

"Brother, this is important. You must help me keep it away from those who are evil. You must!" Ami asks with big eyes full of worry. "Promise, brother. Promise."

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