Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


7,601 to 7,650 of 12,022 << first < prev | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | 158 | next > last >>

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 translates, adding in Draconic, "The itchy man also needs a cleric, preferably one with an expertise in diseases transmitted when a man and a sheep lie together, in that way."


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 listens to the commander utter a chest-thumping 'mine' declarative, and isn't surprised. More conflict, more impediment. In joining the fight, they are simply leveraging a bread crumb from the clenched fist of the ignorant. She waits for Pems to tell them what's required of them.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Yrax is a warlord in the Drakelands, and he wants this place because of its vantage between our lands. He has sent General Malesinder and her forces to capture it. We have been at war for many years, and this is merely the latest skirmish," Pharamol replies.

"I know not what a sheep is, but we can see about getting a cleric for him if he is diseased," he adds.

He sends Bescaylie off and she returns a few minutes later with a two-headed eagle. Both of the bird's heads look at you and let out a raucous cry, that draws frowns from Hejran the grizzled Triaxian and the balding one.


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 relays the information, but casually forgets to offer Hektir healing for his many venereal issues.

"May I confer with my companions in private, please?"

Assuming they allow it, he turns to the others. "We know nothing about their war except it's been going on for a long time, and this side has what we want and didn't throw us out as spies. Thoughts?"


retired (AP completed)

Malavarius turns to Tsin after Pemsworth asks his question. "Hmmm. Well, my dear, can you see the colors of this commander's soul by any chance? If it rankles of evil then we might want to exercise some caution in trusting this lot quite so quickly." He strokes his beard sagely, his beady eyes shining from beneath his bushy eyebrows as they dart back toward Pharamol's direction and then around the room.


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

"Keep in mind that we need rest before we take any approach" Quinn cautions, "But the armies of warlords are likely to be filled with both good and bad on both sides. They offer us what we need, let's secure the eagle and continue our quest as quick as possible."


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
motteditor wrote:
He sends Bescaylie off and she returns a few minutes later with a two-headed eagle. Both of the bird's heads look at you and let out a raucous cry, that draws frowns from Hejran the grizzled Triaxian and the balding one.

Hektir looks a-'gawk' at the two headed eagle, trying to figure out why an eagle would need two heads. It doesn't make sense.

He moves over to 'speak' with the bird, trying to understand why it might be important to the Hut, to the witches, to Babi Yagi.

1d20 + 9 ⇒ (5) + 9 = 14 Wild Empathy - making friends with the bird

Why are you so important, bird?

Hektir looks at Bescaylie.

"This is it, huh? How do you know this is it?" Hektir asks, flexing his chest muscles totally accidentally.

"Mal, is this it? This bird?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Just wanted to post this as a reminder.

The bird squawks at Hektir with one head, while the other tries to peck at him.

Tsin glances over toward the commander and shakes her head. "I don't see any taint of evil. If he has any, it's well-hidden."


retired (AP completed)

Malavarius tugs on his beard before shrugging. "I thought we were looking for a stuffed bird that had something to do with iron and Quinn's god, Hektir. A live two-headed bird isn't at all what I was expecting." He then glances at Zeno before looking back at the others. "At least Zeno's still only got the one head. He steals enough cookies as it is!"

Zeno fluffs himself up in disgust before pecking Malavarius atop the skull. "Ouch! Now, now. There's no need for that you petulant penguin!"


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 looks at the bird and remembers a bit about the things they seek as Mal reminds him.

"Yeah, Mal," Hektir spits. "You're right. You're speakin' from the gut and knowing things like I do. We need to find that spur and that horny thing, right? Sure, are them around here too? Maybe they are weird birds too?"

Hektir looks to see if Pems or Tsin or Quinn have any thoughts or answers.


4 people marked this as a favorite.
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

"Say, aren't we at Spurhorn? And there was an eagle here. Maybe we need to find the fortress of Ivoryglass next and see if they have a bear? Or maybe a pygmy elephant at Mirrorbear? Or perhaps a finely woven rug at Tuskvanity?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I thought you guys had figured out Spurhorn earlier. I am glad you noticed the second part of that riddle, as I was afraid it was being overlooked.

