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


4,901 to 4,950 of 10,988 << first < prev | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | next > last >>

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 opens his eyes wide, turning them from the scrawl to the Mahdi. "'Tongue of dragons'? That's a new one to me, but it's not to you, and for your learning, we've now learned not only what that scratch means, but also that we're likely also dealing with more geckomen! Only lizard crew around these parts, just didn't think they were so bold as to venture forth from their crack to fight the dogmen."

The gnome looks about, wondering if there is more geckosign. "Maddie, you really gotta teach me the draconic tongue waggle. Never made my tongue fork before."


Maps: Travel * Hut and more

Wil: 1d20 + 1 ⇒ (14) + 1 = 15

The gnoll seems unaffected by the spell, but nearly taken to the ground by Aldebert's hammer.

Roll20 has been updated. If everyone could position their tokens accordingly based on previous narrated actions.

GM:
G3:4/20


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)

Round 4

Ami and Yeen tear into the gnoll.
Yeen:
1d20 + 8 ⇒ (15) + 8 = 23 to hit; (bite)
1d6 + 4 ⇒ (5) + 4 = 9 damage.

1d20 + 8 ⇒ (9) + 8 = 17 to hit; (claw)
1d4 + 4 ⇒ (4) + 4 = 8 damage.

1d20 + 8 ⇒ (4) + 8 = 12 to hit; (claw)
1d4 + 4 ⇒ (4) + 4 = 8 damage.

Ami:
1d20 + 8 ⇒ (19) + 8 = 27 to hit; (slingstaff, melee)
1d6 + 1 ⇒ (6) + 1 = 7 damage.

Combat Stuff:

ACs: 19 Ami; 20+3+4=27 Yeen. (Barkskin, mage armor)
HP: 39/39 Ami; 42/42 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
Lvl 2: 3/6 used (barkskin @ Aldebert/Yeen, CMW)
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin
Ami:


Maps: Travel * Hut and more

As the gnoll falls to the ground dead, what appears to be a humanoid head flies through the doorway toward Ami.

Stingchuck: 1d20 + 6 ⇒ (15) + 6 = 21, dmg: 1d4 ⇒ 4.

Fort Sv (DC 11). Ami, Aldebert, Gretiem, & Yeen. Fail?:
You are nauseated for 1d3 ⇒ 3 rounds.


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! Look out!" Ami and Yeen recoil from the stink.

1d20 + 4 ⇒ (14) + 4 = 18 Fort (Ami)
1d20 + 6 ⇒ (19) + 6 = 25 Fort (Yeen)


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

Gretiem Fort: 1d20 + 7 ⇒ (13) + 7 = 20
Aldebert Fort: 1d20 + 10 ⇒ (12) + 10 = 22

Aldebert ducks and pulls Gretiem's tongue from the stink. "Thanks!" he calls back to Ami.


Maps: Travel * Hut and more

An arrow flies toward and wide of Aldebert.

mwk composite longbow: 1d20 + 6 ⇒ (1) + 6 = 7

Round 5: All PCs now acting.


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 20

"I've never had the opportunity to write dragon fighting tactics in my journal before." the dwarf chimes in as he steps forward.

"Who throws heads? You beasts!"

He drives his horsechopper through the air just above Aldebert.

5 foot step, full attack on five.

+1 Cold Iron Horsechopper, full attack, moved, cover, lunge: 1d20 + 10 + 1 - 2 ⇒ (10) + 10 + 1 - 2 = 19for: 1d10 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Horsechopper, Iterative, moved, cover, lunge: 1d20 + 5 + 1 - 2 ⇒ (7) + 5 + 1 - 2 = 11 for: 1d10 + 5 + 1 ⇒ (1) + 5 + 1 = 7
+1 att/dam for moving!
AC for next round is -2


Maps: Travel * Hut and more

Nearly cut down in one swing, the gnoll looks leaning back toward the doors behind it.


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

"OOO-tah!! Good!" Ami cheers as they move up to attack.

Yeen:
1d20 + 8 ⇒ (9) + 8 = 17 to hit; (bite)
1d6 + 4 ⇒ (1) + 4 = 5 damage.

Ami:
1d20 + 8 ⇒ (19) + 8 = 27 to hit; (slingstaff, melee)
1d6 + 1 ⇒ (3) + 1 = 4 damage.

