Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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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 dodges 'sprinkles' from the rain cloud like a school boy while the cloud appears to roll with thunderous laughter. Meanwhile, the rest of the party that is trained in magical arts investigate the rune.

Mal, Knowledge Arcana: 1d20 + 13 ⇒ (19) + 13 = 32

Pems, Knowledge Arcana: 1d20 + 13 ⇒ (1) + 13 = 14

Tsin, Knowledge Arcana: 1d20 + 18 ⇒ (5) + 18 = 23

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal's insight gives Pems enough time to look for magic, and he holds up his hand as Hektir gets ready to move on.

"I think it's trapped. I can try to disable it, but that can be tricky with magic."


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

Zephtyr moves back to give Pems time to examine things in peace. He ain't nobodies stormcloud. Zephtyr floats back about 30' or so, storming and raging in air.


retired (AP completed)

Malavarius frowns at the rune and the tricksinesses of witches and their magical writings. "Have a care, Pemsworth. It seems to be the only way forward, but we don't need you exploding in a shower of chicken feathers or some nonsense. Let an old man give it a try, hmm?" With that, Malavarius rolls up his sleeves, which immediately fall back down as soon as his hand pulls away, and tries to unweave the magics of the rune.

Dispel Magic: 1d20 + 9 ⇒ (19) + 9 = 28

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal's attempt sparkles a little, but a quick cantrip afterward shows the magic remains, likely beyond his ability to dispel.


retired (AP completed)

"Bah!" Malavarius throws his hands up in frustration. "Whatever magics are woven into that symbol, they're far beyond my ability to unravel. Thrice-blasted witches!"


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

Zephtyr whirls and storms, waiting.


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 takes a deep breath and tries to disarm the magical deliciousness.

Disable Device: 1d20 + 18 ⇒ (9) + 18 = 27


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 turns fully away from the halfling's work, trying to keep her healing lids closed against any possible blast of injurious light. "Let me know when the job is done, master Pems. Oh, and best of luck, yes?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Pems, you don't think you disabled it.

In an effort to speed things up, I'm going to assume you try again...
1d20 + 18 ⇒ (19) + 18 = 37

As you continue to work at it, sweat beading on your brow, you think you finally manage to unwind the magic, and as Zephtyr lets out a huff of relief, you continue on up the passage.

You spot a second glyph -- the rune signifying strength -- and Pems is again able to decipher it. Unfortunately, the halfling's luck runs out when he reaches the third glyph and his efforts to dispel a third rune -- signifying health -- explodes in his face in a burst of greenish dust that settles on the halfling's shoulders need a Fort save, Pems; then I assume you guys will continue, but figured I'd give you a little time to react...

Perception:

Hektir : 1d20 + 17 ⇒ (1) + 17 = 18
Malavarius: 1d20 + 4 ⇒ (16) + 4 = 20
Pemsworth (+1 vs. traps): 1d20 + 14 ⇒ (18) + 14 = 32
Quinn: 1d20 + 16 ⇒ (19) + 16 = 35
Tsin: 1d20 + 14 ⇒ (7) + 14 = 21

1d20 + 18 ⇒ (16) + 18 = 34

Perception:

Hektir : 1d20 + 17 ⇒ (15) + 17 = 32
Malavarius: 1d20 + 4 ⇒ (19) + 4 = 23
Pemsworth (+1 vs. traps): 1d20 + 14 ⇒ (4) + 14 = 18
Quinn: 1d20 + 16 ⇒ (6) + 16 = 22
Tsin: 1d20 + 14 ⇒ (17) + 14 = 31

1d20 + 18 ⇒ (3) + 18 = 21


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

Zephtyr whirls and storms, moving forward. He does not seem too concerned about the glyphs, 'breezing' by them without a care. He trusts his natural manly luck to protect him should something happen.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Rushing forward, Hektir activates the final two glyphs in the hallway -- which his companions can later decipher to mean fertility and youth -- the energy washing over him DC 17 Will save or -6 Cha, as bestow curse; also advance to middle age, suffering -1 to Str, Con and Dex (no save).

The hallway ends in a locked doorway, which Pems can make his way through, and opens into another hallway, running perpendicular to the one you just passed through.