Tsin looking unhappy. "We're most likely being played again, but I think we don't have a choice. They're not going to give us the key without our help, and we won't be able to leave and find Baba Yaga without the key. Keep your eyes open, though. I trust them about as much as I would trust Hektir alone with a less-than-virtuous barmaid."


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 nods

"Not that I would much use for a virtuous barmaid," Hektir spits. "What are they going to do? Bring me food and drinks? What's the point in that?" Hektir offers a sly, joking smirk at that.

Hektir nods again, making a decision off Tsin's words.

"Yeah, we'll do it. We'll fight hard...tomorrow. You let us rest up tonight and tomorrow we'll smash through some enemies for you and clean up something. Like I said, I can fight. So can woman. And sometimes the others help too."

Going to change up Hek's spell list for tomorrow, I think.


retired (AP completed)

Malavarius frowns, the thought of getting embroiled into a war weighing heavily upon him. Looking to Pharamol, he nods sagely. (in draconic) "Very well then. We'll help you in your struggle. What is it you would have us do then? How can we best be of aid to you and your troops? And have any of them seen my good hat?"

Just looking to get an idea of what role Pharamol is expecting us to fill in their conflict. Like, are we a crack black ops squad that's getting behind enemy lines to go straight for Malesinder or are we helping to hold a gate or in the front lines?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Merely help defend our walls. If Malesinder attacks in full force ... Well, even the walls of Spurhorn would likely make that an even fight, with luck possibly determining the victor. Any edge you can give us, we would appreciate."

Once your questions are answered, Bescaylie leads you back to the guest quarters: "Let us know if you need anything," she says.

You have several days now, if you want to do anything (or role-play). Let me know when you're ready and I'll advance to the next thing that you don't instigate.


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 takes heart when Pharamol fails to shade in oily black, a sure sign of an evil nature. She nods as the others pluck the corn from the husk, understanding that they have no real choice in the matter, for the double-headed eagle squawking before them.

As Bescaylie leads them to a guests' quarters, Tsin takes advantage of the furry lady's offer. "What weaponry do you have to spare? I could use to replace arrows for long-range attacks from the wall, and would gladly take up arms that will penetrate any resistances within the enemy forces. What kind of opponents do you regularly face? Their number is legion. There were white drakes, as well as dragon-men, much like here. Are there any soldiers here that hesitate to fight their own race?"

Depending on their freedom within Spurhorn, Tsin tries to understand the weaknesses of the wall, and the likely points of attack, should the armies try to focus fire. She also debates with the others what they think the best position they all can take along the Wall.


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
motteditor wrote:
"Merely help defend our walls. If Malesinder attacks in full force ... Well, even the walls of Spurhorn would likely make that an even fight, with luck possibly determining the victor. Any edge you can give us, we would appreciate."

Hektir nods, cracking his knuckles, and his neck from side to side.

"Ayep, we'll do that. Or if you want us to go out and take out some of their patrols, we can do that too. We took out one or two on the way up. If you don't want that, just let us know where we can sleep, eat, s*#*, and of course where the off-duty women soldiers bunk, we'll do what we can do. Just let us know," Hektir says to Pems, trusting him to translate.

"Oh, is there a bar someplace? Our sleeping area should be near that to avoid mishaps, if possible."


1 person marked this as a favorite.
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 meeting over, Quinn somehow finds himself next to the blue dragonkin as the group exits from the room. "A tour of the fortress perhaps? Followed by dinner?" Unsure if she'll even understand his common speech, he extends the crook of his elbow for her dainty claw hand.

Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Bescaylie nods at Tsin's question. "We have arrows to spare, and can have some brought to you. Like our forces, most of those arrayed against us are Triaxian and dragonkin, though they do have some lesser species of dragons as well, larger physically, but far less intelligent than Efrixes and the others." You can get any non-magical, non-exotic weapons/ammunition you need.

Pems, are you translating any of Hektir's comments?

