Hektir the Tracksmage |
Round 4, Init { }
Zephtyr is happy to take 4 damage, but would argue that the two instances of fire would be applied separately to the resist 20.
Zephtyr continues to attack through the fire.
1d20 + 15 - 2 ⇒ (9) + 15 - 2 = 22 to hit;
1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12 damage;
1d100 ⇒ 49 miss, high is good
1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13 to hit;
1d8 + 7 + 4 ⇒ (8) + 7 + 4 = 19 damage;
1d100 ⇒ 88 miss, high is good
Stoneskin 100/110.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 87/113 - 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.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 87/113 - 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
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Malavarius King |
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"Bah! Quit poo-pooing, the both of you!" Malavarius barks at Hektir and Quinn. "Quinn, your magics are fine! And Hektir, those flames haven't even touched you. Quit whining about it and hurry on through after those devils!"
Malavarius turns to regard the spellcaster and frowns. "And you! Stop casting spells, blast it all!"
Counterspell (DC=11+CL): 1d20 + 11 ⇒ (4) + 11 = 15
Readying a regular dispel magic to counterspell but it looks like Malavarius' focus is a little shaky at the moment!
HP: 61/61
AC: 19 (15 T / 14 FF)
Fort: +3 // Ref: +5 // 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: 11/50 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 [X]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ], flame arrow [X], haste [X], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [X] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [X] [ ] [ ]
Protective Ward used: 3/8
Ongoing Effects:
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)
wall of fire (11 rounds + concentration): 2d6+11 for passing through, 2d4 if within 10 feet, 1d4 if within 20
protective ward (2/6): +3 deflection bonus to AC
Should I keep rolling wall of fire damage, mott, or is everyone so resistant that it's a wash?
The resistance Malavarius supplied, for instance, is 30 - so none of his allies can be hurt by it even if I max the damage.
Edit - regarding the stacking of fire damage, I didn't mean to intimate that the two fire damages should be combined into one total, just that both applied. I do think they're two separate totals, with each being compared to any resistances separately. Same as if I'd shot off 3 scorching rays. That being said, I'd be fine if you chose to combine the two into one total, mott. It makes fine sense if you do choose to do it that way. Regardless, as I mentioned above, even if I maxed it all I can't beat the 30 fire resist I supplied (not 20. Do I look like a measly little 10th level caster to you? =P).
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
I think the fire damage definitely should be stacked; that said, if it's not going to exceed the fire resistance, it's not really worth it.
Round 4
Tsin cuts down the Triaxian foe, as Quinn and Pems rush to heal her and Mal prepares a counterspell. It doesn't really matter this round, but I think I'm going to give it a 50 percent "miss" chance for future attempts, as it's behind an opaque wall of fire and backed into the bunker a bit, meaning you're not really able to see what it's casting.
Hektir punches the Triaixian in front of him, only to have it return the blows, the flames throwing off its aim. Unfortunately for him, the other creature isn't as affected, as it steps back and casts another spell.
It casts haste again.
Hammer: 1d20 + 12 ⇒ (8) + 12 = 20
Miss: 1d200 ⇒ 107
Hammer: 1d20 + 7 ⇒ (8) + 7 = 15
Miss: 1d200 ⇒ 122
B1: 45
S: 3
Hektir the Tracksmage |
Round 4, Init { }
Room under Zeph for another melee type who wants to fight through the fire. Zeph is 5' off the ground.
Motte, those are huge dice for your miss chances.
Zephtyr continues to attack through the fire.
1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31 to hit;
1d8 + 7 + 4 ⇒ (8) + 7 + 4 = 19 damage;
1d100 ⇒ 56 miss, high is good
1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 to hit;
1d8 + 7 + 4 ⇒ (5) + 7 + 4 = 16 damage;
1d100 ⇒ 26 miss, high is good
Stoneskin 100/110.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 87/113 - 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.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 87/113 - 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
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin Windscar |
Round 5
AC = 21
HP = 83/126(76 points, Stoneskin)
Weapon Equipped = MW Composite Longbow +2 Str
Condition(s) = Flame Arrow, Resist Energy(fire, 30), Stoneskin, and Greater Magic Weapon (+2) on her bow
Flame Arrows = 46/50
Bane = 2/8
Against her better instinct, Tsin moves towards the Wall of Fire, trusting Malavarius's protections against the flame. Resist Fire 30
Gaining the threshold, with the wind whipping above her, she thrusts her blade against the triaxian so bold as to guard the doorway.
