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

Seeing that Rokova is not defending himself, Aldebert rides up and pulls his brother aside,

Halfling:
"Easy brother. Something's not right here, and I don't know what it is. It may be that this Rokova fellow is telling the truth and is, well, an innocent."

It is clear he's having trouble with the situation, and isn't sure how to proceed.

After a little while he turns to the group, "I think Rokova here has done all he can - he bought us a few days of relative rest, but that's as far as it goes. Now we're going to have to fight his fight for him and put him on the throne - or kill every gnoll here."

"I must admit I don't see any other path open to us unless we were to try and sneak away the same way we came in. But that just leaves the nest intact and close enough to raid the town which I do not like. What do you folks think?"


Maps: Travel * Hut and more

Can set up initiative here if needed. Just let me know. Basing absence of initiative on RP currently.

The raw voice of Rokova is heard near, but the source is not seen.

"You needn't even fight. Share what you've found as we agreed. The axe may be more than enough, but I cannot control the hoard if I cannot speak truth to them. Truth may mean little to you. But for me it is the only way I can sway the rabble."

Ami / Yeen:
Yeen can clearly smell the gnoll close by.


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 fails to register why Yeen seemingly let the gnoll go so quickly and easily.

"Lies, gnoll...you cannot control the beasts...you are nothing," Ami hisses back. "That are you so craven with us proves your lack of mettle with your kin."

Ami looks back his brother, annoyed.

"He wants the armor...but if the axe is not good enough to sate those outside, then this is all a ruse and his word is all lies. He should be kilt...and killing the rest of his kin would be fine by me. I think he thinks he has the advantage here. We would gladly slay all of his kin...yet he does not seem to notice or care."


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

"Rokora's no simple gnoll, though we already know. With all the glow about the two of them, I didn't have much clue until he flew." Pent tries to sweep the vicinity with his detection.

"The beast seeks to use the truth to its own advantage, but speaks it so abstractly, it lies by omission. Its mission is abstract." The gnome addresses the invisible gnoll.

"We've been fighting from the start, Roll-Over. We only started with words, not weapons. We can't see you with our eyes, but we can feel you with our hearts. There are gnolls still about, so you've already lied about leading them off. You've kept them about, because you can use them to rout us, I don't doubt." Pent shivers, as his frustration mounts.

"If you need the truth, then here it is- Your dogs returned from the hunt, and laid down a mighty ax at your feet out at your command. Pick up the damn ax, and sway the horde you were supposed to lead away, and leave us be. We are done with you, there is no trust here. You are not defenseless here. I fear that you are far from it, and only feign your feeble. If you need to fight us to find your truth, then let's..."


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

"I've spoken nothing but truth to you, gnoll, and you seem to deny it. I've even extended you every politeness, until my brother here got a little out of hand with your delays."

"I've even offered to trade you things we didn't find down here to try and give you more to show off, as that seems to be what you're after. Something shiny for your compatriots."

"But you continue to demand more. Now it sounds like you want the ax, an item of greater value, as your share. I had hoped we could come to some accord, but that seems impossible - for you, not for us who continue to try to deal."

"Fine. Keep the gold,' he drops the sack on the ground, "it's yours for the few days you did keep your kin off our backs. But it sounds like you'll have the ax or nothing. So be it."

He turns to the others in the party, "I think we're going to have to fight our way out."

He is clearly not happy about 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 blinks when Ami spurs his cat to attack, but that is nothing compared to the gnoll becoming unseen. His eyes narrow, and his fingers twitch a little.

"Your tribe is your problem. We can retreat back down these stairs-- these highly defensible stairs-- and hold ourselves quite well for many days, for there is water below, and we can fend well for ourselves while you send your tribe to die on our steel. How long would that go for, do you think, until they did indeed rebel and cut you down as you would like us to think will happen?

"Anyway, you clearly do not believe us when we say we've shared what we found. What, exactly, is it that you think we're holding back?"

Mahdi is essentially readying to cast a glitterdust on wherever he next hears Rokova's voice coming from, or at least, as close as he can judge it. That'd probably kick off an initiative count, but up to you, GM.


Maps: Travel * Hut and more

There is nothing but silence and the stench of the decomposing corpses. Moments later there is the sound of gnolls fighting. Surprisingly, the sound does not come closer.

Pent:
The aura's from Rokora are suddenly gone, leaving another different, but fading aura.

Ami / Yeen:
Yeen suddenly looses the sent of the gnoll.


