Legacy of Fire (Inactive)

Game Master dinketry

The sands of the desert are unforgiving, and those who show weakness rarely survive.

Kelmarane Regional Map

The Mountain's Maw

The House of the Beast


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Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

Razif peers through the looking glass for a short while.
"A gnoll group with a prisoner in the pesh fields. I suggest we get a move on and save him." A small, sly grin comes over his face.
"Finally a fight where I can truly be in my element."


Male Gnome Sorcerer 5 | HP: 21/21 | AC 17 (T11, FF 14) (+2 dodge AC in desert) | CMB: +3 CMD: 15 | F:+3* R:+5* W:+8* | Init +2 | Perc +2, SM +0, Social +3 | Speed 20 ft. | Spells: 1st: 6/7, 2nd: 0/5 | MH: 1/1, O/C: 1/1, Pr: 1/1, US: 1/1 | Elemental Ray: 5/6 | Active Conditions: Mage Armor, Barkskin

Min looks up at Garavel suspiciously. "I do not trust you and that spy glass... Rab-rab, no looking!"

Mn crosses his arms at the foot of the ladder and does not go up to peek.

When Razif says that they should go save a guy from the pesh fields, Min thinks about it for a moment. "Are there any gnolls who look like they like to torture people out there. Perhaps anyone with their intestines hanging out? Because that makes a difference, you know..."


Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

Rab-rab crosses her arms and says "Hmph!"

She gives Jack-jack a pat, but then Razif says they should go save someone. "Okay, let's go! Come on!"


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

"We will not allow these servants of the beast to go unpunished," Uzma vows, nodding and ready to follow the fearless Rab-rab.


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

Razif gives Min a reassuring smile... as reassuring as it can be with his missing teeth.

"No body parts hanging out. I'd like to rush that way to make sure it stays that way."


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

Layaali doesn't bother peering through the spy glass, knowing her gilded eyes would prevent her from taking in the sight. (How does clouded vision work with a spyglass? I'm assuming I still can't see past 30 ft. even with the aid of a spyglass or other tool.)

Instead she heads straight for the door. "Time is short. I'll need a guide."

She pulls out and loads her crossbow while she waits for Razif to lead the way.

"Let's hurry."

Grand Lodge

The Mountain's Maw |

As the spyglass is not magical, Layaali, I would agree that you don't see much when you look through it. A magical spyglass however...

The gang gathers their belongings and hurry out of the monastery towards the pesh fields to the north. The full moon provides a good deal of light, obviating the need for external light sources - for now - as the adventurers hustle to engage the savage gnolls before they kill again. The dark walls of Kelmarane loom in the distance.

New map added - here. Please note that the oasis in the middle of the map is a dry bed - there's no water. The figure outlined in black on the right side of the map is the bound figure, kneeling on the ground. Please arrange yourselves somewhere in the first two columns of the map and let me know if you're going to storm the gnolls or attempt to approach stealthily.

The moonlight illuminates shadows of the scene across the pesh fields. Five gnolls dance around a bound prisoner kneeling in the sand. Occasionally, one of the gnolls beats the ground with a weapon or staff as they bark and yip.

If you Speak Gnoll:
You catch snippets of phrases shouted out by the gnolls. "Rough Beast! Come and claim your prize!"

You are in low-light.


Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

Seeing Razif ready his bow, Uzma calls upon Gozreh to guide the ranger's arrows, that they may strike true. Then, he finds some cover to study the scene before coming to the aid of the poor prisoner.

Cast Guidance on Razif + stealth
Stealth: 1d20 + 8 ⇒ (3) + 8 = 11
Yuk.


Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

Rab-rab hurries through the fields, but she is surprisingly quiet!

Stealth: 1d20 + 11 ⇒ (10) + 11 = 21

Even thought I am pretty quiet, I just want to run up and attack.


Male Gnome Sorcerer 5 | HP: 21/21 | AC 17 (T11, FF 14) (+2 dodge AC in desert) | CMB: +3 CMD: 15 | F:+3* R:+5* W:+8* | Init +2 | Perc +2, SM +0, Social +3 | Speed 20 ft. | Spells: 1st: 6/7, 2nd: 0/5 | MH: 1/1, O/C: 1/1, Pr: 1/1, US: 1/1 | Elemental Ray: 5/6 | Active Conditions: Mage Armor, Barkskin

Min huffs and puffs as he chases after his sister. "Wait for me, Rab-rab!"

