Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

In the morning, Hektir will spend some quiet time alone, thinking manly thoughts and appreciating his own nature.

* * *

Hektir, upon seeing the giantish thing, spits.

"Well, well, look what we found," Hektir says with another spit.

1d20 + 13 ⇒ (9) + 13 = 22 Know (Nature)


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

earlier, if Mott allows

Still thinking on a good breakfast, Quinn alters his morning prayers to Cayden and prays for nourishing fare.

swap in create food and alcohol for resist energy, communal and create a big breakfast for everyone, including Zeno and Flash, complete with mimosas


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 1/2, Init 16

Status:

AC = 21
HP = 64/64
Weapon Equipped = MW Composite Longbow (+2 Str adj)
Condition(s) = None

Ratibor wrote:
"Remember, I am enjoined to not let anyone not in the company of Baba Yaga enter this Hut. If you return, I have no choice but to hold to that binding."

Tsin wheels on Ratibor as she hears his words translated. "A shame. Let's hope we don't have to return then."

Tsin draws her longbow, staring at the giant man, and wondering if he's expecting them to understand him. She looks him over as well.

Knowledge(Nature), Monster Lore: 1d20 + 8 + 3 ⇒ (17) + 8 + 3 = 28

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You are positive it's a frost giant.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Mott, so I do have an open language spot. Since we've not really run into giants, can I take Giant as that language?

Pems looks around, somewhat confused as to how the giants found the hut.

If I can speak Giant...

Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13 "Hail tall one! We are travelers from a far land and seek no quarrel with you. Will you parlay?"

If not...

Pems stares at the giant and tries to mime peace and how we should give it a chance...


retired (AP completed)

Malavarius enjoys the morning repast, chattering with Zeno about the likelihood of finding a good haberdasher in Iobaria. After, he conjures up a bit of armor for Hektir. "It won't guard you from the cold, I'm afraid, but it might turn aside a blade or hoof perhaps."

As the group steps out of the hut and into their third winter, Malavarius pushes his hat back a bit and sets his hands on his hips as he gazes about, entirely oblivious to the distant giant and its foreign bellowing.

Status:

HP: 40/40
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 0/1 used

Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [ ], haste [ ]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]

Protective Ward used: 0/8

Ongoing Effects:
mage armor (Hektir): 7 hours

Malavarius speaks Giant!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Hearty breakfast is fine, Quinn. Lots of delicious oatmeal and gruel for everyone!

Round 1/2:

Hektir: 9*
Malavarius: 8*
Pemsworth: 26
Quinn: 20
Tsin: 16
Antagonist: 11

Huh. All your initiative rolls came in exact order...

Pems gestures appear to be for naught -- not that he thinks words would have helped any more -- as it charges forward, with Tsin pulling her bow and Quinn casting his quick spell on the halfling.

The giant lopes forward -- another bursting from the treeline to join him -- and fires a massive chunk of ice toward you. It slams into Mal, nearly breaking the wizard in half! 20 hp

Two giants are 160 feet away; Tsin, considering it didn't react well to Pems' words, you could have taken a shot this round if you want or some other standard action.

Mechanics:

1d5 ⇒ 2
1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
1d8 + 13 ⇒ (7) + 13 = 20

G1: 160 ft.
G2: 160 ft.


retired (AP completed)

Groaning as a boulder of ice blasts him off his feet and knocks his hat (and Zeno) flying from his head, Malavarius looks up groggily from the ground and wheezes out a spell before slumping back into the Malavarius-shaped hole in the snow.

cast haste

Status:

HP: 20/40
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 0/1 used

Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]

Protective Ward used: 0/8

Ongoing Effects:
haste: 1/7 rounds
mage armor (Hektir): 7 hours


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 1, Init 9

Hektir spits again as the frost giant begins hostilities. "No worries, we can handle one piddling giant..." Hektir's voice breaks off as the second giant comes into view.

"Ah Piddlespot!"

Hektir grabs his rod of extend, lesser and casts Barkskin.

"This ain't gunna be fun, will it, Mal? MAL!? You okay?"