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) to Identify Auras with Detect Magic: 1d20 + 5 ⇒ (15) + 5 = 20

Knowledge(Arcana) to Identify Auras with Detect Magic: 1d20 + 5 ⇒ (15) + 5 = 20

Knowledge(Arcana) to Identify Auras with Detect Magic: 1d20 + 5 ⇒ (3) + 5 = 8

Knowledge(Arcana0 to Identify Auras with Detect Magic: 1d20 + 5 ⇒ (2) + 5 = 7

Dunno how many auras are at play here...

"I can't see the auras... wait! Another aura... but I still can't locate the gnoll..."

The gnome shares what he can tell of the disappearing auras. He also perks up to listen to gnoll fighting, and looks at his companions to understand where their minds are.

"So... we wait a little while, see how much work they'll do for us before we enter the fray?"


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

"I agree Pent. No sense in exposing ourselves to more danger than is needed. Let them thin themselves out a bit and we'll finish off what's left - or scatter them to the winds for the desert to do the same."

He pulls his hammer and moves up by the first set of double doors and listens to hear what can be heard.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27

He leans back, "Remember all, we fall back to the stairwell if we need to retreat. We can hold them there in waves."


Maps: Travel * Hut and more

Northern most door:
The sound of two fearful gnolls can be heard. They seem to be planning their escape.

Southern most door:
The sound of fighting gnolls is chaotic. A large number of gnolls seems to be engaging another some distance from the door.


Maps: Travel * Hut and more

on my mobile. Will get to the auras tonight Pent. Two successes. Need to check targets for info on my laptop.


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)

"Brother! He is gone! Yeen can no longer find him!" Ami alerts his brother and returning his attention to Yeen.

"Hunt, Yeen! HUNT!" Ami says, asking the cat to scent around for the gnoll.

Ami and Yeen pace back and forth, trying to find the gnoll.


Maps: Travel * Hut and more

Ami / Yeen:
Yeen scratches at the northern most door, having caught a different scent of interest.


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)

"Brother, this way! That gnoll went this way, I think!" Ami says, pointing at the north doors.

"However, it might be that we take this moment to return back the way we came. We can attack them from behind if they think we are still down here."


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

Aldebert is unsure what to do. Truly, his brothers plan is a good one. But what if they are overwhelmed? It will be harder to retreat to safety at that point. Still, the time it takes them to reach the surface will surely give their opponents time to slaughter each other... at least a bit.

He hesitates a moment while he thinks.

Then, he suggests to the group, "It is a good plan, and we can still retreat down here fairly safely if we must. Let's follow Ami's plan. He's a good gnoll hunter. Let's trust his instinct."

If the others readily agree, he waits for them to catch up, then opens the doors leading to the north - the way they came in.

GM Lareg, that is the way we came in... right?


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

The gnome bunches up his pants, taking in the surrounding walls and colors, and allows his Sleeves to take on something nondescript that will let him not be so noticeable as they start moving from room to room.

"Lead on, Halfs-Who-Make-Whole-Lotta-Wotta. I'm ready to be done with the House, one way or another, waiting in place or setting to race." Pent watches the brothers set course of action.


Maps: Travel * Hut and more

Yes. The northern most door is the way you came in. Should still be revealed on the map. Will double check Roll20.


Maps: Travel * Hut and more

Pent:
You clearly identify two faint auras from magical items. In the time before the aura's vanish, you gather that the two auras were likely from armor, weapons, or some other worn items.

Alderbert:
It sounds as if the gnolls are moving up stairs.


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)

Anyone remember when Ooootah used to post?

Ami and Yeen follow Aldebert out the door and back the way they came.

"Sniff, Yeen, Sniff! Is he still around here?" Ami encourages Yeen's scenting.


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

Aldebert follows his brother closely, looking for gnollsign.

Moved on map.


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 observes the halflings headed at the right stairwell, the one headed up and into the scorched webbing, and hopes their path is still clear as they begin to follow mental breadcrumbs back and out of the House. His ears twitch, trying to keep up with all the cross-referencing sounds of battle, retreat, weeping, bowel gurgles, and heavy breathing in anticipation.

Perception: 1d20 + 14 ⇒ (15) + 14 = 29

Moved on the map.


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

(Pardon my slowness. Busy few days.)

Mahdi grimaces when it becomes apparent that Rokova is... seemingly no longer present. If this is not some sort of trick...

"Lead on," he agrees. "Any gnolls that cross our path will taste fire."

(Moving, sticking with the group.)

"Something about this entire mess stinks like ripe goat milk," he observes as they hurry through the chambers. "My gut tells me we haven't heard or seen the last of Rokova."