When they get closer he tries to be quiet. He does not want to be captured by gnolls!

Stealth: 1d20 + 6 ⇒ (14) + 6 = 20


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

Layaali hurries through the desert, unconcerned with stealth.


M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

Drael follows the rest through the desert with his axe in hand, focusing more on speed than stealth as the group attempts to reach the gnolls.

Grand Lodge

The Mountain's Maw |
Rab-rab Bunnis wrote:

Rab-rab hurries through the fields, but she is surprisingly quiet!

Even thought I am pretty quiet, I just want to run up and attack.

Core Rulebook wrote:
”When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging.”

Unfortunately, Rab-rab, you can either use Stealth or run up. Not both - you need to choose which you want to do.

GM roll: 1d20 + 2 ⇒ (12) + 2 = 14


Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

Razif, whispering, translates the Gnolls' words to the rest.
"'Rough Beast, come and claim your prize.' As suspected, they're planning to sacrifice him to Rovagug."

He then moves, stealthily, to the cover next to Uzma, eyeing the rock northwest of him as a vantage point to fire the opening shot from.


Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

Rab-rab and Min say they will both run up then. They'd rather attack than sneak.

Grand Lodge

The Mountain's Maw |

As the gang scurry across the desolate pesh fields under the full moon, the gnolls howl and dance around the bound prisoner. In the moonlight, Drael becomes an excellent guide for the largely-blind Layaali given his enhanced vision.

Everyone besides Drael is affected by the low-light condition. That means you all have a 20% miss chance (concealment) in combat. Layaali has special vision penalties that she knows about.

One of the gnolls pulls up abruptly and cocks his head, staring intently across the pesh fields. He suddenly lets his head back and yips three times and all of the other gnolls halt their macabre dance and face off, growling and snarling at the adventuring party!

You've been spotted! Time to roll for initiative!

GM rolls:
Drael Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Layaali Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Min Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Rab-rab Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Razif Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Uzma Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
1d20 ⇒ 21d20 ⇒ 81d20 ⇒ 21d20 ⇒ 71d20 ⇒ 12

Round 1! You are all ~85-95 feet away from the nearest gnoll.

Initiative Order:
  • Min
  • Rab-rab
  • Razif
  • Gnoll E
  • Uzma
  • Gnoll B
  • Drael
  • Gnoll D
  • Layaal
  • Gnoll A
  • Gnoll C
  • The gnomes scamper ahead, out-pacing everyone!

    Min and Rab-rab, you may act! Razif, you may act as well. Min and Razif, if you'd like to continue using Stealth, you can only move at 1/2 your normal maximum speed. Also, any of you may run (x4 your max speed) on your turn as a full-round action.


    Male Gnome Sorcerer 5 | HP: 21/21 | AC 17 (T11, FF 14) (+2 dodge AC in desert) | CMB: +3 CMD: 15 | F:+3* R:+5* W:+8* | Init +2 | Perc +2, SM +0, Social +3 | Speed 20 ft. | Spells: 1st: 6/7, 2nd: 0/5 | MH: 1/1, O/C: 1/1, Pr: 1/1, US: 1/1 | Elemental Ray: 5/6 | Active Conditions: Mage Armor, Barkskin

    "Careful, Rab-rab!"

    Min quickly reaches out a hand and touches Rab-rab.

    "Sumpeery koo kala!"

    Casting Mage Armour on Rab-rab. Her AC will be two higher for 1 hour.

    Then he hurries ahead, trying to stay close to his sister.


    Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

    Rab-rab's AC is now: 18, T14, FF 15. I have updated my stat line.

    Rab-rab moves up beside her brother.

    "Come and get me, ugly!" she shouts at the gnolls.

    Rab-rab prepares to shoot a gnoll with a gust of wind if they come close enough...

    Reaadying an action to shoot the first gnoll that comes within 30 ft.!

    Readied Rolls:

    Readied Ranged Attack: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
    Magic Bludgeoning Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
    I have low-light vision. Do I still have to roll a miss chance? If I do: 1d100 ⇒ 78


    Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

    Razif curses quietly, and dashes over to the next rock, to get a few good shots in before the gnolls reach the party...

    Attacking the pink bordered gnoll!