+1 Flaming Falchion, Power Attack: 1d20 + 18 - 2 ⇒ (10) + 18 - 2 = 26 for 2d4 + 13 + 6 ⇒ (2, 2) + 13 + 6 = 23 damage, no fire
Malavarius King |
Still mostly at a loss now that the triaxians have nearly all managed to get indoors, Malavarius harumpfs and grumps and keeps his staff up in front of him defensively.
I'll stop concentrating on the wall of fire now as it seems to be spectacularly ineffective =(
HP: 61/61
AC: 23 (19 T / 14 FF)
Fort: +3 // Ref: +5 // 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: 11/50 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 [X]
Level 3 Prepared (4+1+1): dispel magic* [X], fireball [ ], flame arrow [X], haste [X], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [X] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [X] [ ] [ ]
Protective Ward used: 3/8
Ongoing Effects:
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)
wall of fire (1/11 rounds): 2d6+11 for passing through, 2d4 if within 10 feet, 1d4 if within 20
protective ward (3/6): +3 deflection bonus to AC
total defense: +4 dodge bonus to AC
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Round 5
The wall blinks out as Mal lets it go, Hektir and Tsin's blows overcoming the hammer-wielder. Quinn rushes in to try to help take back the bunker as the gloom of the snowy day returns and Pems casts his evil eye over the remaining foe.
The curse seeming to have no effect, and the Triaxian carefully casts, biting cold washing over each of you 45 points of cold damage; DC 18 Reflex for half; Quinn and Pems have cover, while Hektir and Mal have improved cover from the bunker.
Will save: 1d20 + 12 ⇒ (18) + 12 = 30
Quinn attack: 1d20 + 11 ⇒ (3) + 11 = 14
1d20 + 13 ⇒ (11) + 13 = 24
10d6 ⇒ (2, 5, 5, 5, 4, 6, 4, 6, 5, 3) = 45
S: 3
Hektir, you'll need to squeeze if you want to get inside.
Pemsworth Smith, Esq. |
Reflex: 1d20 + 9 ⇒ (15) + 9 = 24 Pems only takes a bit of the damage, as it washes over him.
Pems snarls as the ice bites into him and he utters a spell, feeling the force flow from him! Phantasmal Killer! Will, then Fort DC 19! Or 3d6 ⇒ (2, 5, 2) = 9 damage!
0th - ray of frost, detect magic, light, message
1st - cure light wounds ()(), snowball ()(), ear-piercing scream ()()
2nd - cure moderate wounds ()(), flurry of snowballs () (), summon swarm ()
3rd - fly (), lightning bolt (x)(), rimed flurry of snowballs ()
4th - neutralize poison (), rimed ice storm (), phantasmal killer (x), wall of ice ()
5th - cone of cold (), cloudkill (x)()
Malavarius King |
sadly, the wall endures for another 11 rounds yet - it's minimum duration.
Reflex (DC 18): 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
And it looks like improved cover grants improved evasion in addition to the reflex save bonus! Neat!
Malavarius' staff flashes as the shards of frost and ice blast upward out of the bunker, but it all turns to vapor before it can touch the old wizard. "You call that a spell?!" he calls out chidingly, "I've seen Hektir fart chillier breezes than that!"
Hektir the Tracksmage |
Gah. Zephtyr is going with the cone of cold destroying the wall of fire rather than Mal's dis-concentration ending it as it lasts concentration+1/round level. Spectacular is right, Mal. Not sure how Pems was targeting through the opaque wall in previous rounds, but should be fine now.
Round 5, Init { }
1d20 + 6 ⇒ (15) + 6 = 21 reflex (resist cold 30)
Zephtyr soars into the room, climbing (and likely provoking from the Trix) above the foe. He reaches down to grab the trix, with the intent of giving it the spectacular wrestling maneuver known by Taldans as the Airy Sphincter.
1d20 + 15 ⇒ (17) + 15 = 32 CMD to grab.
Stoneskin 100/110.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC
HP 87/113 - 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.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 87/113 - 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
Quinn Kestrel |
Reflex save DC 18: 1d20 + 7 + 2 + 2 ⇒ (18) + 7 + 2 + 2 = 29
Quinn recognizes the foul icy magic and ducks away before it can catch him full, then he counters the freezing pain with the healing warmth of Cayden.