Maps: Travel * Hut and more

Perception>24:
The sounds of gnolls are moving up the stairs is growing distant.

The room is familiar, the dead king will clearly no longer be using the bed chambers. It looks as if the gnolls quickly searched the room before moving to the stairway, where they hastily left the door agape.


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

"Keep it going!! I can barely hear the gnolls climbing the steps!! If you're after them, you best move quickly!" Pent takes his own cue, and asks Sarah for a lift to his step. Cast Longstrider

He keeps out of the way of Ami and Aldi, waiting for them to move up the stairs.


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

I do! Busy weekend, and work was impacted yesterday.
Also, no response to the grumpy dwarf? Woe.

Clearly frustrated with the situation, the dwarf gets lost for a time in his own thoughts. The gnoll knows. He wants to see it. Just let him see the damn thing and show his true colors. No? Can't blame them, he is being a shifty bastard. If we did just lay everything out, he probably would snatch and run? Ah, now the gnoll is gone... Hey where are they going?

Otah jogs behind the party until they stop.

"Think they'll kill each other, or they're just luring us into a false sense of security?"

If it's closed, Otah prods the next door open with his horsechopper at reach.


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

"They're gnolls, Odie. No false sense about them, they're true to their natures, at least most of them. Not that Rokova, I'll tell you. That mutt is frustrating."

Pent encourages Otah to keep knocking down doors, expecting to see a pair of frightened gnoll eyes staring up at them.


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

Aldebert nudges Gretiem and charges through the open door and up the stairs. He does his best to keep his wits about him, and hammer at the ready.

Once atop the steps, he looks around.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20


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 turns to look at the dwarf, a brief look of fervor in his eyes.

"As long as the gnolls above die, by my teeth or theirs, it will be a good day. But my guess is that they wait to ambush us," Ami hisses, following his brother up the stairs.

"Go brother! We can catch them while the sun still shines this day!"


Maps: Travel * Hut and more

The sounds of running feet is only slightly muffled by the web remaining from the slain spider.

Roll20 updated.


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 thrills to his increased foot speed, bolting up the stairs, and keeping to the side to allow the animals to gain on the dismounted gnolls. His feet seem to ignore any difficult terrain, should any flooring prove difficult enough to traverse. Agile Feet, 1 round of ignoring Difficult Terrain...

"Hurry, hurry, hurry, hurry, hurry..." He taps on his crossbow, sure that it will come in handy very shortly.


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

Aldebert rushes forward, climbing the last few stairs and rushing down the hall in search of targets. (double move, 30' move = 60' - I just did one round of movement so far)


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 follows after Aldebert and Get'him, anxious to find gnolls to slay under the sun.


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 runs, trying to keep up with the fleet lizard and cat, and wrenching his feet free of the sticky webs.

Just moving to stay with the party.


Maps: Travel * Hut and more

Initiative for chase purposes.

Initiative
Mahdi: 1d20 + 10 ⇒ (9) + 10 = 19
Aldebert: 1d20 + 1 ⇒ (20) + 1 = 21
Pent: 1d20 ⇒ 13
Amiamble: 1d20 + 3 ⇒ (3) + 3 = 6 (with Yeenoghu)
Otah: 1d20 + 2 ⇒ (3) + 2 = 5

Edit: Roll20 updated with gnoll locations.

The heavy breathing of the gnolls can be heard nearby as they run on.

Round Two (movement actions complete): Aldebert, Mahdi, and Pent now acting.

GM:
G1: 1d20 ⇒ 2, G2: 1d20 ⇒ 12; Init Track: Aldebert, Mahdi, Pent, G2, Ami (w/ Yeen), Otah, G1.


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

Round: 2, Initiative: 21

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: None
Conditions: Barkskin (1/??m)
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) Hero’s Defiance, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 48/48 AC: 22 (F20/T12) (+4 mage armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: 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)

”Ami! Ahead!”

Not quite sure what ‘movement actions complete’ means. If it means I’ve already moved this round, ignore the following.

Aldebert, seeing gnolls ahead, charges with Gretiem into the fray!

Gretiem Bite: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 (charge) damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
Hammer (magic): 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11 (charge) damage: 1d6 + 7 ⇒ (4) + 7 = 11


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

Round 2, Init 13

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Light Crossbow
Condition(s) = Longstrider(6 hours)

Spell Preparations:

4 Oth Level-Create Water, Guidance, Resistance, Stabilize
1st Level-Bless(x2), Shield of Faith(x2)
2nd Level-Aid, Hold Person, Sound Burst, CMW[D]
3rd Level-Prayer, Searing Light, Summon Monster III, Fly[D]

Pent moves up in a quick burst, and spots the gnolls fleeing for their lives, likely. He summons the Sarahtar to dissuade them from further flea-ing.