    Attack: 1d20 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15
    Concealment: 1d100 ⇒ 51
    Damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8

    Mechanics:
    That's my base +4 to hit off my BAB and DEX, +2 to hit and damage for having Gnolls as my favored enemy, and another +2 to hit and damage for my Gnoll Killer trait!

    Grand Lodge

    The Mountain's Maw |

    My mistake, Rab-rab. You and Min both have low-light vision and don't take the 20% concealment penalty.

    The gnomes scamper up looking for cover, staying shoulder to shoulder. The ranger runs up to a boulder and with one swift practiced motion nocks an arrow and buries it deep into the neck of a yipping gnoll. Holding pressure on the arrow without pulling it out, the wounded gnoll races behind his companions. With a sudden motion, the gnoll unshoulders a bow and fires in response at the ranger!

    Ranged Attack on Razif, Partial Cover: 1d20 + 1 ⇒ (12) + 1 = 131d6 + 1 ⇒ (6) + 1 = 7 MISS!

    The arrow whistles past the ranger, missing well over Razif's head.

    Uzma, you may act!

    Grand Lodge

    The Mountain's Maw |

    Waiting on Uzma.


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Calling upon Gozreh for protection, Uzma steps forward. Bright flames form in his hand as he incants in the ancient tongue of the druids, and he hurls a ball of fire at the foul beasts...

    Cast Heat Shimmer + move + Cast Produce Flame + attack one of the gnolls who has not yet acted
    ranged touch attack: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 2 ⇒ (4) + 2 = 6

    Grand Lodge

    The Mountain's Maw |
    Uzma Mahdi Al Kalid wrote:

    Calling upon Gozreh for protection, Uzma steps forward. Bright flames form in his hand as he incants in the ancient tongue of the druids, and he hurls a ball of fire at the foul beasts...

    Cast Heat Shimmer + move + Cast Produce Flame + attack one of the gnolls who has not yet acted.

    Uzma, please give me a d100 roll to determine if you miss secondary to the light conditions. Please also identify a target via colour from the map.


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Unless the green-bordered gnoll has a spear that could be thrown, I'll attack the archer.
    1d100 ⇒ 78

    Grand Lodge

    The Mountain's Maw |

    The archer is the one who acted - I’ll have you fire at the green-bordered gnoll.

    The druid hurls a ball of flame at the largest of the hulking gnolls. The fiery ball explodes in impact into the torso of the bestial warrior, the smell of burnt fur and flesh washing out across the plains. As the large gnoll howls in pained fury, another gnoll drops a spear and pulls a bow out, snapping a shot off at Razif!

    Ranged Attack on Razif: 1d20 + 1 ⇒ (16) + 1 = 171d6 + 1 ⇒ (3) + 1 = 4 HIT! - 4hp dmg, Razif!

    Razif takes an arrow in the shoulder despite his partial cover.

    Drael, it is your turn!


    M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

    Drael re-slung his axe across his back and took out his bow as he ran alongside Razif next to the nearest rock.

    Grand Lodge

    The Mountain's Maw |

    Google Docs is under a cloud of errors at the moment, so our map is unavailable. FYI.

    One of the gnolls standing in front of the injured gnoll drops his spear, pulls out a bow, and fires at the ranger that the others in the pack all seem to be firing upon.

    Ranged Attack on Razif: 1d20 + 1 ⇒ (19) + 1 = 201d6 + 1 ⇒ (6) + 1 = 7 HIT! - 7 hp dmg, Razif!

    Razif pulls back ever so slightly to test the arrow planted in his shoulder. With a thickening crunch, a second arrow sprouts from his chest, blood spraying in a mist as the bloodrager slams his bulk into the rocky cover next to the pin-cushioned ranger. From across the field, the gnoll archer barks in raucous glee at his crack shot.

    Razif, after that injury, I have you at 7hp. Layaali, you may act!


    Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

    Seeing Razif get shot a few times, Layaali detours to his side. She places a hand on his shoulder.

    "Vildeis! I pray you take his wounds upon yourself to aid him in this battle!"

    Casting cure light wounds.

    Healing Razif: 1d8 + 2 ⇒ (4) + 2 = 6

    Then she spins and glares across the field towards the sounds of the gnolls, in an effort to make herself a nice big target.