Combat Stuff:

ACs: 19 Ami; 20+3+4=27 Yeen. (Barkskin, mage armor)
HP: 35/39 Ami; 42/42 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
Lvl 2: 3/6 used (barkskin @ Aldebert/Yeen, CMW)
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin
Ami:


Maps: Travel * Hut and more

Just after Yeen and Ami move beyond the doorway, two gnolls hiding in the hallway unleash attacks as Yeen finishes what Otah began.

mwk composite longbow: 1d20 + 6 ⇒ (12) + 6 = 18 (miss)
mwk scimitar: 1d20 + 7 ⇒ (8) + 7 = 15 (miss)


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 17

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Light Crossbow
Condition(s) = Longstrider(6hr)
Spell Preparations
Oth Level-Create Water, Guidance, Resistance, Stabilize
1st Level-Shield of Faith(x2)
2nd Level-Aid, Hold Person, Sound Burst
3rd Level-Prayer, Summon Monster III, Fly[D]
Channels: 6/8

Pent moves up, poking Aldebert on the back, bringing Sarah's support, if only briefly. Cast Guidance- +1 competence bonus on a single attack roll, saving throw, or skill check.

"Cleaning out the kennels, dogging the mongrels, neutering from the neck up..." The gnome watches the carnage continue to unfold, and waits.


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

"...heads? Oh, lovely," Mahdi tsks from his safe position in the back. "Ash bind your actions, fools!"

Casting daze again, DC 15, on gnoll Four.

(In case I can't post: Mahdi considers these gnolls easy prey and doesn't want to burn high level spells on them, though he still has several. However, if the situation gets markedly worse such as a more significant combatant showing up, one of the PCs falling, or an agreement from the other PCs that we need to retreat, he would prioritize dropping a haste spell on the party to facilitate either combat boom and/or escape, and other spells after that as GM dictates.)


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

Round: 5, Initiative: 7

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Barkskin (3/??m)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 3/5 (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), Blessed (?/?m)
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)

Gretiem 5’ steps next to Yeen, and both Gretiem and Aldebert swing! (targeting number 4, and if it falls, 6)

Gretiem Bite: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Hammer (magic): 1d20 + 8 ⇒ (10) + 8 = 18 damage: 1d6 + 7 ⇒ (3) + 7 = 10
Hammer (magic): 1d20 + 3 ⇒ (16) + 3 = 19 damage: 1d6 + 7 ⇒ (3) + 7 = 10

”Oh boy, what have you found here brother!” he grins as he attacks the evil gnolls with gusto.


Maps: Travel * Hut and more

Aldebert and Gretiem take down another gnoll and begin clobbering away on another. The remaining gnolls know they are out matched and do their best to withdraw. One manages to move past Ami and Yeen, but the other is engaged with Aldebert.

mwk scimitar: 1d20 + 7 ⇒ (2) + 7 = 9 ⇒ (8) + 7 = 15 (miss)

Edit: roll20 updated.


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

Round: 6, Initiative: 7

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Barkskin (3/??m)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 3/5 (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), Blessed (?/?m)
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)

Hoping to take out the opposition quickly, Gretiem and Aldebert hammer away…

Gretiem Bite: 1d20 + 6 ⇒ (6) + 6 = 12 damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Hammer (magic): 1d20 + 8 ⇒ (20) + 8 = 28 damage: 1d6 + 7 ⇒ (3) + 7 = 10
Hammer (magic): 1d20 + 3 ⇒ (2) + 3 = 5 damage: 1d6 + 7 ⇒ (5) + 7 = 12

CRIT Hammer (magic): 1d20 + 8 ⇒ (17) + 8 = 25 damage: 1d6 + 7 ⇒ (2) + 7 = 9

Are the double doors open? Where did the gnoll run off too?


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)

Are the good guys up again? I'm confuzzled where we are in the order.

Ami watchs Yeen gnash his teeth, waiting to kill more gnolls.


Maps: Travel * Hut and more

The remaining gnoll falls to Aldebert's hammer.

Round Seven: Actions remaining for PCs other than Aldebert / Gretiem. (Do PCs give chance?)

Yes, PCs are up again. With only two gnolls standing and one of them fleeing makes for a short NPC turn. The next set of doors are unlocked, as was made clear by the gnoll fleeing in that direction. However, they are not propped open.


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

Ami and Yeen tear into the gnoll from around the corner.

Yeen:
1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13 to hit; (bite)
1d6 + 4 ⇒ (1) + 4 = 5 damage.

1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5 to hit; (claw)
1d4 + 4 ⇒ (2) + 4 = 6 damage.