A string of Iobarian runes surrounds a waning crescent moon carved into the other side of the door at the end of the hallway this is the locked door you just went through to get out of the trapped passageway.

Anyone who speaks Iobarian or succeeds at a DC 20 Linguistics check:

You can interpret the runes to read, "As the seasons of life change, so must we sacrifice our past for the wisdom of our winter years.”

DC 15 Perception check:

You notice more faded runes carved across the threshold.

Anyone who speaks Iobarian or succeeds at a DC 20 Linguistics check after succeeding at the DC 15 Perception check:

The runes read, “Blessed be the path you are about to walk. Cling not to what you were, but only to what you shall become.”

DC 25 Knowledge (arcana) check after succeeding at the last check:

You recognize the phrase as part of a “croning ritual” performed by older witches to celebrate the symbolic and spiritual transformation from motherhood into their elderly years. Most witches revere crones for their wisdom and see the ritual as a blessing, but there is no requirement to undergo a croning ritual if one is not ready.


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 + 10 ⇒ (16) + 10 = 26 Will save

On the middle aged thing, not sure Zephtyr would notice that yet. Does the middle age effect only give the negatives to middle age? Or does it add the corresponding +1 to Int, Wis, & Cha?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Nope, just the negatives. And yeah, I'm not sure he'd notice it either yet.


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 whistles a cheerful tune and rocks on his feet as the others contemplate the Iobarian runes. "Those witches sure did spend a lot of energy making this place inhospitable."


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 becomes aware of the forward movement, so turns her attentions to the way forward.

Perception: 1d20 + 15 ⇒ (6) + 15 = 21
Linguistics: 1d20 + 1 ⇒ (2) + 1 = 3

Quinn wrote:
"Those witches sure did spend a lot of energy making this place inhospitable."

"Agreed. It's unfortunate that our Mantle isn't recognized here, to ease our passage. Suppose you have to be in Baba Yaga's inner circle to avoid the pitfalls in this place."

Tsin waits for the 'all clear'. The sound of glyphs sounds... offputting.


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

Knowledge Arcana: 1d20 + 13 ⇒ (12) + 13 = 25

"Something about this whole deal seems off. This is a witch's croning ritual, which celebrates a passage into old age. And... I don't know if we should be going this way. I think we ought to turn back."


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

"The scroll of Age Resistance, and a way that threatens an Aging. How many of us can benefit from the scroll's magics? And for how long? If we're to visit an Eon Pit, I suppose we have little choice but to press on." Tsin keeps her eyes closed, expecting to hear the others' thoughts.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Just FYI, you guys are at a T-intersection -- the croning ritual is the hallway you just came through, apparently the wrong way.


retired (AP completed)

Malavarius shakes his head, "I don't know what to tell you, Pemsworth. This whole mess of a place is all turned around. Don't you think any way is just as good as another at this point?"


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

Zephtyr whirls and storms, wondering which way Tsin is going to go.


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 nods and sighs. "Left or right? I vote right."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The path seems to lead downward for several hundred feet before opening into a wide cavern.

The air is still and rancid, permeated with the scent of rotting flesh. At first glance, the floor and walls appear curiously wrinkled, but closer inspection reveals they have been carpeted with some sort of dried flesh. In the center of the chamber, five wooden totem poles hold aloft a macabre canopy crafted from an untold number of poorly preserved skins crudely stitched together. The poles supporting the canopy are carved with the leering faces of old women. Each of the carved faces is slightly different, though all are hideous and disfigured, with hooked noses, oversized warts, snaggletoothed maws, and other exaggerated features.

An emaciated, hunchbacked, porcupine-quilled creature wearing a smock of pale leather seems to be licking flesh off his quills as you enter, though he's quickly alerted by one of the eight clearly dead cat-like creatures around the room.

Know (nature) DC 17:

The porcupine creature is a pukwudgie, evil monstrous humanoids.

Know (religion) DC 11:

The dead creatures are some sort of zombie big cat.

He cackles madly as they leap to attack.