    Grand Lodge

    The Mountain's Maw |

    The larger gnoll barks at the other gnolls, clearly communicating something.

    Gnoll:
    "Kill the flame-wielder. He worships the she-b~#~$."

    The lead gnoll, fur still smoking from Uzma's flame, steps forward, grinning at the druid. With both hands, he brings his curious weighted staff down onto the sand with a powerful thump. One of his companions steps up, an arrow nocked and aimed at Uzma.

    Ranged Attack on Uzma: 1d20 + 1 ⇒ (16) + 1 = 171d6 + 1 ⇒ (3) + 1 = 41d100 ⇒ 2 MISS!

    The druid's blurred outline saves him from what was a clean shot. The arrow whizzes by, close enough for Uzma to notice the fletching by the moonlight.

    Round 2!

    Initiative Order:
  • Min
  • Rab-rab
  • Razif
  • Gnoll E
  • Uzma
  • Gnoll B
  • Drael
  • Gnoll D
  • Layaal
  • Gnoll A
  • Gnoll C
  • GM rolls: 1d4 + 1 ⇒ (1) + 1 = 2

    Min, Rab-rab, and Razif may act!


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Reminder: Heat Shimmer: Creatures that strike you in melee while you're using this ability are dazzled for 1 round (Fortitude negates).


    Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

    You had me at 7 total at that point? Must've lost track somewhere then, my apologies! With Layaali's healing, that makes 13 total for now. If I'm misunderstanding, let me know!

    Razif, still reeling from the two nasty shots, focuses when he hears the leader shout. He understands his words and shouts the important part to his druid friend.

    "Uzma! They're focusing on you! Try to find shelter!"

    He then takes aim at the green-bordered gnoll.

    Attack: 1d20 + 4 + 2 + 2 ⇒ (20) + 4 + 2 + 2 = 28
    Concealment: 1d100 ⇒ 1
    Damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

    Critical: 1d20 + 4 + 2 + 2 ⇒ (14) + 4 + 2 + 2 = 22
    Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

    Added the crit confirm because I wasn't sure if a miss in concealment was at 0-20 or 80-100

    Grand Lodge

    The Mountain's Maw |
    Uzma Mahdi Al Kalid wrote:
    Reminder: Heat Shimmer: Creatures that strike you in melee while you're using this ability are dazzled for 1 round (Fortitude negates).

    Melee, not Ranged combat.

    Grand Lodge

    The Mountain's Maw |

    Razif takes careful aim, racing a bead on the head of the larger gnoll. He lets fly his arrow with assured precision, but the shadows of the night have misspoken to him, and the arrow somehow passes by without hitting the gnoll.

    Awaiting Min and Rab-rab.


    Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

    Rab-rab hurries forward and ducks behind the tree/bush/cactus.

    Double move.


    Male Gnome Sorcerer 5 | HP: 21/21 | AC 17 (T11, FF 14) (+2 dodge AC in desert) | CMB: +3 CMD: 15 | F:+3* R:+5* W:+8* | Init +2 | Perc +2, SM +0, Social +3 | Speed 20 ft. | Spells: 1st: 6/7, 2nd: 0/5 | MH: 1/1, O/C: 1/1, Pr: 1/1, US: 1/1 | Elemental Ray: 5/6 | Active Conditions: Mage Armor, Barkskin

    Min repeats the same spell he casts last turn, this time on himself.

    "Sumpeery koo kala!"

    Casting Mage Armour on Min.

    Then he hurries ahead, trying to stay close to his sister.

    "Wait for me, Rab-rab!"

    Grand Lodge

    The Mountain's Maw |

    The gnoll with the arrow protruding from its chest steps closer to the kneeling humanoid figure, raises its bow, and - true to the predictions of Razif - fires on Uzma!

    Ranged Attack on Uzma: 1d20 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (4) + 1 = 51d100 ⇒ 28 MISS!

    The prisoner leans into the firing gnoll, knocking him and his arrow completely off-kilter. In response, the wounded gnoll backhands the prisoner and growls. It would seem that the cowled prisoner still has some fight in him after all!

    While the (pink) gnoll is next to the kneeling figure, you will need to take a -4 to your ranged attack to avoid hitting the prisoner - unless you have Precise Shot, that is.

    Uzma, it is your turn!