Hektir Status:

HP 73/73
AC 27 (7 armor, 1 deflection, 2 dex, 3 shield, 3 barkskin, 1 haste)
Barkskin (140 minutes)
Endure Elements (24 hours)


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 1, Init 16--->Delay to Init 7

Status:

AC = 21
HP = 64/64
Weapon Equipped = MW Comp. Longbow (+2 Str)
Condition(s) = Hasted
Bane = 1/5

Tsin freezes in place, as the boulder nearly caves in Mal's entire form. She debates moving to the old man's fallen form, but that thought is quickly erased when Mal's magic hits them. She brings her own hostility to bear against the one who launched the boulder.

Longbow, Haste, Bane(Humanoid, Giant), Range Penalty: 1d20 + 7 + 1 + 2 - 2 ⇒ (11) + 7 + 1 + 2 - 2 = 19 for 1d8 + 2 + 2d6 ⇒ (4) + 2 + (3, 4) = 13 damage

Haste Attack: 1d20 + 7 + 1 + 2 - 2 ⇒ (18) + 7 + 1 + 2 - 2 = 26 for 1d8 + 2 + 2d6 ⇒ (4) + 2 + (6, 5) = 17 damage


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 1, init 20

Quinn moves forward as far as his quickened feet will carry him, then hunkers behind his shield as he taunts the giants. "Begone, ye stinky brutes!"

move forward 70 feet and take total defense, AC 28

status:

AC 24, touch 14, flat-footed 21
Fort +11, Ref +9, Will +12 (+2 vs enchantments)
CMD 21
HP 51/51

Resources Remaining
Bolts: 19
Door Sight: 6/6
Touch of Chaos: 6/6
Channel Energy: 6/6

Spells:
4/4 (zero)
5/5 + 1/1 (first)
4/4 + 1/1 (second)
3/3 + 1/1 (third)
1/1 + 1/1 (fourth)

Temporary Effects
+4 dodge to AC

Constant Effects
Damage Resistance, Cold (2)

Blessing of Fervor

Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Hektir: 9*
Malavarius: 8*
Pemsworth: 26
Quinn: 20
Tsin: 16
Antagonist: 11

Mal and Hektir cast spells, and Pems touches Tsin, setting his ward on her Pems, I can't tell what spells you have prepared; can you make sure that's obvious for future reference, please?.

She launches two arrows toward the nearest giant, missing with the first shot but hitting with the next and drawing a bellow of pain. Quinn follow the arrow as if he too were shot from a bow, racing out in front of his companions toward the giants.

As a third giant bursts from the woods, the first two rush forward, toward the solitary cleric. Their massive axes cut through the cold air, but Quinn ducks with his preternatural speed, the axes passing over his head.

Mechanics:

1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25
1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 23

Q: 70 ft. from hut
G1: 17, 80 ft.; -2 AC
G2: 80 ft.; -2 AC
G3: 160 ft.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Did we skip a book?

"Quinn! NO! COME BACK!" Hektir facepalms as Quinn runs forward.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 2, Init 7

Status:

AC = 22 (Haste)
HP = 64/64
Weapon Equipped = MW Composite Longbow (+2 Str)
Condition(s) = Hasted, Warded by Pems

Tsin watches in disbelief as Quinn bolts out to greet two frost giants. Her heart skips a beat as a third giant joins the fray. "QUINN, YOU RETREAT THIS INSTANCE!!!" You carry that healing talent out of harm's way, priest.

She continues her assault on the injured giant, and takes a 5' step closer to the door of the Hut subconsciously.

Longbow, Haste, Bane(Humanoid, Giant): 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 for 1d8 + 2 + 2d6 ⇒ (4) + 2 + (3, 6) = 15 damage

Haste Attack: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 for 1d8 + 2 + 2d6 ⇒ (8) + 2 + (2, 1) = 13 damage

"The Hut was chained like an animal, back in Whitethrone! Wait. They were watching the Hut, as if it sat in this clearing for some time. They kept their distance before..."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It's three giants. You can deal with that... Unless Quinn runs into the fray and gets himself killed.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 2, Init 9

Hektir casts Produce Flame and tosses a ball of fire at the lead G1.

1d20 + 7 + 1 - 4 ⇒ (6) + 7 + 1 - 4 = 10 ranged touch;
1d6 + 5 ⇒ (2) + 5 = 7 fire damage.

