Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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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 19

Status:

AC = 21
HP = 47/74 (12 unhealable)
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin(70/80), Bless
Pharasma's Blessings = 4-1, 3-2
Judgments = 2/2
Bane = 5/5

Tsin follows Hektir down the corridor, not at all excited about leaving demons at their backs. If she finds one nearby, she'll swing on it with zeal.

+1 Falchion, Power Attack: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21 for 2d4 + 8 + 6 ⇒ (2, 2) + 8 + 6 = 18 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 5:

Malavarius: 17
Hektir: 23
Tsin: 19
Pemsworth: 17
Quinn: 9
Antagonist: 0

Mal casts his protective magics on Hektir, who rushes forward and sees the passageway opens into a room, a short flight of stairs leading up to a platform at one end, though he can't make out the whole thing. He does notice a third demon waiting by the entranceway for him -- or something else -- to enter.

Tsin joins him moments later, along with Quinn and Pems the demons retreated ahead of you, Tsin; you left your companions and the giant's corpse behind you, plus another archway at the end of the passage beyond the giant's body.

Pems and Quinn, you couldn't get close enough to get a target for your attacks; you can keep those rolls if you want (just let me know).

Mechanics:

A1: 1 rd.
A2: 7


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

I'll keep the rolls and just spend my round moving closer, then!


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 will keep the rolls and move closer, thanks


retired (AP completed)

Malavarius trundles over to the group, grumbling and mumbling to himself about demons and witch-monuments, and sends a sparking, squawking Zeno at the first visible demon.

CL Check vs SR: 1d20 + 10 ⇒ (16) + 10 = 26
Snapdragon Fireworks (fire): 1d4 ⇒ 3 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition

Status:

HP: 39/44
AC: 13 (13 T / 12 FF) (includes +2 from ward)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 absorbed
Pearl of Power I: 0/1 used

Cantrips Prepared (4): arcane mark, detect magic, mage hand, prestidigitation, read magic
Level 1 Prepared (4+2+1): alarm [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], resist energy* [X], scorching ray [X] [ ], spontaneous immolation [X]
Level 3 Prepared (3+1+1): dispel magic* [ ] [ ], greater magic weapon [X], haste [ ]
Level 4 Prepared (2+1+1): dimension door [ ], stoneskin* [X] [ ]

Protective Ward used: 1/8

Ongoing Effects:
greater magic weapon: Hektir's scimitar
resist energy (Hektir): cold, 80 minute duration
stoneskin (Tsin): 80 minute duration
snapdragon fireworks: 6/8 rounds
ward: 4/6 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 5, Init 23

Hektir moves to engage the right/hidey demon.

1d20 + 12 + 2 + 1 - 1 ⇒ (10) + 12 + 2 + 1 - 1 = 24 to hit; (bless,-PA)
1d6 + 5 + 2 + 2 ⇒ (3) + 5 + 2 + 2 = 12 damage.

Hektir Status:

AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin = 26
HP 83/83 - DR5 piercing

Mage Armor (8 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)
Flaming Sphere 3/8 used
Magic Weapon from Mal: +2
Prot from Cold 10 from Mal (80 minutes)

Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.


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 6, Init 19

Yeah, demons down the branch, Tsin didn't want to head down the main hallway without following the demons to their end first, otherwise, they'd end up 'back there somewhere'... :)

Status:

AC = 21
HP = 47/74 (12 unhealable)
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin(70/80), Bless
Pharasma's Blessings = 4-1, 3-2
Judgments = 2/2
Bane = 5/5

If the hidey demon is tag-teamable, Tsin presses her attack on it. Otherwise, she moves past Hektir to engage the demon closest to the stairs by remaining close to the foot of the stairs herself. She recalls the weaknesses of the demons, and recounts them to the boys.

+1 Falchion, Power Attack: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17 for 2d4 + 8 + 6 ⇒ (3, 2) + 8 + 6 = 19 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 6:

Malavarius: 17
Hektir: 23
Tsin: 19
Pemsworth: 17
Quinn: 9
Antagonist: 0

As Mal rushing around the flaming sphere, he reaches the group just in time to blast it with a flaming Zeno, an attack that seems to have no effect on the demon.

Hektir has more luck, his blade cutting deep, though as he moves in he realizes a fourth demon was hiding on the other side of the entranceway! Tsin moves to engage it, protecting Hektir's back, but her blade can't penetrate its tough hide.