Selective Channel Heal: 6d6 ⇒ (1, 4, 5, 6, 6, 5) = 27 healing for the party
Tsin Windscar |
Round 6
AC = 21
HP = 67/126(76 points, Stoneskin)
Weapon Equipped = MW Composite Longbow +2 Str
Condition(s) = Flame Arrow, Resist Energy(fire, 30), Stoneskin, and Greater Magic Weapon (+2) on her bow
Flame Arrows = 46/50
Bane = 2/8
Reflex Save v DC 18: 1d20 + 7 ⇒ (10) + 7 = 17
"Damn your eyes, you son of a whore!! A pox on your house, and your diseased mistress goat!!"
Tsin closes the distance and swipes at the caster, seeking a jagged, painful cut.
+1 Flaming Falchion, Power Attack: 1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32 for 2d4 + 13 + 6 ⇒ (4, 3) + 13 + 6 = 26 damage, no fire
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Round 6
Pems' spell hits the creature, which staggers back, allowing Tsin to close the distance and land a vicious blow before Hektir surges in and grabs it.
Trapped around you, it inhales deeply and expels -- a breath of freezing cold again that catches everyone in the bunker even as Quinn's healing magic rushes over you. 28 points cold damage to Quinn, Tsin and Hektir; DC 18 Reflex for half. (Note this is its breath weapon, not a spell.)
Despite that freezing last gasp of battle, you're quickly able to put an end to the sorcerer and momentarily find yourself alone in the bunker. In short order, another Triaxian defender appears on the scene and once you've left the bunker, seals the broken door with a spell, shaping stone over the gaping entry.
"Commander Pharamol asks you to return to the walls and resume your assistance," she says.
Will: 1d20 + 12 ⇒ (16) + 12 = 28
Fort: 1d20 + 9 ⇒ (5) + 9 = 14
10d6 ⇒ (2, 1, 6, 1, 2, 1, 3, 5, 4, 3) = 28
S: 38
Didn't think it was worth spending a day to do another round. You have a couple minutes if you want to heal or loot the bodies or do anything else...
Tsin Windscar |
Reflex Save v DC 18: 1d20 + 7 ⇒ (5) + 7 = 12 39/126
Tsin doesn't listen to the new Triaxian arriving on the scene, only watching her until it's clear which side she's on. Only then does the swordswoman turn her back on orders, and vents more frustration on the fallen sorcerer, shoving her blade into his mouth, and severing the mandible, then the highest cervical vertebra.
"I'm done. Commander Pharamol can find others to fight his pitiful battle over this slab of rock and ice. He can't have eyes all over this place. I suggest we head straightaway to the double-headed eagle, take it, and go."
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
The spellcaster has a necklace of fireballs (type II), a potion of cure serious wounds, a scroll of dimension door and a scroll of whispering wind, as well as a heavy mace, a masterwork light crossbow with 20 bolts, an amulet of natural armor +1, a cloak of resistance +2, and a ring of protection +1.
The two warrior Triaxians each have an elixir of dragon breath (green dragon), 2 doses of war paint of the terrible visage; +1 full plate,a +1 heavy steel shield, 3 javelins and 42 gp. One has a +1 bastard sword, while the other has an adamantine warhammer that's non-magical.
Hektir the Tracksmage |
1d20 + 6 ⇒ (9) + 6 = 15 Reflex - Resist Cold 30
Zephtyr enjoys squeezing the caster until its eyes pop out of its head. Only once the trix is good and dead does Zephtyr let the body drop to the floor.
"Maybe, Tsin. Maybe. But we've already done much of what we agreed, might as well see what is next before stealing it," Zephtyr breezes in reply.
He helps gather up the magics, placing them in a pile for Pem and Mal, and hopes that Quill can handle some healing before they move on. If we don't have much time, Zephtyr will swill one of those pot of CSW.
"Yeah, we're coming to see Commander Fooferall. Soon."
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn Kestrel |
Reflex save DC 18: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Quinn expels another wave of healing energy for the party...