Initiative:

Hektir: 1d20 + 4 ⇒ (4) + 4 = 8
Malavarius: 1d20 + 1 ⇒ (15) + 1 = 16
Pemsworth: 1d20 + 8 ⇒ (12) + 8 = 20
Quinn: 1d20 + 3 ⇒ (7) + 3 = 10
Tsin: 1d20 + 5 ⇒ (7) + 5 = 12
Antagonist: 1d20 + 4 ⇒ (7) + 4 = 11

Mal, Pems and Tsin are up for Round 1/2


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 lets out a disgusted sound as the thing leaps to attack! He attempts to evil eye the emaciated creature's AC! Will Save DC 18 or -4 to AC for 7 rounds


retired (AP completed)

Loathe as I am to remind you of it, has this raven plague shown any debilitating symptoms yet, mott?

Knowledge (nature, DC 17): 1d20 + 11 ⇒ (8) + 11 = 19
Knowledge (religion, DC 11): 1d20 + 18 ⇒ (15) + 18 = 33

"Jehoshaphat! A pukwudgie!" Malavarius blurts in alarm before loosing the last of his more fiery spells. A bead of fire darts from his hand, erupting into a rush of wind and heat as flames explode around the hideous corpse-cats and porcu-beast!

Fireball (fire): 9d6 ⇒ (1, 3, 3, 1, 4, 1, 3, 1, 4) = 21 Ref Save DC 20 for 1/2 damage

Status:

52/52
AC: 18 (14 T / 16 FF) (includes haste + ward)
Fort: +3 // Ref: +5 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes haste)
Resist 5: Cold
Energy Absorption: 0/27 absorbed
Pearl of Power I: 1/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [X], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [X] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (3+1+1): dispel magic* [X], fireball [X] [X], greater magic weapon [X], haste [X]
Level 4 Prepared (2+1+1): remove curse [ ], secure shelter [ ], stoneskin* [X] [ ]
Level 5 Prepared (1+1+1): break enchantment* [ ], dismissal [ ] [ ]
Protective Ward used: 1/8

Ongoing Effects:
Raven Plague: ???
mage armor (Hektir): 9 hrs
mage armor (self): 9 hrs
greater magic weapon (Hektir): 9 hrs
stoneskin (Tsin): 90 minutes
resist energy (Tsin): 90 minutes

That's it for my level 3 spells, folks!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

No symptoms yet. But thanks for reminding me!


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 0.5, Init 12

Status:

AC = 21
HP = 93/93
Weapon Equipped = +1 Falchion
Condition(s) = World weary
Judgments = 2
Bane = 5

Knowledge(Nature), Monster Lore: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 24 DR, Special Abilities
Knowledge(Religion), Monster Lore: 1d20 + 5 + 3 ⇒ (2) + 5 + 3 = 10

Tsin waits for any injured cats to close the distance for her. She brings her blade to her side, and readies to swing on the first one foolish enough to step forward.

+1 Falchion, Power Attack: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 for 2d4 + 10 + 6 ⇒ (2, 2) + 10 + 6 = 20 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin, the pukwudgie has no DR, do you want special attacks or special qualities or special defenses?

Round 1/2:

Quinn: 10*
Hektir: 8*
Pemsworth: 20
Malavarius: 16
Tsin: 12
Antagonist: 11

Tsin takes up a guard stance as Mal's fireball explodes with a loud WHOOMP, nearly incinerating three of the dead panthers, though the pukwdugie manages to avoid the worst of the blast.

It casts a spell and disappears as the zombie cats move with startling speed to attack. Tsin's blade flicks out, nearly decapitating the first to approach her, but the blow -- likely mortal vs. a living creature -- doesn't slow the cat at all. Not expecting it to have survived, she can't get her guard into position in time, and its jaws close on her arm, following moments later by the second of the cats, though she's ready by the time the third and fourth close on her. 14 hp total

Mechanics:

Will save: 1d20 + 10 ⇒ (13) + 10 = 23
Reflex: 1d20 + 10 ⇒ (11) + 10 = 21

Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7

Bite: 1d20 + 7 ⇒ (20) + 7 = 27
1d6 + 4 ⇒ (3) + 4 = 7
Bite: 1d20 + 7 ⇒ (17) + 7 = 24
1d6 + 4 ⇒ (3) + 4 = 7
Bite: 1d20 + 7 ⇒ (2) + 7 = 9
Bite: 1d20 + 7 ⇒ (3) + 7 = 10

crit?: 1d20 + 7 ⇒ (3) + 7 = 10
1d6 + 4 ⇒ (4) + 4 = 8

Puk: 10, -4 AC, 1 round

HP1: 20

HP6: 21
HP7: 21
HP8: 21


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 pushes forward as far as possible in the crowed corridor and belches out a prayer to Cayden. "Hooorriiid caaats, gooo aaaway!"