Pems enfeebling ray hits one of the demons in the middle of the room, while Quinn blasts the demon facing Hektir, which roars in pain and frustration. It retreats, climbing up the wall to get away from the attackers as the other three converge on Tsin.

The first's jaws' sink into the swordswoman's shoulder 13 hp as she parries an attack from the second. The third, already engaged, bites and claws at her, jaws sinking painfully around her arm as blood begins to flow. 10 hp from the slam; 11 hp from the bite, plus 1 bleed and 3 cold damage

Mechanics:

Reflex save: 1d20 + 6 ⇒ (13) + 6 = 19
Will save: 1d20 + 2 ⇒ (1) + 2 = 3

A1 charge: 1d20 + 10 + 2 - 4 ⇒ (15) + 10 + 2 - 4 = 23
2d6 + 6 - 4 ⇒ (6, 5) + 6 - 4 = 13
A2 charge: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
2d6 + 6 ⇒ (5, 6) + 6 = 17

A4 slam: 1d20 + 10 ⇒ (14) + 10 = 24
1d6 + 4 ⇒ (6) + 4 = 10
A4 slam: 1d20 + 10 ⇒ (7) + 10 = 17
A4 bite: 1d20 + 10 ⇒ (12) + 10 = 22
2d6 + 6 ⇒ (3, 2) + 6 = 11
1d4 + 1d6 ⇒ (1) + (2) = 3

A1 (middle, Tsin): 1 rd., -8 Str
A2 (bottom left, Tsin): 7
A3 (stairs): 34, blind 1 round
A4 (bottom right, Tsin):


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 6, Init 23

Hektir 5' steps and moves to engage one of the three harassing Tsin.

1d20 + 12 + 2 + 1 - 1 ⇒ (20) + 12 + 2 + 1 - 1 = 34 to hit; (bless,-PA)
1d6 + 5 + 2 + 2 ⇒ (2) + 5 + 2 + 2 = 11 damage.

1d20 + 7 + 2 + 1 - 1 ⇒ (2) + 7 + 2 + 1 - 1 = 11 to hit; (bless,-PA)
1d6 + 5 + 2 + 2 ⇒ (1) + 5 + 2 + 2 = 10 damage.

Edit: Pot Crit:
1d20 + 12 + 2 + 1 - 1 ⇒ (2) + 12 + 2 + 1 - 1 = 16 to hit; (bless,-PA)
1d6 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15 damage.

Hektir Status:

AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin = 26
HP 83/83 - DR5 piercing

Mage Armor (8 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)
Flaming Sphere 3/8 used
Magic Weapon from Mal: +2
Prot from Cold 10 from Mal (80 minutes)

Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam 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 7

Quinn moves forward (one square right of where Hektir was) and flicks his mug at the hurt demon sending another stream of holy ale splashing across the beast.

Splash of Purity, touch attack: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22

check to beat SR: 1d20 + 8 ⇒ (16) + 8 = 24

damage to evil outsider: 8d6 ⇒ (5, 3, 4, 1, 6, 4, 5, 2) = 30 plus blinded for 1 round, DC 15 Will save for half damage and negate the blindness

status:

AC 24, touch 14, flat-footed 21
Fort +12, Ref +9, Will +13 (+2 vs enchantments)
CMD 22
HP 58/58

Resources Remaining
Bolts: 19
Door Sight: 6/6
Touch of Chaos: 6/6
Chaos Blade: 1/1
Channel Energy: 5/6
Dimensional Hop, 5 foot increments: 14/14

Cleric Spells Prepared (CL 7):
4th (2+1/day) Blessing of Fervor, Terrible Remorse DC 17 + Chaos Hammer DC 17
3rd (4+1/day) Dispel magic, Prayer, Protection from Energy Communal, Wrathful Mantle DC 16 + Fly
2nd (4+1/day) Drunkard's breath, Hold person, Spear of Purity DC15, Summon Monster II + Locate Object
1st (5+1/day) Endure Elements, Bless, Protection from Evil, Sun Metal, Unbreakable Heart + Expeditious Retreat
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)

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

Temporary Effects
none

Constant Effects
Damage Resistance, Cold (2)


retired (AP completed)

Malavarius tries once again to distract one of the demons with an explosive Zeno. "Put that blade of yours to use, Tsin! Good heavens, they don't need the flat!"