Haste:
1d20 + 7 + 1 - 4 ⇒ (9) + 7 + 1 - 4 = 13 ranged touch;
1d6 + 5 ⇒ (5) + 5 = 10 fire damage.

"Quinn!! You stop playing with those giants right NOW! Come hut this instant!"

Hektir Status:

HP 73/73
AC 27 (7 armor, 1 deflection, 2 dex, 3 shield, 3 barkskin, 1 haste)
Barkskin (140 minutes)
Endure Elements (24 hours)


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 3, init 20

Quinn withdraws back to the hut, seeking cover from the giants. "Those brutes are much larger up close, I suggest we stay away from those axes."

wow, that could have been terrible, just wanted to draw them in so we didn't get crushed by boulders, but +18 on the giant axe is scary!


retired (AP completed)

Coughing blood into the snow mound still lingering in the shadow of the hut, Malavarius sits up groggily. "It's raining rocks! That's not supposed to happen!" Shaking his head, he then realizes a trio of giants are rapidly approaching from the treeline. Calling up another spell, a ring of shimmering fire, twenty feet tall, springs up into being around the forward pair of giants, fencing them in and obscuring them from view. "Throwing rocks at old men. Pfah. Can't say I care all that much for Iobaria so far." He then slumps back down into the snow as a wave of dizziness washes over him.

Wall of Fire: 2d4 ⇒ (1, 3) = 4

15ft radius/30ft diameter ring of fire, situated to contain the front two giants
If either giant emerges from the ring, they'll take Passing through wall: 2d6 + 7 ⇒ (5, 6) + 7 = 18

Status:

HP: 20/40
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [X]

Protective Ward used: 0/8

Ongoing Effects:
haste: 2/7 rounds
mage armor (Hektir): 7 hours
wall of fire: concentration + 7 rounds thereafter


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

They're in a spoiler in the info just below my name.

Pems cringes inside when Quinn darts forward. He focuses on the giant nearest Quinn and unleashes an ear-piercing scream! Sonic: 3d6 ⇒ (5, 6, 5) = 16; Fort DC 15 partial


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

that may have been Quinn, not Pems, without spells listed, status updated...

Status:

AC 24, touch 14, flat-footed 21
Fort +11, Ref +9, Will +12 (+2 vs enchantments)
CMD 21
HP 51/51

Resources Remaining
Bolts: 19
Door Sight: 6/6
Touch of Chaos: 6/6
Channel Energy: 6/6

Cleric Spells Prepared (CL 7):
4th (1+1/day) Blessing of Fervor, Chaos Hammer DC 17
3rd (3+1/day) Dispel magic, Fly, Prayer, Oatmeal and Mimosas DC Yum
2nd (4+1/day) Drunkard's breath, Hold person, Locate Object, Spear of Purity DC15, Summon Monster II
1st (5+1/day) Endure Elements, Expeditious Retreat, Bless, Protection from Evil, Sun Metal, Unbreakable Heart
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)

Spells used:
4th (1+1/day): 0/0
3rd (3+1/day): 1/0
2nd (4+1/day): 0/0
1st (5+1/day): 0/0

Temporary Effects:
failing at PbP

Constant Effects:
Damage Resistance, Cold (2)

Blessing of Fervor

Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Pems -- duh; how'd I miss that?

Round 2:

Hektir: 9*
Malavarius: 8*
Pemsworth: 26
Quinn: 20
Tsin: 16
Antagonist: 11

As Quinn retreats back to the porch as hastily as he exited the Hut, Hektir and Mal unleash magic on the giants, while Pems and Tsin bring bow and spell to bear.

The giants roar in pain as Hektir's balls of fire hit them and again as they emerge from the fiery ring Mal erects around them.

Tsin's first arrow bounces off the giant's tough hide, but the second finds its mark, provoking another roar of pain.

The third giant closes in, racing to join its fellows as they emerge from the fire, and a fourth makes an appearance from the woods!

Mechanics:

Fort save: 1d20 + 14 ⇒ (10) + 14 = 24

G1: 50; 40 ft.
G2: 58; 40 ft.
G3: 21; 80 ft.
G4: 160 ft.


retired (AP completed)

The nearer pair of giants find themselves engulfed in another flash of fire as Malavarius sends a tiny crimson bead darting through the air to detonate a short distance behind them, catching the third giant in the blast as well.