Channel Energy vs. Undead: 4d6 ⇒ (1, 5, 2, 5) = 13

status:

AC 24, touch 14, flat-footed 21
Fort +12, Ref +10, Will +13 (+2 vs enchantments)
CMD 22
HP 65/65

Resources Remaining
Bolts: 19
Door Sight: 5/6
Touch of Chaos: 6/6
Chaos Blade: 1/1
Channel Energy: 5/6
Dimensional Hop, 5 foot increments: 18/18

Cleric Spells Prepared (CL 9):
5th (1+1/day) Flame strike + Teleport
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 (5+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:
5th (1+1/day); 0/0
4th (2+1/day): 0/0
3rd (4+1/day): 0/0
2nd (5+1/day): 2/0
1st (5+1/day): 3/0

Temporary Effects
none

Constant Effects
Damage Resistance, Cold (2)


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 8

Zephtyr will fly down atop of Tsin (5' up) and begin to wail on the most injured dog thing.

1d20 + 12 ⇒ (20) + 12 = 32 to hit;
1d6 + 7 ⇒ (6) + 7 = 13 damage.

1d20 + 7 ⇒ (18) + 7 = 25 to hit;
1d6 + 7 ⇒ (4) + 7 = 11 damage.

Pot Crit:
1d20 + 12 ⇒ (15) + 12 = 27 to hit;
1d6 + 7 ⇒ (6) + 7 = 13 damage.

ZephTyr Status:

AC 3 NA + 2 dex + 2 dex + 1 ring +3 barkskin +4 mage armor= 25
HP 93/93 - DR5 piercing
Mage Armor (9 hours)
Endure Elements (24 hours)
Resinous Skin (180 minutes)
Barkskin(180 minutes)
Greater Longstrider (9 hours)
Fly 60'+10'=70', Darkvision

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

Hektir Status:

AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin +2 ProtEvil = 28
HP 93/93 - DR5 piercing

Mage Armor (9 hours)
Endure Elements (24 hours)
Resinous Skin (180 minutes)
Barkskin (180 minutes)
Greater Longstrider (9 hours) - +10 to all movements
Magic Weapon from Mal: (9 hours) +2


retired (AP completed)

Dont forget your stoneskin, Tsin!

"Bah! Blasted pukwudgie! Show yourself!" Malavarius tugs his beard in frustration and peers past the undead cats for any sign of the vanished, spiny terror.

Readied action: glitterdust, if Malavarius gets a general idea of the pukwudgie's location

Status:

52/52
AC: 11 (11 T / 10 FF)
Fort: +3 // Ref: +4 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/27 absorbed
Pearl of Power I: 1/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [X], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [X] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (3+1+1): dispel magic* [X], fireball [X] [X], greater magic weapon [X], haste [X]
Level 4 Prepared (2+1+1): remove curse [ ], secure shelter [ ], stoneskin* [X] [ ]
Level 5 Prepared (1+1+1): break enchantment* [ ], dismissal [ ] [ ]
Protective Ward used: 1/8

Ongoing Effects:
Raven Plague: ???
mage armor (Hektir): 9 hrs
mage armor (self): 9 hrs
greater magic weapon (Hektir): 9 hrs
stoneskin (Tsin): 90 minutes
resist energy (Tsin): 90 minutes

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Will save: 1d20 + 1 ⇒ (20) + 1 = 21
Will save: 1d20 + 1 ⇒ (16) + 1 = 17
Will save: 1d20 + 1 ⇒ (10) + 1 = 11
Will save: 1d20 + 1 ⇒ (20) + 1 = 21

Quinn's power destroys the four injured cats, which ignite in a quick blaze of glory before the creatures fall to the ground, truly dead this time.