Targetting the same demon as before
Snapdragon Fireworks (fire): 1d4 ⇒ 1 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition
in the event that demon is dead before Mal's turn comes up, CL Check vs SR: 1d20 + 10 ⇒ (11) + 10 = 21

Status:

HP: 39/44
AC: 13 (13 T / 12 FF) (includes +2 from ward)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 absorbed
Pearl of Power I: 0/1 used

Cantrips Prepared (4): arcane mark, detect magic, mage hand, prestidigitation, read magic
Level 1 Prepared (4+2+1): alarm [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], resist energy* [X], scorching ray [X] [ ], spontaneous immolation [X]
Level 3 Prepared (3+1+1): dispel magic* [ ] [ ], greater magic weapon [X], haste [ ]
Level 4 Prepared (2+1+1): dimension door [ ], stoneskin* [X] [ ]

Protective Ward used: 1/8

Ongoing Effects:
greater magic weapon: Hektir's scimitar
resist energy (Hektir): cold, 80 minute duration
stoneskin (Tsin): 80 minute duration
snapdragon fireworks: 7/8 rounds
ward: 5/6 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 7, Init 19

Status:

AC = 21
HP = 40/74 (12 unhealable) (Bleed)
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin(40/80), Bless
Pharasma's Blessings = 4-1, 3-2
Judgments = 2/2
[b]Bane = 5/5

Tsin flusters as she's immediately surrounded by demons. The protective skin of Malavarius, and a little of her own resistance to cold, and she remains largely as healthy as she was before stepping across the threshold. With plenty of targets, she aims to draw her blade through at least 2 of them. She starts with the injured one.

+1 Falchion(cold iron): 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18 for 2d4 + 8 + 6 ⇒ (3, 4) + 8 + 6 = 21 damage

Cleave: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19 for 2d4 + 8 + 6 ⇒ (4, 2) + 8 + 6 = 20 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 7:

Malavarius: 17
Hektir: 23
Tsin: 19
Pemsworth: 17
Quinn: 9
Antagonist: 0

Mal's spell again bursts in one of the demon's eyes with no apparent effect it's going off, but it's making its save and then the damage isn't getting past its resistance as Hektir thumps one of the andrazkus and and Tsin's blade cuts deep into two of them, the cold iron sizzling against their frozen demon blood.

Quinn's demon brew again burns the andrazku, but this time it's able to duck its head away, avoiding being blinded just in time to see Pems' glare at one of its companions. -2 to attacks for A1

That demons steps back and again breathes a cone of frozen air that covers Hektir and Tsin 9 hp cold damage; Reflex DC 17 for half (and I know you both have defenses but it doesn't ... yet). Her blade whirling, Tsin is able to fend off the claws and jaws of the other two demons, though the floor dots with crimson from her bleeding wounds 4 hp of continued bleed damage.

The final demon concentrates for a second and suddenly grows twice as large, its body pulsing with even more power!

Mechanics:

Reflex save: 1d20 + 6 ⇒ (12) + 6 = 18
Will save: 1d20 + 2 ⇒ (20) + 2 = 22
Will save: 1d20 + 2 ⇒ (13) + 2 = 15

BW: 3d6 ⇒ (3, 5, 1) = 9
1d4 ⇒ 1

Tsin bleed: 1d4 ⇒ 4

A2 slam: 1d20 + 10 ⇒ (8) + 10 = 18
A2 slam: 1d20 + 10 ⇒ (9) + 10 = 19
A2 bite: 1d20 + 10 ⇒ (6) + 10 = 16

A4 slam: 1d20 + 10 ⇒ (5) + 10 = 15
A4 slam: 1d20 + 10 ⇒ (3) + 10 = 13
A4 bite: 1d20 + 10 ⇒ (4) + 10 = 14

A1 (middle, Tsin): 6, 1 rd., -8 Str, -2 to hit for 8 rounds!
A2 (bottom left, Tsin): 28
A3 (stairs): 49, +4 Str, Con, -2 Dex, +2 AC 1/6
A4 (bottom right, Tsin): 20


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 7, Init 23

1d20 + 5 ⇒ (2) + 5 = 7 Reflex - DR20 cold

Hektir continues to hack, keeping focused on the most wounded one first.

1d20 + 12 + 2 + 1 - 1 ⇒ (11) + 12 + 2 + 1 - 1 = 25 to hit; (bless,-PA)
1d6 + 5 + 2 + 2 ⇒ (3) + 5 + 2 + 2 = 12 damage.

1d20 + 7 + 2 + 1 - 1 ⇒ (13) + 7 + 2 + 1 - 1 = 22 to hit;
1d6 + 5 + 2 + 2 ⇒ (4) + 5 + 2 + 2 = 13 damage.