"Blasted giants! Go away! We don't want any of your rocks or clubs or anything else!"

Fireball (fire): 7d6 ⇒ (3, 6, 2, 5, 4, 3, 2) = 25 Ref Save DC 20 for 1/2 damage

Status:

HP: 20/40
AC: 12 (12 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [X], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [X]

Protective Ward used: 0/8

Ongoing Effects:
haste: 2/7 rounds
mage armor (Hektir): 7 hours
wall of fire: 1/7 rounds


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 3, Init 9

"I think we should get back in the g@!++$n hut! Their numbers won't matter as much there!" Hektir says, his bowels clenching as the 4th giant comes into view. "We'll take our chances with Rattyboar."

"Get back into the hut! Find a good doorway to hold them," Hektir commands as he tosses another ball of fire.

1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28 touch to hit;
1d6 + 5 ⇒ (6) + 5 = 11 fire damage.

Pot crit:
1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27 touch to hit;
1d6 + 5 ⇒ (3) + 5 = 8 fire damage.

Not sure how far we are from the hut, but Hektir will either move 60' back to the hut or move into the hut with her hasted movement.

Hektir Status:

HP 73/73
AC 26 (7 armor, 1 deflection, 2 dex, 3 shield, 3 barkskin)
Barkskin (140 minutes)
Endure Elements (24 hours)


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 3, Init 16

Status:

AC = 22 (Haste)
HP = 64/64
Weapon Equipped = MW Composite Longbow (+2 Str)
Condition(s) = Hasted, Warded by Pems

Seeing the fourth giant advance, Tsin decides her little arrows amount to an anthill of beans. She lowers her bow, and retreats into the Hut, raising a hand at Ratibor and interfering with his likely interferences. Cast Litany of Sloth

"What, no mention of enormous deathbringers of the snowy lands, Rattyboar?"


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 3, init 20

Quinn retreats with the party to the hut, this time positioned 5 feet in front of the hut's door. or actually in the hut's door if Rattyboar has let the party back in "Get back behind me and pray to Cayden the wind blows away from us!" With a sickening rumble, Quinn extends forward and releases a thick belch that shimmers like a heat wave in front of them.

Drunkard's Breath, DC 15 fortitude, this spell emanates from your mouth and functions like stinking cloud, except as noted above (30' cone). The effect is barely visible and does not obscure vision. The nausea effect resembles that of an extreme hangover. This is a poison effect.

status:

AC 25, touch 15, flat-footed 21
Fort +11, Ref +9, Will +12 (+2 vs enchantments)
CMD 21
HP 51/51
Resources Remaining
Bolts: 19
Door Sight: 6/6
Touch of Chaos: 6/6
Channel Energy: 6/6

Cleric Spells Prepared (CL 7):
4th (1+1/day) Blessing of Fervor, Chaos Hammer DC 17
3rd (3+1/day) Dispel magic, Fly, Prayer, Create Food and Alcohol
2nd (4+1/day) Drunkard's breath, Hold person, Locate Object, Spear of Purity DC15, Summon Monster II
1st (5+1/day) Endure Elements, Expeditious Retreat, Bless, Protection from Evil, Sun Metal, Unbreakable Heart
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)

Spells used:
4th (1+1/day): 0/0
3rd (3+1/day): 1/0
2nd (4+1/day): 1/0
1st (5+1/day): 0/0

Temporary Effects:
haste

Constant Effects:
Damage Resistance, Cold (2)

Blessing of Fervor

Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems targets the nearest giant with a slumber hex! Will Save DC 17 or nighty-night!


retired (AP completed)

I can pop a pair of you with stoneskin if anyone wants to hitch-up their man-pants and go toe-to-toe with these lumbering giants! As it seems now, everyone but stalwart and indefatigable Pemsworth has left Malavarius prone and out in the cold with the giants?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Hektir: 9*
Malavarius: 8*
Pemsworth: 26
Quinn: 20
Tsin: 16
Antagonist: 11

Turning back to the hut, Tsin rips the door open and casts her spell, slowing the massive Ratibor, who looks first confused at her words and then angry as she tries unsucessfully to move past him he's still blocking the door. He tries to push her back but can't budge her as his reflexes seem slowed by her spell. You can get an AoO if you want, Tsin, as he tries to bull rush you.