1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5 to hit; (claw)
1d4 + 4 ⇒ (3) + 4 = 7 damage.

Ami:
1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11 to hit; (slingstaff, melee)
1d6 + 1 ⇒ (2) + 1 = 3 damage.

Combat Stuff:

ACs: 19 Ami; 20+3+4=27 Yeen. (Barkskin, mage armor)
HP: 35/39 Ami; 42/42 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
Lvl 2: 3/6 used (barkskin @ Aldebert/Yeen, CMW)
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin
Ami:


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 20
ahhhhh

Otah runs after the gnolls, the length of his horsechopper making up for stride of his short legs.

+1 att/dam for moving!
+1 Cold Iron Horsechopper, moving, cover: 1d20 + 10 + 1 - 2 ⇒ (14) + 10 + 1 - 2 = 23 for: 1d10 + 5 + 1 ⇒ (4) + 5 + 1 = 10


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

Round 6, Init 17

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Light Crossbow
Condition(s) = Longstrider(6hr)
Spell Preparations
Oth Level-Create Water, Guidance, Resistance, Stabilize
1st Level-Shield of Faith(x2)
2nd Level-Aid, Hold Person, Sound Burst
3rd Level-Prayer, Summon Monster III, Fly[D]
Channels: 6/8

Pent looks over his shoulder, keeping an eye on Mahdi at the rear, and the folk at the front. He pats Otah on the back, keeping pace with the punchpackers. Cast Guidance- +1 competence bonus on a single attack roll, saving throw, or skill check.

"Alright, Odie, show 'em what you've got, make way with your chopper, herd the dogs like a sheep who's had enough."


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

Back now, though I may still be slow next few days. Computer problems, yay!

Mahdi pushes into the hall as he can no longer see any gnolls. Again he points and gestures.

Daze on Gnoll Six, DC 15.


Maps: Travel * Hut and more

Although Ami and Yeen don't seem able to finish the gnoll, Otah draws blood. As the last of the gnoll's falter a bellowing roar can be heard from the behind.

Did Otah chase the fleeing gnoll or engage the gnoll that Ami / Yeen are attacking? I'll update Roll20 as soon as I can.


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 would have chased down the runner, using lunge if he had to.


Maps: Travel * Hut and more

The gnoll seems unaffected by Mahdi's spell. The bellowing roar from behind seems to be growing louder.

I've updated roll20 accordingly.

Ref: 1d20 + 1 ⇒ (18) + 1 = 19

Round 7: All PCs acting. (I'm not sure if we missed a round for Ami / Yeen or something got mislabeled. Feel free to make up an action if I've skipped something.)


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

Ami and Yeen step up to fight the new gnoll.

"Brother, this is a good start on dead gnolls!" Ami hisses to his brother, an unseen smile on his lips.

Yeen:
1d20 + 8 ⇒ (9) + 8 = 17 to hit; (bite)
1d6 + 4 ⇒ (5) + 4 = 9 damage.

1d20 + 8 ⇒ (14) + 8 = 22 to hit; (claw)
1d4 + 4 ⇒ (3) + 4 = 7 damage.

1d20 + 8 ⇒ (6) + 8 = 14 to hit; (claw)
1d4 + 4 ⇒ (4) + 4 = 8 damage.

Ami:
1d20 + 8 ⇒ (6) + 8 = 14 to hit; (slingstaff, melee)
1d6 + 1 ⇒ (4) + 1 = 5 damage.

Combat Stuff:

ACs: 19 Ami; 20+3+4=27 Yeen. (Barkskin, mage armor)
HP: 35/39 Ami; 42/42 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
Lvl 2: 3/6 used (barkskin @ Aldebert/Yeen, CMW)
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin
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 7, Init 17

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Light Crossbow
Condition(s) = Longstrider(6hr)
Spell Preparations
Oth Level-Create Water, Guidance, Resistance, Stabilize
1st Level-Shield of Faith(x2)
2nd Level-Aid, Hold Person, Sound Burst
3rd Level-Prayer, Summon Monster III, Fly[D]
Channels: 6/8

Pent starts to fidget, what with the roaring coming from his behind. He moves through the doors, and past Mahdi, hoping to avoid direct confrontation with whatever is working its way through the bowels of the House of the Beast. He smacks Otah on the way by, granting him a small grace before the bellower arrives. Cast Guidance- +1 competence bonus on a single attack roll, saving throw, or skill check.