Hektir Status:

AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin = 26
HP 83/83 - DR5 piercing

Mage Armor (8 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)
Flaming Sphere 3/8 used
Magic Weapon from Mal: +2
Prot from Cold 10 from Mal (80 minutes)

Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam 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

Encouraged by his success, Quinn continues splashing holy ale on the burnt demon. "Feel the wrath of Cayden, foul beast!"

Splash of Purity, touch attack: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20

check to beat SR: 1d20 + 8 ⇒ (15) + 8 = 23

damage to evil outsider: 8d6 ⇒ (3, 4, 5, 3, 3, 2, 3, 1) = 24 plus blinded for 1 round, DC 15 Will save for half damage and negate the blindness

status:

AC 24, touch 14, flat-footed 21
Fort +12, Ref +9, Will +13 (+2 vs enchantments)
CMD 22
HP 58/58

Resources Remaining
Bolts: 19
Door Sight: 6/6
Touch of Chaos: 6/6
Chaos Blade: 1/1
Channel Energy: 5/6
Dimensional Hop, 5 foot increments: 14/14

Cleric Spells Prepared (CL 7):
4th (2+1/day) Blessing of Fervor, Terrible Remorse DC 17 + Chaos Hammer DC 17
3rd (4+1/day) Dispel magic, Prayer, Protection from Energy Communal, Wrathful Mantle DC 16 + Fly
2nd (4+1/day) Drunkard's breath, Hold person, Spear of Purity DC15, Summon Monster II + Locate Object
1st (5+1/day) Endure Elements, Bless, Protection from Evil, Sun Metal, Unbreakable Heart + Expeditious Retreat
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)

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

Temporary Effects
bless

Constant Effects
Damage Resistance, Cold (2)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Waiting on Tsin, Mal and Pems. I'm willing to DMPC one of you, not all three! :)


retired (AP completed)

Malavarius tries once more to hamper the same demon as before with a grumpy tug upon his beard. "Blast and bother these troublesome demons!" As he does so, he slams his staff to the ground once more and the flickering magics within his ward brighten as the protection is renewed.

Snapdragon Fireworks (fire): 1d4 ⇒ 1 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition

Status:

HP: 39/44
AC: 13 (13 T / 12 FF) (includes +2 from ward)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 absorbed
Pearl of Power I: 0/1 used

Cantrips Prepared (4): arcane mark, detect magic, mage hand, prestidigitation, read magic
Level 1 Prepared (4+2+1): alarm [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], resist energy* [X], scorching ray [X] [ ], spontaneous immolation [X]
Level 3 Prepared (3+1+1): dispel magic* [ ] [ ], greater magic weapon [X], haste [ ]
Level 4 Prepared (2+1+1): dimension door [ ], stoneskin* [X] [ ]

Protective Ward used: 1/8

Ongoing Effects:
greater magic weapon: Hektir's scimitar
resist energy (Hektir): cold, 80 minute duration
stoneskin (Tsin): 80 minute duration
snapdragon fireworks: 8/8 rounds
ward: 1/6 rounds


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 keeps his icicle dagger out and between him and these foul demons. He gives the blasted thing the evil eye, aiming at its AC! Will Save DC 17!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 8:

Malavarius: 17
Hektir: 23
Tsin: 19
Pemsworth: 17
Quinn: 9
Antagonist: 0

Mal's spell once again doesn't seem to faze the demons at all, though the same can't be said for Hektir's and Tsin's blows, which are powerful enough that even they feel it despite their thick fur. They're able to dispatch one of the andrazkus back to the Abyss, Tsin's blade cleaving through into a second.

Quinn's magic slays another and the two remaining andrazkus step back and let out bone-chilling howls to no apparent effect.

Spellcraft DC 18:

You think they were trying to summon more demons, but they apparently didn't succeed.