Hektir's flame singes the nearest giant, as it tries and fails to dive away from Mal's explosion of fire. Despite what look to be horrific burns, it and its closest companion lumber on toward you until they get about 30 feet away. They stagger a bit as first Quinn's spell and then Pems' hex hit but neither seems to be stopped.

Rushing ever closer, though, the entire hut suddenly lurches, its massive chicken-like legs flashing out, slaughtering the first giant in a single stomp and then mauling the second into a bloody paste.

The other two giants blanch but continues rushing forward, as four more emerge from the trees!

Mechanics:

Reflex: 1d20 + 3 ⇒ (16) + 3 = 19
1d20 + 3 ⇒ (14) + 3 = 17

Fort: 1d20 + 14 ⇒ (10) + 14 = 24
Fort: 1d20 + 14 ⇒ (20) + 14 = 34

Fort: 1d20 + 6 ⇒ (15) + 6 = 21

Claw AoO: 1d20 + 38 ⇒ (16) + 38 = 54
2d6 + 13 ⇒ (4, 6) + 13 = 23

Claw: 1d20 + 38 ⇒ (15) + 38 = 53
2d6 + 13 ⇒ (6, 2) + 13 = 21

Claw: 1d20 + 38 ⇒ (17) + 38 = 55
2d6 + 13 ⇒ (1, 2) + 13 = 16

slam: 1d20 + 38 ⇒ (5) + 38 = 43
2d6 + 13 ⇒ (3, 1) + 13 = 17

Bull rush: 1d20 + 14 ⇒ (5) + 14 = 19

G3: 21; 40 ft.
G4: 80 ft.
G5: 160 ft.
G6: 160 ft.
G7: 160 ft.
G8: 160 ft.

For those of you who would care to look, the dancing hut's statistics have been added to the campaign thread. Whoever posts first each round can play the hut. I'd also suggest taking turns, so once you've done it once, let someone else do it.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems will use accursed hex to hit the same giant with the sleep hex again, if it still lives!

The Hut IT'S MINE! will claw the next giant twice and slam another!
CLAW: 1d20 + 38 ⇒ (5) + 38 = 43 for 2d6 + 13 ⇒ (4, 2) + 13 = 19 plus grab: 1d20 + 46 ⇒ (13) + 46 = 59!
CLAW: 1d20 + 38 ⇒ (2) + 38 = 40 for 2d6 + 13 ⇒ (6, 6) + 13 = 25 plus grab: 1d20 + 46 ⇒ (8) + 46 = 54!
CLAW: 1d20 + 38 ⇒ (9) + 38 = 47 for 2d8 + 13 ⇒ (3, 1) + 13 = 17 plus grab: 1d20 + 46 ⇒ (2) + 46 = 48!


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

The Hut!! I was counting on it having a strong door, but this is much better!

Round 4, init 20

Quinn hops over and pulls Mal to his feet and shoos him back to the hut. "Give me armor, Mal, something to protect me from their axes!" Then the cleric positions himself back at the front of the cloud as we waits for the onslaught. "Get them in the hut, Hektir, I got this!" The morning liquor working it's magic, Quinn stands solidly, perhaps for the last time. with haste, AC 25, unless I have the time for a standard action to take a defensive stand, then AC 29


retired (AP completed)

"I'm not going back inside that blasted hut, Quinn! Now, good grief, unhand me!" Malavarius straightens his now sodden robe and flattens out his beard as the hut lashes out overhead at the nearing giants. "Where's Tsin? She should be out there hewing those tall troublemakers with that sword of hers." Still dizzy from the boulder shot he suffered, Malavarius eventually concedes to Quinn's request and casts a spell. As the magics settle over Cayden's chosen functional inebriate, his skin hardens and becomes gray and stony.

cast stoneskin on Quinn, gains DR 10/adamantine until 70 damage is prevented

Status:

HP: 20/40
AC: 12 (12 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [X], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [X] [ ], wall of fire [X]

Protective Ward used: 0/8

Ongoing Effects:
haste: 3/7 rounds
mage armor (Hektir): 7 hours
wall of fire: 2/7 rounds


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 4, Init 9

"WHAT THE PIDDLESPOT DID YOU DO, TSIN!!?" Hektir roars as the hut comes to life.