Hektir roars forward, slamming down a fifth, leaving three remaining as Tsin brings her weapon to bear.

Status:

HP3: 6
HP4: 13
HP5: 6

Still need Pems and Tsin's R1 actions, then I'll do the antagonists, but I figured I'd adjudicate the channel as I knew it'd clear the ranks some.


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 snarls as the pukwudgie seems to throw off his hex. He instead moves and touches Tsin, activating his ward hex on her. +3 deflection bonus and +3 resistance bonus to saves. Doesn't stack with existing bonuses.


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 12

Status:

AC = 24, Warded
HP = 93/93
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin (56)
Judgments = 2
Bane = 5

Tsin had almost forgotten the stony protections given by Malavarius, but is quickly reminded as teeth clink against what would normally be very easily-puncturable skin.

She takes aim to her right first.

+1 Falchion, Power Attack: 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23 for 2d4 + 10 + 6 ⇒ (1, 3) + 10 + 6 = 20 damage

Should that end the creature where it stands, her blade slips behind and to her left, to strike at the other creature as well.

Cleaving Finish, Power Attack: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20 for 2d4 + 10 + 6 ⇒ (3, 4) + 10 + 6 = 23 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin chops through two more of the panthers, dropping to them to the ground. She hears a scream of rage and the porcupine creature reappears as two quills bounce harmlessly off her armor and the remaining undead creature leaps to attack.

Did you still want to glitterdust it, Mal?

Spoiler:

Bite: 1d20 + 7 ⇒ (2) + 7 = 9
1d6 + 4 ⇒ (4) + 4 = 8

1d20 + 15 ⇒ (4) + 15 = 19
1d4 + 2 + 3d6 ⇒ (2) + 2 + (4, 2, 5) = 15
1d20 + 15 ⇒ (6) + 15 = 21
1d4 + 2 + 3d6 ⇒ (4) + 2 + (2, 3, 3) = 14

2, 4, 4... sigh...

Party is up for Round 2


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 12

Status:

AC = 24, Warded
HP = 93/93
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin (56)
Judgments = 2
Bane = 5

As the strange creature appears again, she focuses her full attentions on it, now that most of the cats are put down. Late in coming, but I'll take Special Attacks, GM, now that it seems to shoot quills...

She growls a little subconsciously, as she desires to engage with the more intelligent creature, but remains in position to protect the small and infirm. "Hektir, I've got this one here, go introduce yourself to the porcupine."

+1 Falchion, Power Attack: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19 for 2d4 + 10 + 6 ⇒ (1, 2) + 10 + 6 = 19 damage

Iterative, Power Attack: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24 for 2d4 + 10 + 6 ⇒ (1, 3) + 10 + 6 = 20 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 2, Init 8

Zephtyr will fly down atop of of the quilly thing and begin to pummel it from above.

1d20 + 12 ⇒ (15) + 12 = 27 to hit;
1d6 + 7 ⇒ (4) + 7 = 11 damage.

ZephTyr Status:

AC 3 NA + 2 dex + 2 dex + 1 ring +3 barkskin +4 mage armor= 25
HP 93/93 - DR5 piercing
Mage Armor (9 hours)
Endure Elements (24 hours)
Resinous Skin (180 minutes)
Barkskin(180 minutes)
Greater Longstrider (9 hours)
Fly 60'+10'=70', Darkvision

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

Hektir Status:

AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin +2 ProtEvil = 28
HP 93/93 - DR5 piercing

Mage Armor (9 hours)
Endure Elements (24 hours)
Resinous Skin (180 minutes)
Barkskin (180 minutes)
Greater Longstrider (9 hours) - +10 to all movements
Magic Weapon from Mal: (9 hours) +2


retired (AP completed)

Yes, please! Popping the glitterdust before any friendlies are in the area of effect was my hope. Plus, a blinded, can't-turn-invisible-again pukwudgie should be a bit easier to wrangle than one that can see and vanish from sight =)

Will save vs the blindness is DC 18


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 again to hex the Pukwudgie, this time aiming for his Saves! Will Save DC 17 or -4 to saves for 7 rounds. Success means only 1 round!