Mechanics:

Reflex save: 1d20 + 6 ⇒ (14) + 6 = 20

Tsin +1 Falchion(cold iron): 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23
2d4 + 8 + 6 ⇒ (2, 3) + 8 + 6 = 19
Cleave: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24
2d4 + 8 + 6 ⇒ (1, 2) + 8 + 6 = 17

Will save: 1d20 + 2 ⇒ (16) + 2 = 18
Will save: 1d20 + 2 ⇒ (11) + 2 = 13

1d4 ⇒ 2
1d4 ⇒ 2

A1 (middle, Tsin): 6, 1 rd., -8 Str, -2 to hit for 7 rounds!
A4 (bottom right, Tsin): 37, -2 AC for 8 rounds


retired (AP completed)

Spellcraft: 1d20 + 18 ⇒ (8) + 18 = 26

Malavarius barks a laugh as the demons frown at one another. "Ah ha! No reinforcements for you, are there? Quickly, now, quickly! Dispatch them before they try again!" The old wizard waves his younger compatriots on, hoping his encouragement might sput them to decisive action. Hedging a bit in case the demons are able to call others to their sides, Malavarius calls another ward down upon Hektir.

protection from evil for Hektir; that should prevent any summoned evil jerks from making natural attacks vs our manly model of masculinity

Status:

HP: 39/44
AC: 13 (13 T / 12 FF) (includes +2 from ward)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 absorbed
Pearl of Power I: 0/1 used

Cantrips Prepared (4): arcane mark, detect magic, mage hand, prestidigitation, read magic
Level 1 Prepared (4+2+1): alarm [ ], endure elements [X], feather fall [ ], protection from evil* [X], mage armor [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], resist energy* [X], scorching ray [X] [ ], spontaneous immolation [X]
Level 3 Prepared (3+1+1): dispel magic* [ ] [ ], greater magic weapon [X], haste [ ]
Level 4 Prepared (2+1+1): dimension door [ ], stoneskin* [X] [ ]

Protective Ward used: 1/8

Ongoing Effects:
greater magic weapon (Hektir's scimitar): 8 hours
resist energy (Hektir): cold, 80 minute duration
stoneskin (Tsin): 80 minute duration
protection from evil (Hektir): 8 minutes
ward: 2/6 rounds


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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

Dammit, Mal! Now I have that stupid Pirates of Penzance song in my head... I am that manly model of a modern masculinity..

Pems turns his evil eye on the other demon! Will save DC 17 or -2 AC!


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

@Mal,@Pems,@Geeks:

I could be wrong on both of the following points, but...
#1: These aren't summoned demons, if they were, they wouldn't be able to summon more of themselves. And even if they were summoned, the restriction from attacking part of Prot from Evil would be broken for the demon that Hektir attacked. Still, it's an AC bump that will get Hek into a flank...AC 28!? Sweet.
#2Pems, isn't that from the HMS Pinafore? Not that I'm an expert on pirate musicals, but...I know my Simpsons episodes and that song is the one Sidebob Bob enacts for Bart in the Cape Fear episode. Or not. I'm sure Tsin will be around soon enough with her extensive knowledge of such things.

Round 10, Init 23

Hektir moves (provoking from the bottom demon) into a potential flank. He waits for Tsin to take the flank before he strikes.

1d20 + 12 + 2 + 1 - 1 + 2 ⇒ (3) + 12 + 2 + 1 - 1 + 2 = 19 to hit; (bless,-PA, flank)
1d6 + 5 + 2 + 2 ⇒ (1) + 5 + 2 + 2 = 10 damage.

Hektir Status:

AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin +2 ProtEvil = 28
HP 83/83 - DR5 piercing

Mage Armor (8 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)
Flaming Sphere 3/8 used
Magic Weapon from Mal: +2
Prot from Cold 10 from Mal (80 minutes)

Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: 1d6 + 100d1d20 + 7 + 2 + 1 - 1 ⇒ (2) + (17, 7, 4, 20, 18, 13, 10, 19, 6, 1, 11, 17, 1, 19, 19, 8, 8, 5, 15, 10, 9, 20, 9, 15, 2, 18, 9, 2, 5, 13, 3, 9, 13, 7, 12, 2, 16, 10, 4, 17, 12, 18, 7, 11, 9, 5, 1, 3, 4, 18, 1, 14, 10, 3, 13, 2, 13, 14, 19, 4, 20, 20, 15, 7, 19, 10, 5, 16, 17, 4, 15, 5, 13, 7, 20, 18, 5, 9, 8, 10, 17, 8, 4, 10, 13, 17, 15, 16, 6, 13, 19, 1, 6, 3, 7, 19, 4, 16, 1, 13) + 7 + 2 + 1 - 1 = 1066 to hit;
1d6 + 5 + 2 + 2 ⇒ (3) + 5 + 2 + 2 = 12 damage.


retired (AP completed)

@ManlyMasculineMan & spoilerpeekerbehinders:
I agree that these aren't summoned demons and that the protection from evil will likely give you minimal, if any, aid against them. BUT, if they are able to call in reinforcements like they just tried to do, it WOULD protect you against those incoming demons, yes? This was my thinking at least.