The blue dragonkin gives Quinn another toothy grin, looking quizzically at his arm as she towers over him she's about 10 feet tall. She responds, "אתה יכול לא לדבר לשון תרבותית?"

Draconic:

"Can you not speak a civilized tongue?"

And, having joined the besieged forces, you can gain a level!


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 leans towards Pems while maintaining a pleasant smile and eye contact with the dragon lady. "Pems, what did she say?"


1 person marked this as a favorite.
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

When Pems drops the ball on Quinn's request to be a wingman, the Caydenite does his best with the throaty language of the dragons, sure that the woman wants him to speak her language. Though not skilled or fluent, he's been listening closely and thinks he has a good grasp of the mechanics and vocabulary.

Draconic:
"We tour the grand biscuit and watch fumble of the sun from the highest wall. Then eye escort you to dine upon me over small wax fires, before we resign to your cell for sleeping."

Quinn winks at the lady and extends his arm further.


retired (AP completed)

Malavarius slaps his forehead audibly as he listens to Quinn and the towering blue. "What the devil are you blathering on about, Quinn? Good heavens!" The old wizard then trundles over and introduces himself again before helping Quinn with his subject-verb agreements, tenses, and word conjugation.


1 person marked this as a favorite.
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 starts to respond, but then Quinn actually manages to conjugate a verb and his shock shows! He cringes when he realizes Quinn just invited the nice dragon woman to eat him, but still, it's better than he's seen Quinn do with a woman since they met...

Hello! For the next week I will be at Gen-Con and/or decompressing after Gen-Con. If you're there, I'll be around the Sagamore Ballroom running PFS all through the Con. Feel free to look me up! However I will probably not be accessing the boards much so feel free to NPC me if needed! Thanks! James


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 will take note of the canteen and the mess hall on his way to their sleeping quarters.

During the day (or if they are on a watch), Hektir will be breezing about the camp and keeping an eye on their foes in the form of a large air elemental, frequently going high to keep an eye out on the opposing army as well as checking for weakness in their defenses.

He stands alert and ready to fight as needed.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Nevra, as the blue dragonkin introduces herself, grins as Quinn's butchering of the language, extending her own arm in a mirror of his posture.

"You are a funny man," she growls in Draconic. "I would enjoy this eating over fire. It will not burn you, though. I know some of our Triaxians do not do well with fire, not to mention the smell of their fur when it chars."

You'll have three days to kill here before something else happens. I assume Mal will do some crafting, and know what Hektir's doing. Anyone else want to do anything we need/want to play, let me know, otherwise I'll move us along.


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

Through the three days of consorting with Nevra, Quinn continually looks tired and a little disturbed. As the siege approaches he almost appears relieved. "I dreamed last night of Cayden and Calistria together." A long pause follows as he stares glumly into space. "I hope our role in this siege ends quickly" he continues without offering further explanation.


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 listens to Quinn engage with the blue dragon-thing, and only rolls her mind's eye. When Quinn emerges mostly intact on subsequent days, she worries less for the man.

She decides to spend time listening to the forces, trying to learn morale, and how they picture the sieging forces compared to their personal estimations from having traveled above and beyond them. To have a better chance at reading the crowds, she starts to deconstruct the language first. Once acquired, she applies her rudimentary understanding.

Sense Motive, General Morale: 1d20 + 19 ⇒ (1) + 19 = 20

She practices bladework, as well as taking position on the wall to range her arrows. After a time on the wall, she seeks out Malavarius.

"Master Mal, you were kind enough to bring a constant flame to my falchion, would you have any similar inclinations regarding my longbow? I'm not sure how much use there will be with my blade, but from the wall, I'll have plenty of opportunity to punish the approach."


retired (AP completed)

"Well, let me think for a moment. Hmmmm. I haven't the time to weave fire into your bow, I'm afraid. I can, however, enchant your bow to be a bit steadier with a tighter draw for most of the day. As for flames, I can weave those into your arrows directly, though that particular dweomer won't last as long, unfortunately."