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 lets his quick feet carry him to the pukwudgie as he jabs at the beastie with his rapier. "We can stick you back, little beast!"

Rapier: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin, you remember that any creature slain by a pukwudgie's quills rise as a zombie, which perhaps explain the cats...

Round 2:

Quinn: 10
Hektir: 8
Pemsworth: 20
Malavarius: 16
Tsin: 12
Antagonist: 11

Quinn rushes the now-sparkling Pukwudge, but his blade is deflected by the creature's quills; worse, he gets too close and finds himself bleeding from some of the sharp spikes 3 hp damage, plus need a DC 18 Fort save or take 3 Con damage; this is a poison effect. Hektir has more luck -- his blow causing the creature to wince, but he also finds himself jabbed 3 hp damage, plus need a DC 18 Fort save or take 1 Con damage; this is a poison effect.

Pems gives the creature his evil eye and Mal takes quick advantage, casting one of his oldest spells and sending a flaming Zeno toward the creature casting snapdragon fireworks for Mal.

Tsin dispatches the remaining panther just in time to see the creature claw at Hektir, a few drops of bloody rain falling from the air elemental's form as it connects 3 hp damage, plus need a DC 18 Fort save or take 4 Con damage; this is a poison effect.

Mechanics:

Puk Will save: 1d20 + 10 ⇒ (13) + 10 = 23
1d3 ⇒ 3
Con: 1d3 ⇒ 3

1d3 ⇒ 3
Con: 1d3 ⇒ 1

Puk Will save: 1d20 + 10 ⇒ (15) + 10 = 25
Puk Reflex save: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9
firework: 1d4 ⇒ 3

Claw: 1d20 + 14 - 1 ⇒ (4) + 14 - 1 = 17
Claw: 1d20 + 14 - 1 ⇒ (13) + 14 - 1 = 26
1d4 + 2 ⇒ (1) + 2 = 3
1d3 ⇒ 3

Puk: 24, -4 saves 1 round; dazzled 1 round

Party is up; remember that I'm out of town until Tuesday.


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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

Zephtyr takes 3, but is immune to all poisons. Hek's body is so perfect that poisons find no purchase within him.

Round 3, Init 8

Zephtyr will continue to pummel the quillbeast.

1d20 + 12 ⇒ (19) + 12 = 31 to hit;
1d6 + 7 ⇒ (4) + 7 = 11 damage.

1d20 + 7 ⇒ (1) + 7 = 8 to hit;
1d6 + 7 ⇒ (1) + 7 = 8 damage.

ZephTyr Status:

AC 3 NA + 2 dex + 2 dex + 1 ring +3 barkskin +4 mage armor= 25
HP 90/93 - DR5 piercing
Mage Armor (9 hours)
Endure Elements (24 hours)
Resinous Skin (180 minutes)
Barkskin(180 minutes)
Greater Longstrider (9 hours)
Fly 60'+10'=70', Darkvision

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

Hektir Status:

AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin +2 ProtEvil = 28
HP 93/93 - DR5 piercing

Mage Armor (9 hours)
Endure Elements (24 hours)
Resinous Skin (180 minutes)
Barkskin (180 minutes)
Greater Longstrider (9 hours) - +10 to all movements
Magic Weapon from Mal: (9 hours) +2


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 looks around as the others lay into the beasts and spiny fey thing! He can't seem to find a place to add his own blade, but a sudden inspiration strikes him and he murmurs a blessing, sending fortune at Hektir!

The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. This last for 2 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 3, Init 12

Status:

AC = 24, Warded
HP = 93/93
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin (56)
Judgments = 2
Bane = 5

Tsin studies the dead undead cat for a moment, glad the room no longer echoes its strange mewling. "Careful now of the quills, boys. If you fall to their damage, you rise again like the cats."

Emboldened by Malavarius's magical skin, she strides over to strike at the little, twinkly thing. Double Move to obtain flank with Hektir.


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

Fortitude save: 1d20 + 12 ⇒ (15) + 12 = 27

Quinn yelps in pain as the spines stick him, but he is able to resist the poison. Shifting back to avoid further poisoning, he grants Tsin guidance. "Stick it right there, between those patches of quills there's a small gap."

cast Guidance on Tsin


retired (AP completed)

"Sparkly, spiny devil! Take that!"