Also, you have some CRA-ZAZY dice happening in your status spoiler.

Also also, I lol'd at "Sidebob Bob". Partly because I know you meant Sideshow Bob and partly because I misread 'Sidebob' as 'Sideboob'.


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 9

"Praise to Cayden and his holy ale!" cheers Quinn when the demon sizzles away. As Tsin and Hektir move to attack the remaining demons, the Caydenite notices her wound. "Tsin, you're bleeding, badly!" Moving to protect her flank, Quinn expunges healing energy across the party while excluding the foul beasts. move to where Tsin is now to protect flank of where I think Tsin will be

Selective Channel Heal: 4d6 ⇒ (2, 6, 1, 4) = 13

status:

AC 24, touch 14, flat-footed 21
Fort +12, Ref +9, Will +13 (+2 vs enchantments)
CMD 22
HP 58/58

Resources Remaining
Bolts: 19
Door Sight: 6/6
Touch of Chaos: 6/6
Chaos Blade: 1/1
Channel Energy: 4/6
Dimensional Hop, 5 foot increments: 14/14

Cleric Spells Prepared (CL 7):
4th (2+1/day) Blessing of Fervor, Terrible Remorse DC 17 + Chaos Hammer DC 17
3rd (4+1/day) Dispel magic, Prayer, Protection from Energy Communal, Wrathful Mantle DC 16 + Fly
2nd (4+1/day) Drunkard's breath, Hold person, Spear of Purity DC15, Summon Monster II + Locate Object
1st (5+1/day) Endure Elements, Bless, Protection from Evil, Sun Metal, Unbreakable Heart + Expeditious Retreat
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)

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

Temporary Effects
bless

Constant Effects
Damage Resistance, Cold (2)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 9:

Malavarius: 17
Hektir: 23
Tsin: 19
Pemsworth: 17
Quinn: 9
Antagonist: 0

Hektir, newly protected by Mal's spell, advances toward the nearest demon, slamming his windy fist into it, as Tsin stalks implacably toward the other creature, but it's able to deflect her blows with impunity.

The demons, apparently without aid, claw and bite at the harrying heroes to little effect.

Mechanics:

Tsin +1 Falchion(cold iron): 1d20 + 13 - 2 ⇒ (3) + 13 - 2 = 14
2d4 + 8 + 6 ⇒ (1, 4) + 8 + 6 = 19

Tsin +1 Falchion(cold iron): 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
2d4 + 8 + 6 ⇒ (3, 2) + 8 + 6 = 19

Demon Will: 1d20 + 2 ⇒ (9) + 2 = 11

A1 slam: 1d20 + 10 - 4 - 2 ⇒ (17) + 10 - 4 - 2 = 21
A1 slam: 1d20 + 10 - 4 - 2 ⇒ (18) + 10 - 4 - 2 = 22
A1 bite: 1d20 + 10 - 4 - 2 ⇒ (1) + 10 - 4 - 2 = 5

A2 slam: 1d20 + 10 ⇒ (10) + 10 = 20
A2 slam: 1d20 + 10 ⇒ (6) + 10 = 16
A2 bite: 1d20 + 10 ⇒ (6) + 10 = 16

A1 (Hektir): 11, 1 rd., -8 Str, -2 to hit for 6 rounds, -2 AC for 8 rounds
A4 (bottom right, Tsin): 37, -2 AC for 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 10, Init 19

Status:

AC = 21
HP = 47/74 (12 unhealable)
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin(40/80), Bless
Pharasma's Blessings = 4-1, 3-2
Judgments = 2/2
Bane = 5/5

Reflex Save v DC 17: 1d20 + 6 ⇒ (16) + 6 = 22

Tsin continues her assault, trying to keep the creatures within striking distance for the follow-through, should she be lucky enough to connect on the initial slice. If the current map is accurate, she swings twice on one creature...

+1 Falchion, Power Attack: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23 for 2d4 + 8 + 6 ⇒ (1, 1) + 8 + 6 = 16 damage

+1 Falchion, Power Attack: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 for 2d4 + 8 + 6 ⇒ (4, 3) + 8 + 6 = 21 damage


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 10, Init 23

Hektir fights on.

1d20 + 12 + 2 + 1 - 1 + 2 ⇒ (8) + 12 + 2 + 1 - 1 + 2 = 24 to hit; (bless,-PA)
1d6 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15 damage.