I can give you greater magic weapon and flame arrow


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 frowns, nodding at the limitations. "I understand. Are there magics that would allow me to target enemies at a greater distance?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, feels like we're ready to advance...

The three days pass in a mix of relaxation and comfort, as you finally get some time to breath and catch your breath, even as you and your new allies wait with frosted, bated breath for the inevitable attack.

You're awoken after your third night of sleep by a claxon, the alarm signaling that the enemy forces are finally making their move!

Quickly assembling with the commanders, Pharamol is ordering soldiers to the walls, preparing his defense.

"They're making a move toward the Western Parapet," he growls to you in Draconic. "Go support the defenders on the bastion!"

He wants you to go to the westernmost tower on the overall map. Let me know if you'd like to go via the stairway leading up to the tower from underground or if you'd like to emerge in the courtyard from one of the blockhouses and make your ascent that way (presumably via 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

with the alarm sounding the call I'm assuming Quinn wouldn't have a chance for his morning prayers and thus no spells?


retired (AP completed)

One quick thing beforehand, Mott - Malavarius would like to get some insight into the magics that prevent teleportation within the confines of Spurhorn. Are there magical tokens or somesuch that can allow folk to use teleportation magics without falling victim to the fort's protections? Maybe a password? If so, I'll likely add at least one dimension door or teleport to my prepared spells.

Malavarius shakes his head ruefully at Tsin's last question, "No, I'm afraid not, Tsin. At least there are no magics at my disposal which can do that."

As the group begins to hustle toward the western parapet, Malavarius begins to weave his magics over his comrades.

Hektir gets a mage armor, resist energy (fire, 30), stoneskin, and greater magic weapon (+2)
Tsin gets a flame arrow, resist energy (fire, 30), stoneskin, and greater magic weapon (+2) on her bow
Quinn gets a resist energy (fire, 30)
Pemsworth gets a resist energy (fire, 30)
Malavarius gives himself a mage armor and protection from arrows

Status:

HP: 61/61
AC: 15 (11 T / 14 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/33 absorbed
Pearl of Power I: 0/1 used
wand of scorching ray: 8/50 charges 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* [ ] [ ], mage armor [X] [X]
Level 2 Prepared (4+2+1): glitterdust [ ], protection from arrows [X], resist energy* [X] [X] [X] [X], scorching ray [ ]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ], flame arrow [X], haste [ ], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [ ] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]

Protective Ward used: 0/8

Ongoing Effects: none
resist energy (110 minute duration): fire 30
flame arrow (110 minute duration)
stoneskin (11 hour duration)
mage armor (11 hour duration)
protection from arrow (11 hour duration): 0/100 damage prevented
greater magic weapon (11 hour duration)


1 person marked this as a favorite.
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

Again as an air element (except larger), Zephtyr roils and flexes with each new enchantment that Mal layers upon him. To those, he adds his own, preparing for battles that may end his life.

He and Quinn had served in the military before...but that was long ago when they were young and foolish. Now, as men, the burden of war seemed heavier than before...as if the consequences might be more dire.

When Mal is finished, Zephtyr shoots to the sky, intending to fall upon the west wall from the sky and clouds, an angry wind making itself felt by those below.

1d20 + 21 ⇒ (19) + 21 = 40 Perception when he can see the foes

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Quinn, you can have woken early and prayed. Mal, the defenders don't know why teleportation doesn't work in the fort, so they have no tokens that can help. Since you leveled, you could have made another Spellcraft check to try to figure out what was going on and what could be done about it.


retired (AP completed)

Malavarius tugs on his beard as he considers his earlier near-disaster when trying to use teleportation magics...
Spellcraft: 1d20 + 21 ⇒ (19) + 21 = 40

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal, you believe the area is warded with a teleport trap, but you're not sure where it leads. You could spend time exploring the fortress retconning that in, effectively if you wanted to see if it's somewhere in Spurhorn.