Sarahtar: 1d20 + 5 + 5 ⇒ (1) + 5 + 5 = 11 for 1d8 + 2 ⇒ (5) + 2 = 7 damage poot


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

Round 2, Init 6

Ami and Yeen double move to protect and help Aldebert.


Maps: Travel * Hut and more

As Aldebert guessed, the movement actions mean that everyone accept Otah is considered to have moved this round. We can move to round three? Double move is valid, but only 2nd part of double move left. The Sarahtar actions still work on the rear gnoll from inside H18 as there would be no line of sight to the hallway. Thoughts?


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

Totally fine. I'll take a second move then and call it a round. Fixing my position on the map shortly.


Maps: Travel * Hut and more

Good deal. Will wait for map adjustments to continue. Once Aldebert, Mahdi, and Pent make their adjustments I'll update gnolls and continue with Round two as below.

Round Two: Ami (w/ Yeen) (movement taken, action left, assuming double move), Otah (movement and action remaining)


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

Adjusted position of both gnome and glow on the map. Consider Sarahtar to be up and running...


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 double moved. Ami would have attacked or done something useful but was too excited.


Maps: Travel * Hut and more

The rearmost gnoll steps carefully away from the summoned creature before continuing its retreat (5-ft step followed by movement.)

Round Two: Ami (w/ Yeen) (actions complete) and Otah (movement and action remaining).


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:
The rearmost gnoll steps carefully away from the summoned creature before continuing its retreat (5-ft step followed by movement.)

GM, rules stuff:
Just for reference, that's not legal per the rules. "You can move 5 feet in any round when you don't perform any other kind of movement." However, if your goal is to avoid the attack of opportunity from the monster, what you want is the Withdraw action, which would have the same net effect.

I believe Mahdi has no actions remaining in round 2, so there's no adjustments from me at this stage.


Maps: Travel * Hut and more

Sounds good Mahdi. Thank you for the clarification. Just awaiting Otah's actions/


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, Initiative: 5
Slower than the rest of the party, Otah scrambles forward.

Double move, slow dwarf.


Maps: Travel * Hut and more

The other gnoll continues to run away.

Round 3: Aldebert, Mahdi, and Pent now acting.

GM:
Init Track: Aldebert, Mahdi, Pent, G2, Ami (w/ Yeen), Otah, G1.


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

Round 3, Init 13

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Light Crossbow
Condition(s) = Longstrider (6 hours)

Spell Preparations:

Oth Level-Create Water, Guidance, Resistance, Stabilize
1st Level-Bless(x2), Shield of Faith(x2)
2nd Level-Aid, Hold Person, Sound Burst, CMW[D]
3rd Level-Prayer, Searing Light, Summon Monster III, Fly[D]

GM Lareg:

The Sarahtar is Pent's Spiritual Weapon ;) A glorious, illumined scimitar, which the gnome has named in Her honor...

Pent strides forward briskly, eyeballing the distant gnoll, and bids the Sarahtar fly straight and true in its strike.

Sarahtar: 1d20 + 5 + 5 ⇒ (16) + 5 + 5 = 26 for 1d8 + 2 ⇒ (2) + 2 = 4 damage

Suddenly worried about the gnolls announcing their presence in their retreat, Pent tries to lock up the distant gnoll's legs, bringing it to a halt.

Cast Hold Person, Will Save DC 17. This presumes that the distant gnoll looks nothing like Rokova...


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

Round: 3, Initiative: 21

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: None
Conditions: Barkskin (1/??m)
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) Hero’s Defiance, Lesser Restoration
- - -
Gretiem Lord of the Green
HP: 48/48 AC: 22 (F20/T12) (+4 mage armor included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: 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 pushes Gretiem along and they amble quickly around the corner and after the gnolls. They can’t quite catch up though and he ends his move outside of combat range (double move).


Maps: Travel * Hut and more

The fantom like weapon hits the gnoll and then suddenly it is motionless where it stands, mid lurch - clearly hoping to run further.

Will: 1d20 ⇒ 10

Round 3: Mahdi now acting.

GM:
Init Track: Aldebert, Mahdi, Pent, G2, Ami (w/ Yeen), Otah, G1 (HP: 7/11).

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