He yells in an appreciative way, of course, noting the dead and trampled giants.

Feeling slightly more confident, Hektir holds his ground, firing his pentultimate flames at the ungrabbed giant.

1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 touch to hit;
1d6 + 5 ⇒ (6) + 5 = 11 fire damage.

Haste:
1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 touch to hit;
1d6 + 5 ⇒ (5) + 5 = 10 fire damage.

Hektir Status:

HP 73/73
Barkskin (140 minutes)
Endure Elements (24 hours)


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 4, Init 16

Status:

AC = 22 (Haste)
HP = 64/64
Weapon Equipped = MW Composite Longbow (+2 Str)
Condition(s) = Hasted, Warded by Pems
Bane= 3/5

As much as it would content her to lash out at Ratibor, Tsin declines to attack the stonewalling oaf. "Yes, yes, your orders. That's not reason enough here, so you'll be judged once we're through fending off the frost giants." Should the man reach out to touch her again, she brings the cold of her robe as a deterrent. Touch me again, and suffer 1d6 cold damage ;)

She backs up 5', and proceeds to use the speed to attack the closest giant from the safety of the Hut's porch.

Longbow, Haste, Bane(Humanoid, Giant): 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 for 1d8 + 2 + 2d6 ⇒ (5) + 2 + (3, 4) = 14 damage

Longbow, Haste, Bane(Humanoid, Giant): 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 for 1d8 + 2 + 2d6 ⇒ (5) + 2 + (5, 1) = 13 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Guys, the giants' distances from the hut are in the mechanics spoilers. Most of them are still not that close.

Round 4:

Hektir: 9*
Malavarius: 8*
Pemsworth: 26
Quinn: 20
Tsin: 16
Antagonist: 11

Hektir's ball of fire hits the closest giant, who roars with pain, though he continues on, shrugging off Pems' hex and Quinn's lingering spell.

Tsin, backing off from the confused Ratibor -- who hefts a weapon in case anyone tries to enter the door again -- spins and fires two arrows, which slam into the giant's chest.

Quinn takes up a defensive stance at the edge of the hut's porch, with Mal's spell bolstering him, just in time to see the hut itself down the closest giant, though it looks like it still breathes. It's unconscious.

The nearest giant rushes forward, hacking at the hut itself, but its axe seems to bounce off without leaving a mark. But whoever gets the hut next can take an AoO against the giant.

The other four giants draw in closer, spread out in a loose semi-circle.

Mechanics:

1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 14 ⇒ (20) + 14 = 34

1d20 + 18 ⇒ (4) + 18 = 22

G4: 10 ft.
G5: 80 ft.
G6: 80 ft.
G7: 80 ft.
G8: 80 ft.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

If the hut could roar, assuredly it would. The legs of the hut, taunt and gyrate, even spinning once to show the giants its 'outhouse'...'my backdoor brings all the giants to the yard'.

And the hut shows no mercy to those who would attack the blessed of the hut.

AOO Slam on G4:
1d20 + 38 ⇒ (20) + 38 = 58 to hit;
2d8 + 13 ⇒ (5, 1) + 13 = 19 damage.

Pot Crit:
1d20 + 38 ⇒ (1) + 38 = 39 to hit;
2d8 + 13 ⇒ (6, 7) + 13 = 26 damage.

Claw on G4:
1d20 + 38 ⇒ (4) + 38 = 42 to hit;
2d6 + 13 ⇒ (3, 2) + 13 = 18 damage.

Claw on G4:
1d20 + 38 ⇒ (11) + 38 = 49 to hit;
2d6 + 13 ⇒ (6, 3) + 13 = 22 damage.

Slam on G4:
1d20 + 38 ⇒ (5) + 38 = 43 to hit;
2d8 + 13 ⇒ (6, 3) + 13 = 22 damage.

Grab on G4:
1d20 + 38 ⇒ (11) + 38 = 49 CMD.

Looks like 81 damage to G4. And grabbed.

At seeing the carnage wrought by the hut, Hektir lets out a low whistle.

I like big huts, I cannot lie.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Groan

Also, that will not kill said giant...