Teleport trap:

Teleport trap wards an area, redirecting all teleportation into or out of the area to a specific point within the area determined by you at the time of casting. The destination must be an open space on a solid surface. The spell’s area overlaps walls and other solid and liquid objects (preventing intruders from bypassing the ward by teleporting into a wall or through similar means). A teleporting creature that is affected by a teleport trap can resist the effect with a Will save—if the save is successful, the creature simply doesn’t teleport at all (but the use of the teleport effect is still consumed)—either to the intended location or the teleport trap’s actual destination. A DC 27 Knowledge (arcana) allows such a creature to recognize the teleport trap’s presence, but does not reveal the trap’s linked destination.

At your discretion, the teleport trap can exclude a category of creatures, such as an alignment, a type of creature, or creatures that carry a specific item or know a password (though this only works if the creature is teleporting out of the area, not into it). You select this option and the conditions at the time you cast the spell. Overly complicated conditions may cause the spell to fail entirely. Multiple castings of teleport trap can be linked to cover a larger area, allowing teleported creatures to be directed to a single point within the combined area of the spells.


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 takes in all of Malavarius's preparations, debating whilst he speaks. She decides to stay close to her men, and fire from a distance, until she can be sure that they'll remain un-threatened in the back. She nods as Hektir takes to the air, bringing his might to bear down upon the would-be invaders. As much as she might try and join the fight in air, she remains wary of enemy sorcery which could pull the rug out from under her again.

Presuming stairway for Tsin's approach.


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

Pems is at GenCon (and probably GMing his tiny halfling ass off) and Zephtyr wants to know what he sees when he gets a high view of the battlefield.

Zephtyr whirls and roils.


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 follows his shield Tsin up the stairway and towards the battle.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry, was waiting on Mal to see if he wanted to explore the teleportation trap more, but we'll let that go for now. You can always do it later, assuming you survive.

Quinn and Tsin charge up the stairs, followed closely by Pems, as Hektir heads toward the sky.

As he emerges into the courtyard, he finds himself in the midst of a driving snowstorm that -- combined with the barely-there light of the distant sun -- makes it difficult to see anything of what's going on.

Hektir:

All creatures have concealment (20% miss chance) from those without darkvision, and the reduced visibility results in a –4 penalty on Perception checks and a –4 penalty on ranged weapon attacks (but not siege
weapons attacks).

For the moment, you're in the courtyard; let me know how you want to make your approach (assuming you want to make your approach).


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

@GM Motte:

So, the combat map is completely white, right? Snowstorm effect? Ha ha.

[ooc]Looking at the overall map, it's unclear which area is courtyard. And the attack is coming from the West?

Assuming the above is correct (one map), Zephtyr will fly up 10' above the western tower and see what he can see. [ooc]

How many defenders are nearby? Are any of them too injured to fight? Enemies yet?


retired (AP completed)

I am very interested in further investigation of the teleport trap, but it can wait for post-battle since there's no way of bypassing it.

"Quinn! Quit gawking at that blue dragon-lady and keep walking! I'm an old man and these blasted robes make these stairs treacherous enough without you stopping in front of me all of a sudden! Good grief!"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal, OK. We'll do that later. Hektir, the courtyard is the big white area inside the walls in the top map of the overall map. As for the combat map, haven't you ever seen that issue of Alpha Flight? Raging battle during a snowstorm... At any rate, it's updated now. 10-ft. squares.

Hektir:

As you approach, you spot a blue two-legged dragon about the size of a horse, and two Triaxians swoop down to land on top of the bastion, followed by cries of pain from the siege engine crews, which are cut short by the beast's freezing breath.

Know (arcana) DC 17 for Hektir:

You believe it's a frost drake.

Everyone else:

You rush toward the tower's top; as you near, you hear cries of pain suddenly cut short from above.

Initiative:

Hektir: 1d20 + 4 ⇒ (20) + 4 = 24
Malavarius: 1d20 + 1 ⇒ (15) + 1 = 16
Pemsworth: 1d20 + 8 ⇒ (1) + 8 = 9
Quinn: 1d20 + 3 ⇒ (17) + 3 = 20
Tsin: 1d20 + 5 ⇒ (11) + 5 = 16
Antagonist: 1d20 + 3 ⇒ (8) + 3 = 11

All but Pems are up; for everyone but Hektir, you're at the bottom of the stairs, so it's half speed while ascending.