RPG Superstar 2015 Top 16

Is this roaring coming from 'behind us' as in, the direction of the way we came?


Maps: Travel * Hut and more

Ami and Yeen easily halt the gnoll's breathing.

Then yelling is coming from the the direction the PCs came from.


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

Round: 7, Initiative: 7

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Barkskin (3/??m), Guidance (3/10r)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 3/5 (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), Blessed (?/?m)
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)

Amiamble Piddlespot wrote:
"Brother, this is a good start on dead gnolls!" Ami hisses to his brother, an unseen smile on his lips.

Aldebert grins back to his brother and nods, before turning around.

”Whatever it is, let’s hold it here and whittle that roar to a wimper.” Aldebert faces back the way they came and readies an attack on anything hostile. 5’ step as needed.

Gretiem Bite: 1d20 + 6 ⇒ (5) + 6 = 11 damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Hammer (magic): 1d20 + 8 ⇒ (9) + 8 = 17 damage: 1d6 + 7 ⇒ (6) + 7 = 13


1 person marked this as a favorite.
Maps: Travel * Hut and more

Aldebert slays the remaining gnoll.

Daughter's first b-day this weekend. Updates likely to be late evening.


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 listens while Yeen sniffs dead gnolls, tearing the throats out of those Ami will let him.

"Brother! What is that noise coming from the backside of Pent!?" Ami wrinkles his nose. "It sounds different than the usual sounds. OOOO-tah? Do you hear it?"

Ami thinks for a moment and decides to drag bodies over to block the door (between C4 & C5) with bodies. There are lots of bodies to use. He will start with the bodies that are unsearched, then the others are they are searched. He will only take the ears for his necklace from the gnolls that he and Yeen slew.


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

(Happy birthday to your little girl!)

Mahdi looks less assured than Aldebert. "Yes, a great place to make our stand," he mutters. "Our back exposed to any gnolls that might come on us from these many unopened doors, as we turn to face whatever's roaring at us from behind.... Perhaps we can bar these double doors from the other side, make that roarer fight its way to us?"

He hurriedly helps look over the gnolls as he speaks, caring nothing for their crude armors and weapons, but keeping an eye out for potions and the like.

Will cast a detect magic and prioritize any magical loot he sees.

Question: in room c4, there's what shows on the map as stairs, perhaps? I didn't see any mention of it in the original description of C4.


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

Yes, belated birthday tidings to Lareg's daughter

Round 7

"What is... that?" Otah questions the sound in his ears as Amiamble moves towards the doors they came through. As the halfling sets to barricade the door, the dwarf sets his horsechopper on top of it, ready to lance anything that attempts to come through.

Wish this thing had Brace!


Maps: Travel * Hut and more

A large gnoll bursts it's way through the door near the end of the narrow hall. The sound of it's roar confirms that this is the creature that has been approaching.

The stairs on the map are there. I'll update info and map this afternoon.


Maps: Travel * Hut and more

Roll20 updated.

Mahdi:
The stairs in the corner lead down.


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

Round: ?, Initiative: ?

Status:
HP: 64/64 AC: 22 (F21/T14) (+3 Barkskin included)
Weapon Equipped: Hammer
Conditions: Barkskin (3/??m), Guidance (3/10r)
Summon Mount: 1/1 (full round)
Smite Evil: 2/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 3/5 (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), Blessed (?/?m)
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 hears, and finally sees, a giant gnoll coming at the party. He moves up next to his brother, and readies an attack should it close all the way (no 5’ step available sadly).

Gretiem Bite: 1d20 + 6 ⇒ (18) + 6 = 24 damage: 2d4 + 4 ⇒ (3, 1) + 4 = 8
Hammer (magic): 1d20 + 8 ⇒ (5) + 8 = 13 damage: 1d6 + 7 ⇒ (4) + 7 = 11


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 ?

Ami looks at the big gnoll and wonders why such beastly horrors exist. Then he remembers that Sarenrae gave him gifts, like Yeen, so that he might battle the Rough Beast in all his forms.

And Ami grips his sling staff more tightly, waiting for the monster to come closer. He casts a spell to help Yeen fight.

Divine Favor on Yeenoghu, slayer of gnolls.