1d20 + 7 + 2 + 1 - 1 ⇒ (16) + 7 + 2 + 1 - 1 = 25 to hit;
1d6 + 5 + 2 + 2 ⇒ (4) + 5 + 2 + 2 = 13 damage.

Hektir Status:

AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin +2 ProtEvil = 28
HP 83/83 - DR5 piercing

Mage Armor (8 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)
Flaming Sphere 3/8 used
Magic Weapon from Mal: +2
Prot from Cold 10 from Mal (80 minutes)

Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [ dice]1d6+7 /dice] slam damage.

[ dice]1d20+7+2+1-1[/dice] to hit;
[ dice]1d6+5+2+2[/dice] 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 10

Quinn moves to the side of Hektir providing support against the remaining demon.

move to the square north of Hektir and next to the stairs, full defense for extra AC


retired (AP completed)

Malavarius' free hand bounces between tugging on his beard in alarm and pumping his fist in encouragement as the younger folk press their advantage and close on the remaining demons. "Yes! A nice cut, Tsin. Well done, my dear! Oh! Watch yourself, Quinn! Ah! There you are! Swing again, Hektir, lad! Ah ha! Mind your feet! Mind your feet!"

Total Defense

Status:

HP: 44/44
AC: 17 (17 T / 12 FF) (includes +2 from ward and +4 from total defense)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 absorbed
Pearl of Power I: 0/1 used

Cantrips Prepared (4): arcane mark, detect magic, mage hand, prestidigitation, read magic
Level 1 Prepared (4+2+1): alarm [ ], endure elements [X], feather fall [ ], protection from evil* [X], mage armor [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], resist energy* [X], scorching ray [X] [ ], spontaneous immolation [X]
Level 3 Prepared (3+1+1): dispel magic* [ ] [ ], greater magic weapon [X], haste [ ]
Level 4 Prepared (2+1+1): dimension door [ ], stoneskin* [X] [ ]

Protective Ward used: 1/8

Ongoing Effects:
greater magic weapon (Hektir's scimitar): 8 hours
resist energy (Hektir): cold, 80 minute duration
stoneskin (Tsin): 80 minute duration
protection from evil (Hektir): 8 minutes
ward: 3/6 rounds


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 try to move up and aid Tsin in melee! Aid Another vs AC 10: 1d20 + 5 ⇒ (5) + 5 = 10 Tsin gets a +4 to her next attack!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 10:

Malavarius: 17
Hektir: 23
Tsin: 19
Pemsworth: 17
Quinn: 9
Antagonist: 0

Mal and Quinn keep guard as they watch Tsin eviscerate the demon she's facing and Hektir pummels his opponent while Pems moves in to help him. Switched his action to aiding Hektir.

It steps back and breaths another cone of cold, catching the tracksmage, halfling and cleric, before they can finally close and send it back to the Abyss. 16 cold damage; DC 17 Reflex for half

I figure you guys will kill it next round so no need to continue.

Getting your first good look around and realize the rectangular chamber is filled with the overwhelming stink of urine. The walls and floor are haphazardly covered with countless lines of jagged runes in a language none of you know. Two short flights of stairs climb to small platforms at either end of the chamber.

A table sits atop the raised platform to the east. Someone or something appears to have scribed a crude map on the wooden surface: It shows the room you entered the Maiden statue, the hallway down to this room and this room. It also shows the hallway where you fought the giant extending into an oval room, which leads to a large rectangular room with several passages leading out of it.

A wooden chest secured with a heavy chain and a good lock sits atop the western platform.

Mechanics:

3d6 ⇒ (6, 4, 6) = 16
A1 (Hektir): 29, -8 Str, -2 to hit for 6 rounds, -2 AC for 8 rounds


retired (AP completed)

"Good heavens, it reeks in here! Bah. I've said it before and I'll say it again, nothing good comes out of witchy monuments!"


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 cracks his knuckles and moves toward the chest, pausing to check it out.

Perception vs Traps: 1d20 + 16 ⇒ (1) + 16 = 17

If there are no traps, Pems takes 20 to crack this monster open. If there are, he takes 20 to disable them, then cracks the monster open.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Pems doesn't think it's trapped, but realizes too late as he touches it that it was smeared with some oily substance. He feels fine, however and cracking the safe discovers a couple potions, a rope, a wand, a hammer and a score of iron spikes, two blocks and tackle, and four 50- foot ropes.

He also realizes that the large contraption next to the chest is a giant-sized portable ram. i.e. I didn't notice that in the list of treasure.