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 is 10x10, aka Large. Don't worry, he's full of manly goodness with big, absolutely big hands. Everyone says that Zephtyr has big hands. Believe me, they are the biggest.

Round 1, Init 24

Zephtyr casts Flame Strike at the trio of assailants. He bellows challenge from about 20' away (15' from top of tower), beating his airy fists against his airy chest.

Flame Strike (DC 17 reflex for half): 11d6 ⇒ (4, 1, 6, 1, 5, 2, 2, 3, 3, 2, 6) = 35 fire/divine damage

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 113/113 - DR5 piercing
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect

+8 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7

Spells:
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (110 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements

Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 91/103 - DR5 piercing

[ dice]1d20+15+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.

Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.

+8 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;

Endure Elements (24 hours)
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (220 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements


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 rushes up the stairs towards the cries of pain.

double move up the stairs, normal speed is 40', so 40' this round


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

Status:

AC = 21
HP = 126/126
Weapon Equipped = MW Composite Longbow +2 Str
Condition(s) = Flame Arrow, Resist Energy(fire, 30), Stoneskin, and Greater Magic Weapon (+2) on her bow

Tsin bolts upwards as well, keeping her nocked arrow at the ready for the arrival at the top of the stairs. Double Move, 30' ascending


retired (AP completed)

Malavarius trundles along behind, grumbling about stairs and old bones all the while.

I'll double move as well!

Status:

HP: 61/61
AC: 15 (11 T / 14 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/33 absorbed
Pearl of Power I: 0/1 used
wand of scorching ray: 8/50 charges 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* [ ] [ ], mage armor [X] [X]
Level 2 Prepared (4+2+1): glitterdust [ ], protection from arrows [X], resist energy* [X] [X] [X] [X], scorching ray [ ]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ], flame arrow [X], haste [ ], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [ ] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 0/8

Ongoing Effects: none
resist energy (110 minute duration, Tsin, Quinn, Pems, Hektir): fire 30
flame arrow (110 minute duration, Tsin)
stoneskin (11 hour duration, Tsin + Hektir)
mage armor (11 hour duration, Hektir + self)
protection from arrow (11 hour duration, self): 0/100 damage prevented
greater magic weapon (11 hour duration, Hektir + Tsin)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Pemsworth: 9*
Hektir: 24
Quinn: 20
Tsin: 16
Malavarius: 16
Antagonist: 11

Hektir's fire explodes over the three attackers and several of the unconscious defenders, raining death down upon them. The drake takes to the sky, snapping at Hektir as he flies over the parapet wall 12 hp plus 6 cold damage

The others rush up the stairs, Quinn almost slipping as he emerges onto the icy tower top first 20 feet in front of the stairs are icy, and are considered difficult terrain, just in time to see two Triaxians make their way to the light ballista on either side of the tower and bring their massive swords to bear, chopping at the siege engines.

Mechanics:

1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 4 ⇒ (12) + 4 = 16

1d20 + 14 ⇒ (6) + 14 = 20
1d10 + 5 ⇒ (5) + 5 = 10
1d20 + 14 ⇒ (9) + 14 = 23
1d10 + 5 ⇒ (10) + 5 = 15

1d20 + 13 ⇒ (16) + 13 = 29
2d6 + 6 + 1d6 ⇒ (5, 1) + 6 + (6) = 18
1d4 ⇒ 3

FD: 52
B1: 35
B2: 17

T1: 5
T2: 10


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 his ward over Hektir, adding +3 deflection bonus to his AC and +3 resistance bonus to his saves until he gets hit or fails a save! His tiny legs pinwheel as he runs as fast as he can up the stairs!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Hektir isn't in range. How about Tsin?

7,601 to 7,650 of 12,022 << first < prev | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | 158 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Motteditor's Snows of Summer PBP All Messageboards

Want to post a reply? Sign in.