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 5, Init 9

"Oh, good job Tsin!" Hektir roars.

Hektir watches the hut romp on the remaining close giant. Hektir fires his remaining ball of fire at the grabbed giant, then draws his scimitar.

1d20 + 7 + 1 - 4 ⇒ (14) + 7 + 1 - 4 = 18 touch to hit;
1d6 + 5 ⇒ (1) + 5 = 6 fire damage.

Hektir Status:

HP 73/73
Barkskin (140 minutes)
Endure Elements (24 hours)


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 5

Quinn cheers from behind his shield, "Smash those giant menaces!" Remembering the speed the giants closed with earlier, he continues his defensive stance and trusts in Mal's magic to protect him.

continue defensive stance, AC 29

status:

AC 25, touch 15, flat-footed 21
Fort +11, Ref +9, Will +12 (+2 vs enchantments)
CMD 21
HP 51/51

Resources Remaining
Bolts: 19
Door Sight: 6/6
Touch of Chaos: 6/6
Channel Energy: 6/6

Cleric Spells Prepared (CL 7):
4th (1+1/day) Blessing of Fervor, Chaos Hammer DC 17
3rd (3+1/day) Dispel magic, Fly, Prayer, Create Food and Alcohol
2nd (4+1/day) Drunkard's breath, Hold person, Locate Object, Spear of Purity DC15, Summon Monster II
1st (5+1/day) Endure Elements, Expeditious Retreat, Bless, Protection from Evil, Sun Metal, Unbreakable Heart
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)

Spells used:
4th (1+1/day): 0/0
3rd (3+1/day): 1/0
2nd (4+1/day): 1/0
1st (5+1/day): 0/0

Temporary Effects:
haste, stoneskin (70)

Constant Effects:
Damage Resistance, Cold (2)


retired (AP completed)

Malavarius starts as Tsin repears with her bow, "Ah! There you are my dear! What are you doing back here with that silly thing? Go out there and put that blade of yours to use, my girl!" Malavarius then brings his magics to settle upon Tsin and her skin turns to the same gray hue and stony texture as Quinn's.

cast stoneskin on Tsin; DR 10/adamantine until 70 damage is prevented

Status:

HP: 20/40
AC: 12 (12 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [X], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [X] [X], wall of fire [X]

Protective Ward used: 0/8

Ongoing Effects:
haste: 4/7 rounds
mage armor (Hektir): 7 hours
wall of fire: 3/7 rounds


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 5, Init 16

Status:

AC = 22 (Haste)
HP = 64/64
Weapon Equipped = MW Composite Longbow (+2 Str)
Condition(s) = Hasted, Warded by Pems
Bane = 3/5

Tsin raises an eyebrow as her skin turns not only cold, but stony and grey. She momentarily doubts the function of her robe, but listening to Mal's directive, she understands his protective weave.

"I think it unwise to close distance with the giants, Mal. The Hut is showing its true strength, so I think I'll remain where I stand for now." She tries to finish off the closest giant.

Longbow, Hasted, Bane(Humanoid, Giant): 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 for 1d8 + 2 + 2d6 ⇒ (8) + 2 + (3, 6) = 19 damage

Haste Attack: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 for 1d8 + 2 + 2d6 ⇒ (4) + 2 + (1, 4) = 11 damage

edit:

Confirm Critical?: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 for 2d8 + 4 ⇒ (1, 8) + 4 = 13 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The hut and Tsin's arrows do a number on the approaching giant, though it doesn't die instantly. Soon enough, though, the hut finishes it off and fights through the remaining four in short order, until the snowy clearing is red as it is white from the blood of the frost giants.

Going to fast forward through the rest of the fight. It's not actually that much of a threat to you at this point thanks to the hut and you've now got some idea of its capabilities.

Your breath steams in the cold air as you look around to try to get your bearings, but there's little to indicate where exactly you are.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin looks over the battlefield. More like a slaughterhouse floor... Feeling her skin still hardened, she spins on the doorway, and the cretan that lies beyond it. Now would be a good time to end his vigilance. How dare he bar our entrance. She touches her pommel briefly, then reconsiders. He didn't strike at me with that axe of his... that means something.

She walks off the porch, heading out to retrieve her arrows.