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 ??, Init 17

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Light Crossbow
Condition(s) = Longstrider(6hr)
Spell Preparations
Oth Level-Create Water, Guidance, Resistance, Stabilize
1st Level-Shield of Faith
2nd Level-Aid, Hold Person, Sound Burst
3rd Level-Prayer, Summon Monster III, Fly[D]
Channels: 6/8

Pent hears the bellowing, watches his mates retreat back the way they came to greet the new beast. He shuffles up behind Otah, and palms his arm, bringing a shimmer around the dwarf. Cast Shield of Faith- +3 Deflection Bonus to AC for 6 minutes

"Be careful now, Odie. The bigger they are, the harder they hit. The harder they hit, the bigger the split in your lip. The bigger the split in your lip, the deeper the sip from my gifts.... The deeper... ah, you get my drift..."

Also, Otah, you should still be benefiting from Pent's Guidance from within the last minute...+1 competence bonus on a single attack roll, saving throw, or skill check.


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

Dunno where we are in rounds.

"Ah! Now THAT might be a threat!" Mahdi says, sounding almost pleased. He gestures and speaks, and sparks fly from his fingertips to settle on his friends and speed their feet.

Hasting the party. Will get everyone except himself in it.


Maps: Travel * Hut and more

Initiative (Initiative, copy and pasted - still current.)
Mahdi: 1d20 + 10 ⇒ (8) + 10 = 18
Aldebert: 1d20 + 1 ⇒ (6) + 1 = 7
Pent: 1d20 ⇒ 17
Amiamble: 1d20 + 3 ⇒ (2) + 3 = 5 (with Yeenoghu)
Otah: 1d20 + 2 ⇒ (18) + 2 = 20

The gnoll charges into Aldebert, slicing into him.

blade: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27, dmg: 1d6 + 1d6 + 3 ⇒ (2) + (3) + 3 = 8

Round 8: All PCs now acting (haste can start this round, though I think Mahdi cast it as the gnoll stormed in).

GM:
ZI: 1d20 + 9 ⇒ (9) + 9 = 18


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

Round: 8, Initiative: 7

Status:
HP: 56/64 AC: 23 (F21/T15) (+3 Barkskin included, +1 haste included, +2 Smite (gnoll) NOT included)
Weapon Equipped: Hammer
Conditions: Barkskin (3/??m), Haste (1/6r), Smiting giant gnoll
Summon Mount: 1/1 (full round)
Smite Evil: 1/2 (+2 attack, +6 damage, +2 AC)
Lay on Hands: 3/5 (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: 23 (F20/T13) (+4 mage armor included, +1 haste included)
Fort: 7 Reflex: 7 Will: 4 BAB: +3 CMB: 6 CMD: 18
Conditions: Mage Armor (1/60m), Blessed (?/?m)
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)

Gretiem 5’ steps into the hallway and he attacks!
Gretiem Bite: 1d20 + 6 ⇒ (18) + 6 = 24 damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
Haste Gretiem Bite: 1d20 + 6 ⇒ (2) + 6 = 8 damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11

Aldebert eyes the giant, and examining the wound in his side, challenges him… Smite Evil (swift) He uses the guidance he's been carrying of Pent's on his first swing.

Hammer (magic): 1d20 + 8 + 3 ⇒ (7) + 8 + 3 = 18 (haste, smite, guidance) damage: 1d6 + 7 + 6 ⇒ (3) + 7 + 6 = 16 (smite)
Hammer (magic): 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 (haste, smite) damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19 (smite)
Haste Hammer (magic): 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 (haste, smite) damage: 1d6 + 7 + 6 ⇒ (3) + 7 + 6 = 16 (smite)

If the creature is NOT evil, -2 on attacks and -6 on damage.

”Aaaarrgh!”


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

Round 8

Ami and Yeen move up to join his brother in tearing apart the beast.

Yeen:
1d20 + 8 + 1 + 1 ⇒ (13) + 8 + 1 + 1 = 23 to hit; (bite,divfav,haste)
1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 damage.

1d20 + 8 + 1 + 1 ⇒ (15) + 8 + 1 + 1 = 25 to hit; (claw,divfav,haste)
1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7 damage.

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

Hasted Yeen:
1d20 + 8 + 1 + 1 ⇒ (3) + 8 + 1 + 1 = 13 to hit; (bite,divfav,haste)
1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 damage.

Ami:
1d20 + 8 + 1 + 1 ⇒ (20) + 8 + 1 + 1 = 30 to hit; (slingstaff, melee)
1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8 damage.

Pot Crit Ami:
1d20 + 8 + 1 + 1 ⇒ (13) + 8 + 1 + 1 = 23 to hit; (slingstaff, melee)
1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 damage.