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Ever fearless against all odds, Uzma moves forward and finds some semblance of cover behind bushes. Then, he invokes anew the ancient powers of Gozreh.

    A desert dog appears from the sands and engages one of the gnolls, snarling and biting.

    Heat Shimmer + Move + Summon Nature's Ally --> dog attacks green-bordered gnoll
    dog's bite attack: 1d20 + 2 ⇒ (19) + 2 = 211d4 + 1 ⇒ (3) + 1 = 4

    Grand Lodge

    The Mountain's Maw |

    Summon Nature's Ally is a spell that requires a full round to cast it, Uzma. Your dog will appear at the beginning of the next turn, and you cannot move this turn.

    Another gnoll fires an arrow at the druid!

    Ranged Attack on Uzma, Heat Shimmer: 1d20 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (6) + 1 = 71d100 ⇒ 66 MISS!

    The arrow falls extremely short.

    Razif:
    You don't understand these gnolls hunting tactics. They are not typical.

    Drael, it is your turn!


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Oops. Indeed, casting is a full round, so no movement. However, I do believe that the dog acts immediately: "The summoned ally appears where you designate and acts immediately, on your turn."...?

    Grand Lodge

    The Mountain's Maw |

    The dog appears as a result of the summoning spell once the spell is completed. That takes a full round. Once summoned (next round), it acts on your turn. You (the summoner) get a new full round action next round.


    M Suli Bloodrager/5 (HP 15/64|5/54)| AC:17(17) | T:11 | FF:16 | CMB:8 | CMD:19 | Fort:+6|8 | Ref:2| Will:+1 | Init:+3 | Perc:+8 | Speed 25)

    Drael raises his bow and fires an arrow at the nearest gnoll before moving closer to their group and crouching behind another bush.
    Attack: 1d20 + 4 ⇒ (5) + 4 = 9
    Damage: 1d6 ⇒ 3


    Desert Druid 2 | HP: 19/15 | AC 12 (ff 10) CMD 11 | F+4 R+2 W+6 | Initiative +0 | Perception +9 | Heat Shimmer 6/2

    Got it!

    Grand Lodge

    The Mountain's Maw |

    Yet another gnoll aims his bow at the druid as Drael’s arrow sails high.

    Ranged Attack on Uzma: 1d20 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (5) + 1 = 61d100 ⇒ 36 MISS!

    The arrow whistles past Uzma’s chin, the fletching of the arrow leaving the druid’s whiskers quivering!

    Layaali, you’re up!


    Female Aasimar Oracle of Vildeis 5 | HP: 36/44 | AC 12 (T 10, FF 12) | CMB: +1 CMD: 11 | F:3* R:+1* W:+5* | SR 10 | Init +1 | Perc +7, SM +7, Bluff +4, Diplomacy +14 | Speed 30 ft. | Spells: 1st: 0/7, 2nd: 0/5 | Channel Energy: 0/7, Empyreal Focus 1/1 | Active Conditions : life link (all but Drael)

    Halfway through the dried up sand bed Layaali is finally able to see a gnoll! She moves a little bit closer and holds up her crossbow.

    Double move.

    Grand Lodge

    The Mountain's Maw |

    The large gnoll gives a short series of yips, drops the heavy-headed staff in his hands, unshoulder his wicked-looking bow, and fires an arrow at Uzma after barking a word in Gnoll.

    Gnoll:
    "Die, human scum,"

    Ranged Attack on Uzma: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 221d6 + 2 + 2 ⇒ (4) + 2 + 2 = 81d100 ⇒ 64 HIT! - 8 hp dmg, Uzma!

    Because you're in the middle of casting a spell, Uzma, you have to complete a concentration check (by rolling 1d20 + your level (2) + your caster ability score modifier (WIS - 3)) with a difficulty of 10 + damage dealt to you + level of spell (1st), a DC 19 check.

    Uzma's Concentration Check (19): 1d20 + 2 + 3 ⇒ (15) + 2 + 3 = 20 SUCCESS!

    Uzma grits his teeth, willing his divine energies to continue their incantation despite the arrow lodged deep in his thigh. A further arrow arcs out at the casting druid.

    Ranged Attack on Uzma: 1d20 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (4) + 1 = 51d100 ⇒ 83 MISS!

    Round 3!

    A foreboding tremor shakes the landscape.