Arrow Retrieval:

High good...
1d2 ⇒ 2
1d2 ⇒ 2
1d2 ⇒ 2
1d2 ⇒ 1
1d2 ⇒ 2
1d2 ⇒ 2
1d2 ⇒ 1
1d2 ⇒ 1

After some success, she walks the rest of the clearing, trying to understand the tracks in the snow

Survival: 1d20 + 9 ⇒ (16) + 9 = 25

"Now what? Do we simply head out, hope to find our bearings? Where is it we're supposed to go? I don't remember the Ravens mentioning anything specific."


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir spits, his manjuice mixing with the blood of giants on the battlefied. He looks around, trying to gain a sense of direction.

1d20 + 5 ⇒ (4) + 5 = 9 Know (Geog)
1d20 + 15 ⇒ (7) + 15 = 22 Survival

"Well, I'm pretty sure that way is North. And that way must be south. I'll let the rest of you figure out which ways are east and west."

Hektir spins around.

"Mal, you're smart, right? Any idea which way we're supposed to go? I mean, the hut wouldn't just have come here by accident, right?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The melee has obscured any tracks in the snow. Following them back into the woods, it appears as if the giants had been in the area for some time, likely since before the Hut appeared, assuming there are no tricks of time during your stay in it.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

"Were they waiting for us? Did they know we would arrive here? Or do giants simply stalk this land in such numbers?" Pems shakes his head and moves among the dead, removing any valuables.


retired (AP completed)

Malavarius turns to Hektir and strokes his beard as he considers the tracksmage's question and preceding compliment, "Well, my lad, the first of the amulets those riddlesome ravens gave us is inscribed with the rune for Artrosa. That's the name for a trio of huge stone statues way off in north eastern Iobaria, if I recall. Though, it might not be too terribly far from here, if what that Rattyboar fellow said is to be believed. That seems as good a lead as any, wouldn't you say?" A short distance away, Zeno can be heard groaning as he comes to and struggles to free himself from the snow and Malavarius' winter hat.

Quinn! Quinn! I'm still very hurt!

Status:

HP: 20/40
AC: 12 (12 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [X], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [X] [X], wall of fire [X]

Protective Ward used: 0/8

Ongoing Effects:
mage armor (Hektir): 7 hours


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin cinches her new robe, disheartened that her yeti fur isn't at hand to fend off the cold. "Well, it looks like we're trekking into more cold then. That's perfect." She wonders why a robe bent on Winter is itself no protection against it.

"So, north from here? If we could access the scrying room of the Hut, could we place our destination more certainly? Was there even that room available to us in the Hut's new configuration? I don't remember it being there now... sigh..."


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn applies his healing magic to Mal. "Probably shouldn't try to catch those stones in the future, those giants play rough."

Cure Light Wounds: 1d8 + 7 ⇒ (1) + 7 = 8

Cure Light Wounds: 1d8 + 7 ⇒ (4) + 7 = 11


retired (AP completed)

The old wizard offers Quinn a grateful nod as the Caydenite tends to his wounds. "Blasted giants. They didn't even say 'hello'! These are dark days we're in Quinn, when civil greetings are traded in for thrown boulders as soon as you set foot out your door. Dark days indeed."

39/40

That encounter did a good job at coaxing me into burning most of my battle-useful spells for the day, so we'll want to bear that in mind as we set out.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir spits, looking at his companions and realizes he needs to be the man and take charge. And when he says 'be the man', he means 'become a hawk', of course.

"I tells you what. I'll go up there and scout around a bit. You follow me, but if I do a loopdee-doo," Hektir gestures a loopdee-doo, "...when I do the loopdee-doo, that's when there is danger present. If I do a double swooper-swoop, that means to hide, k?" Hektir gestures the swooper-swoop. "Any questions? You just follow me on the ground. If it's around here, I'll find it."

Hektir begins to think about changing, giving Mal a look, hoping the old man remembers his offer of protection. Mage Armor, plz?

Hektir changes to Hawktir, the embodiment of all that is manly in hawk form. He will fly up and up, circling the group while looking for danger and/or the things of which Mal spoke.

When he finds a promising direction, he will lead the party that way.

Hektir Status:

HP 73
Barkskin (140 minutes)
Endure Elements (24 hours)
Mage Armor (7 hours)

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