Haste Ami:
1d20 + 8 + 1 + 1 ⇒ (2) + 8 + 1 + 1 = 12 to hit; (slingstaff, melee)
1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 damage.

Combat Stuff:

ACs: 19 Ami; 20+3+4=27 Yeen. (Barkskin, mage armor)
HP: 35/39 Ami; 42/42 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
Lvl 2: 3/6 used (barkskin @ Aldebert/Yeen, CMW)
Lvl 3: 0/4 used

Yeen.: Mage Armor,Barkskin
Ami:


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 8, Initiative 20

Pent wrote:
"Be careful now, Odie. The bigger they are, the harder they hit. The harder they hit, the bigger the split in your lip. The bigger the split in your lip, the deeper the sip from my gifts.... The deeper... ah, you get my drift..."

"Would you rather get the split lip and sip from my gifts?"

Otah moves forward and lunges at the beast of a gnoll.

+1 Cold Iron Horsechopper, moved, cover, guidance: 1d20 + 10 + 1 - 4 + 1 ⇒ (3) + 10 + 1 - 4 + 1 = 11 for: 1d10 + 5 + 1 ⇒ (10) + 5 + 1 = 16

Doh, so much for Sarah's gift ;)


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

Round 8, Init 17

Status:

AC = 13
HP = 41/41
Weapon Equipped = MW Light Crossbow
Condition(s) = Longstrider(6hr), Hasted
Spell Preparations
Oth Level-Create Water, Guidance, Resistance, Stabilize
1st Level-Shield of Faith
2nd Level-Aid, Hold Person, Sound Burst
3rd Level-Prayer, Summon Monster III, Fly[D]
Channels: 6/8

Pent moves up behind Aldebert, and slaps him on the back. Guidance- +1 competence bonus on a single attack roll, saving throw, or skill check.

"Keep swinging that hammer, you halfer with the hefter!!"

Sorry for the delay!!


Maps: Travel * Hut and more

Though Gretiem's initial bite snaps into the gnoll, all of Aldebert's strikes miss - that last brushing the hairs of the creature. Yeen and Ami have much more success, each drawing blood twice. Not to be outdone Otah bellows, lashing out at the creature only to be left with bits of dust from the stony wall grinding at the heft of his weapon's tip. The creature roars, begins to falter and as dust and rock falls from the ceiling and walls covering it's gushing wounds as its hands pound against the bare stone - poof - the menace is no where to be seen.

GM:
ZI hp: 36/72, stealth: 1d20 + 20 ⇒ (20) + 20 = 40


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 looks around, wondering what happened to the gnoll they were happily slaying.

"Brother?! Where did it go!? We were doing the Sun's work!!? WHERE DID IT GO!?" Ami asks, then focuses on solutions.

"Yeen! Hunt! Where'd it go, boy?!" Ami asks Yeen to scent out the gnoll if it's invisible.


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

"Hoo, nannygoat by the throat, where indeed! Didn't know grand gnolls can roll out that kind of show." Pent stands upright, and looks over his shoulder, half-expecting the gnoll to have reappeared behind them the moment it disappeared in front of them.

"Maddie!! Did you see it go? Was it magic or mischief?!"

Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6

The gnome rubs his eyes, keeping the debris from finding its way past his lids. He waits as the halfs hunt around.


Maps: Travel * Hut and more

The blood on the ground seems real enough as does the sound of gnolls, distant, but growing louder. The ruckus they are causing seems to sound especially loud.

We will proceed in initiative.


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

Sigh, I gotta stop using up my glitterdusts in crowd control...

Mahdi scowls. "I've no idea what happened... either the brute turned invisible, or teleported, or something. Watch for blood-- we hit it fairly solidly; if it's moving about, the blood should drip and show us a path.

"Listen to that noise, though-- a bunch of gnolls must be coming... we still need to find a way OUT of this damned place."

Irritably, Mahdi gestures and shouts, and a ball of flame erupts where the big gnoll had previously stood.

I'm not actually 100% certain where on the map the big gnoll had been standing, but Mahdi will conjure a flaming sphere into whichever square he would last have seen the gnoll. If any creature is still in that square, they need to make a DC 17 (DC 18 if they are a gnoll) Reflex save or take 3d6 ⇒ (3, 4, 4) = 11 fire damage.

4,901 to 4,950 of 10,988 << first < prev | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Rat Sass's Legacy of Fire - Gameplay All Messageboards

Want to post a reply? Sign in.