    Initiative Order:
  • Min
  • Rab-rab
  • Razif
  • Gnoll E
  • Uzma
  • Gnoll B
  • Drael
  • Gnoll D
  • Layaal
  • Gnoll A
  • Gnoll C
  • Min, Rab-rab, and Razif - you may act!


    Male NG Keleshite Ranger (Flamewarden) 5 | HP: 42/42| AC: 17(13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +6, R: +7, W: +2; | Init: +3 | Perc: +7, | Speed 30ft | No current conditions | Ammo: 41 arrows

    Razif grits his teeth, looking around him worriedly at how the situation is progressing. he simply prays to Sarenrae and attempts to shoot the pink-bordered gnoll in hopes of keeping Layaali safe.

    Attack: 1d20 + 4 + 2 + 2 ⇒ (20) + 4 + 2 + 2 = 28
    Concealment: 1d100 ⇒ 1
    Damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

    These rolls are exactly the same as last time, what the heck

    Grand Lodge

    The Mountain's Maw |

    The ranger draws a dead-steady bead on the wounded gnoll as it pulls back to slap the kneeling figure once more. His aim is sure; his shot is pure...

    The arrow connects with nothing but shadows.

    That's just lousy luck, Razif - my sympathies. Awaiting Min and Rab-rab.


    Female Gnome Kineticist 5 | HP: 25/42 | AC 16 (T14, FF 13) (Physical Ranged Attacks have 20% to miss her) | CMB: +1 CMD: 14 | F:+7* R:+7* W:+1* (+1 w/ animal close) | Init +3 | Perc +2, SM +0, Social +1 Speed 20 ft. | Burn: 0/6 | DL: 1/1, GS: 1/1, Pr: 1/1, SwA: 1/1 | CW: 1/1, CLW: 1/1, KD: 1/1, St: 1/1 | Eternal Hope: 1/1 | Active Conditions: Air Shroud (always), Enveloping Winds (always)

    Rab-rab hurries forward and shoots a blast of air from her hands, right at the big, green gnoll!

    Ranged Attack: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
    Bludgeoning Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6


    Male Gnome Sorcerer 5 | HP: 21/21 | AC 17 (T11, FF 14) (+2 dodge AC in desert) | CMB: +3 CMD: 15 | F:+3* R:+5* W:+8* | Init +2 | Perc +2, SM +0, Social +3 | Speed 20 ft. | Spells: 1st: 6/7, 2nd: 0/5 | MH: 1/1, O/C: 1/1, Pr: 1/1, US: 1/1 | Elemental Ray: 5/6 | Active Conditions: Mage Armor, Barkskin

    Min runs right up next to Rab-rab, placing himself between her and the gnolls.

    Double move.

    Also, if this is desert terrain my AC is +2 higher, which would make it AC 17, T 13, FF 14. I think maybe it is?

    Grand Lodge

    The Mountain's Maw |

    Rab-rab races up, summoning the powers of the zephyrs to project a blast of air that hits the gnoll straight in the snout! The gnoll shakes its head briefly to clear its vision and narrows its eyes at the small gnome and howls.

    Then Rab-rab's brother steps in front of her. On the western end of the fray, the wounded gnoll slaps again at the kneeling human cowering on the sand as the tremors pitch violently around all. Satisfied, he nocks an arrow and aims at the druid again.

    Ranged Attack on Uzma, Heat Shimmer: 1d20 + 1 ⇒ (8) + 1 = 91d6 + 1 ⇒ (5) + 1 = 61d100 ⇒ 94 MISS!

    Amazing. I had six - 6!!! - attacks on Uzma - 5 since he started casting a spell - and I missed all but one of them. The one I hit for didn't interrupt your spell. Truly, Gozreh watches over Uzma.

    A snarling dog appears in the clearing of the desert plain and scampers at the gnolls, teeth bared and hackles raised!

    Uzma, you're up! The maximum range for the appearance of the summoned creature is 30 feet (25 ft + 5 ft per 2 levels). Your level for this spell is 3rd level given your trait, but you round down for range and such. You may make a Charge attack with the dog if you wish (+2 to attack a single attack; -2 AC the round after the attack). Go ahead and roll the d20 for the dog's attack, identify which gnoll you wish to attack (the dog has enough speed to reach any of them), and roll a 1d4+1 for damage. Then, you may take your full turn as Uzma!

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