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 casts detect magic on the items!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The potions, rope and wand all detect as magic.


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

Reflex save DC 17: 1d20 + 9 ⇒ (11) + 9 = 20

Quinn avoids the worst of the damage, though he still expends another surge of healing energy for the party after Pemsworth has evaluated the items. "What did you find there, any liquor in that chest?"

Channel Heal: 4d6 ⇒ (3, 3, 3, 1) = 10


retired (AP completed)

"Now what the devil is all this supposedly for, hmm? Zeno?"
"Spikes and hammers and rope? It's meant for climbing, obviously."
"Hmmmm. Interesting." Malavarius looks around the room and up at the ceiling. "And just where are they climbing to, Zeno?"
"How should I know, you old goat?"
"Just like I thought, you haven't a clue, have you?! Ah ha!"

As Pemsworth studies the chest and its contents more closely, Malavarius and Zeno descend into a familiar exchange of muttered insults and criticisms.


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

Spellcraft, Potion 1: 1d20 + 4 ⇒ (20) + 4 = 24
Spellcraft, Potion 2: 1d20 + 4 ⇒ (5) + 4 = 9
Spellcraft, Rope: 1d20 + 4 ⇒ (14) + 4 = 18
Spellcraft, Wand: 1d20 + 4 ⇒ (19) + 4 = 23

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It's a potion of nondetection, a potion of gaseous form I assume someone will succeed at a Spellcraft check..., a rope of climbing, and a wand of air walk with 7 charges.


retired (AP completed)

"Ah ha! A rope of climbing! See that!"
"Ouch! Ow! Stop it! Knock it off already!" Malavarius stabs the head of his staff into his hat trying to stop Zeno's fit of pecking.


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

1d20 + 5 ⇒ (6) + 5 = 11 Reflex - DR 20 cold + Quinn channel = healed full

Hektir stands by, keeping guard, as the others sort through the loot. He spits.

"Pems, Do you think that was one of them giants the big tree said came in before us? That thing sure hit hard, didn't it? We better be careful if we see more them."

Hektir adjusts his stance, ready to engage the next foe that might show up.

"Mal, Why do we think the giants are here again? What purpose would they serve? I mean, they ain't getting the Hut, so why are they here?"


retired (AP completed)

Mention of giants steals Malavarius' attention from his grumpy bird and the wizard spins around with a start, his staff held before him as if ready to weave another spell. "Giants?! What? Where? How'd they even get in here?!"


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

Forgotten reflex save: 1d20 + 5 ⇒ (17) + 5 = 22

"Might have been. Certainly seemed pretty big, I think. This place doesn't seem made for giants, though."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Just a reminder that the tree that granted you passage into the statue mentioned, "Another horse-man left me this fine prize, a great brown beast with a mighty hammer, and a half-dozen giant followers."


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

"Hopefully one of those giants has a giant wineskin. Baba Yaga is shrewd if nothing else, first she had us clean up her house, now we're clearing out the tomb in the far corner of her back yard, next we'll be stacking firewood and cooking dinner. It's not right that we should be the domestic servants of a god!" proclaims the cleric.


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 gives Quinn a look as his truth hits a bit too close to home for the tracksmage.

"You shut up. I ain't no one's scullery maid," Hektir spittles with annoyance. "When we finish here, I just might shit a large present to show my appreciation of Yucky Babi's way of treating us."

Hektir searches the room while he waits for the magicking to be done.

1d20 + 18 ⇒ (9) + 18 = 27 Perception

Motte is there anything else on this map to explore? Maybe the bottom area on the map behind that door?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

There's the passageway indicated on the table map down the hallway where you fought the giant; there's the doorway to southeast, where nothing happened when you did the ritual; there's the hall to the north beyond the wooden bowl with the figurines; and finally there's the other hall to the north where it was dark beyond the archway.


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 snorts, as Hektir and Quinn discuss their unwanted new positions in Baba Yaga's personnel. She waits quietly, her hand drifting to the side of her face.

"We have another hallway to explore, gentlemen. If we're done with the chest and its contents, I suggest we clear the rest of the Maiden, before we consider doors that likely lead elsewhere. We're still tasked with finding the Ravens' droppings, correct?"


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 falls in stride with Tsin as she leads the party to their next destination, while continuing to argue with Hektir. "But what if you are a cosmic scullery maid!?! What if we're all just porters of the spiritual world, carrying around literal loads of emotional sh*t?"

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