Snapdragon Fireworks (fire): 1d4 ⇒ 3 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition

Status:

Status:
52/52
AC: 11 (11 T / 10 FF)
Fort: +3 // Ref: +4 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/27 absorbed
Pearl of Power I: 1/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [X], mage armor [X], shield [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [X] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (3+1+1): dispel magic* [X], fireball [X] [X], greater magic weapon [X], haste [X]
Level 4 Prepared (2+1+1): remove curse [ ], secure shelter [ ], stoneskin* [X] [ ]
Level 5 Prepared (1+1+1): break enchantment* [ ], dismissal [ ] [ ]
Protective Ward used: 1/8

Ongoing Effects:
Raven Plague: ???
mage armor (Hektir): 9 hrs
mage armor (self): 9 hrs
greater magic weapon (Hektir): 9 hrs
stoneskin (Tsin): 90 minutes
resist energy (Tsin): 90 minutes
Snapdragon fireworks

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Hektir: 8
Pemsworth: 20
Malavarius: 16
Tsin: 12
Quinn: 10
Antagonist: 11

Hektir slams the creature as he feels good fortune settle over him. Tsin circles into position and gets Cayden's blessing from Quinn as another fiery Zeno explodes in the Pukwudgie's face, greeted by a cry of "Rats gnaw on your bones!"

It slashes as Hektir twice, more drops of bloody rain falling from the elemental. 11 hp total; no poison vs. you.

Mechanics:

1d20 + 10 ⇒ (5) + 10 = 15
1d20 + 14 - 1 ⇒ (15) + 14 - 1 = 28
1d4 + 2 ⇒ (3) + 2 = 5
1d20 + 14 - 1 ⇒ (14) + 14 - 1 = 27
1d4 + 2 ⇒ (4) + 2 = 6

Puk: 38; dazzled 1 round


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 8

Zephtyr will continue to pummel the quillbeast.

1d20 + 12 ⇒ (4) + 12 = 16 to hit;
1d6 + 7 ⇒ (4) + 7 = 11 damage.

1d20 + 7 ⇒ (15) + 7 = 22 to hit;
1d6 + 7 ⇒ (4) + 7 = 11 damage.

ZephTyr Status:

AC 3 NA + 2 dex + 2 dex + 1 ring +3 barkskin +4 mage armor= 25
HP 79/93 - DR5 piercing
Mage Armor (9 hours)
Endure Elements (24 hours)
Resinous Skin (180 minutes)
Barkskin(180 minutes)
Greater Longstrider (9 hours)
Fly 60'+10'=70', Darkvision

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

Hektir Status:

AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin +2 ProtEvil = 28
HP 93/93 - DR5 piercing

Mage Armor (9 hours)
Endure Elements (24 hours)
Resinous Skin (180 minutes)
Barkskin (180 minutes)
Greater Longstrider (9 hours) - +10 to all movements
Magic Weapon from Mal: (9 hours) +2


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

Hektir, don't forget your fortune'd hex re-roll!


retired (AP completed)

"What? Rats? Where?!" Malavarius looks around for the mentioned rats and, when finding none, turns back to the quilled devil and sends another sparking Zeno for it's face.

Snapdragon Fireworks (fire): 1d4 ⇒ 3 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition

Status:

HP: 52/52
AC: 11 (11 T / 10 FF)
Fort: +3 // Ref: +4 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/27 absorbed
Pearl of Power I: 1/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [X], mage armor [X], shield [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [X] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (3+1+1): dispel magic* [X], fireball [X] [X], greater magic weapon [X], haste [X]
Level 4 Prepared (2+1+1): remove curse [ ], secure shelter [ ], stoneskin* [X] [ ]
Level 5 Prepared (1+1+1): break enchantment* [ ], dismissal [ ] [ ]
Protective Ward used: 1/8

Ongoing Effects:
Raven Plague: ???
mage armor (Hektir): 9 hrs
mage armor (self): 9 hrs
greater magic weapon (Hektir): 9 hrs
stoneskin (Tsin): 90 minutes
resist energy (Tsin): 90 minutes
Snapdragon fireworks

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