Channel Heal: 6d6 ⇒ (6, 3, 5, 3, 3, 1) = 21
...then turns his attention to more serious wounds.
will heal Tsin if everyone else is good, otherwise will use another Channel Heal, and then heal Tsin
Tsin Windscar |
Tsin's mood elevates proportionally to her healing, which she easily acknowledges to the priest. She looks over the various items, noting only the plate armor, and the trade-offs. Not wanting to don new, unfit armor, she waits for the halfling to study what he must, before conceding to Hektir's point, begrudgingly.
"Pharamol had better be close to done petitioning us for service."
Hektir the Tracksmage |
Zephtyr spins happily when he is fully healed and earnestly wants to fight more, just to fight more, because his air/blood is boiling and well, it just seems like a good idea to fight in a war. He really doesn't care which side in this war either, both sides are pretty dickish and witchy in his opinion.
Zephtyr is ready to go meet Commander Fooferall.
Malavarius King |
Malavarius casts a quick glance over the gathered items as Quinn brings Cayden's grace to bear. "Bah! None of this is useful right now. We can worry about this later. Hektir! Blast it all, can you grant the rest of us flight or not? I'm quite tired of tromping up and down all these stairs, don't you know."
I'll point out what's identified and unless someone wants something immediately, I'll pop it all in the bag of holding.
Hektir the Tracksmage |
Zephtyr spits, looking at Mal.
"I could," Zephtyr breathes. "But it wouldn't last very long. You sure you want to waste it now?" Zephtyr asks.
Assuming Mal will recognize how silly(but also correct) his reminder is, Zephtyr is ready to go fly to meet Commander Fooferall.
Tsin Windscar |
"Hektir, pay attention. The 'commander' simply wanted us to return to the wall, and resume our assistance. I don't think he can be bothered with us, yet."
Tsin leads the way, towards said walls, hoping most of the battle has already ended. It's a black hope, of course.
Hektir the Tracksmage |
"...blah...totally right stuff...blah...."
Zephtyr spits, casting side eye at Tsin.
"Sorry, I couldn't hear over the sound of me crushing the throats of my foes and over the sound of Mal's complaining. My bad. Let's go then."
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You rejoin the fight, the weak sun eventually rising and making the battle slightly easier, though the defending forces are still hard-pressed, sorties making their way into the fortress and being repelled on several occasions.
Around midday, Bescaylie finds you, flashing a grin across her blood-smeared face.
"You survive! I'm glad you've made it this far; I was concerned you might not have. Commander Pharamol wants you to report to the conference room in the Lord’s Tower," she says.
Hektir the Tracksmage |
Zephtyr looks over his airy shoulder at Tsin.
"See? I thought he wanted to meet with us," Zephtyr offers with a spit to the side. "Let's go see what the Fooferall wants."
Zephtyr is ready to go to the Lord's Tower.
Quinn Kestrel |
Quinn cheerily follows along to the tower, glad that battle and bloodshed have subsided. "Maybe they'll have a victory feast for us? What kind of liquor do you think they'll serve? Cider perhaps?"
Malavarius King |
Malavarius sighs in relief as Bescaylie approaches, his beard puffing with the sudden breath. "Ah! Bescaylie! Glad to see a friendly triaxian face today. Did you know these blasted invaders have inured themselves to magical fire? It's been quite bothersome, I can tell you that. Say, I don't suppose you've seen my good hat scampering about during this siege by any chance?"
As Malavarius and the others turn to go meet with Pharamol, the old wizard nods at Quinn's hopes. "I don't know about a feast, but I certainly wouldn't mind some lunch. Stymieing a siege is tiring work and I'm a very old man, don't you know."
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
As you begin making your way to the Lord's Tower -- above the room you stayed in when you first arrived at the fort -- you suddenly see three dragonlike creatures soar into the courtyard!
One looks like a blue dragonkin similar to others you've seen on both sides of the fight, but the others are new, black-scaled, six legs creatures. As they enter, you see several Triaxian guards turn to try to shoot them down -- only to freeze as still as statues, bolts left unfired in their crossbows.
You believe the creatures are half-dragon, half-basilisks. Let me know what you'd like to know about them if you exceed the DC.
Combat map is updated; the blue dragonkin is flying 30 feet up, while the two black dragon creatures have landed in the courtyard. Quinn marks you're general location (he's obviously way too big) on the overall map, but you can either try to go up 30 feet and into the keep's garden over the wall or go through the lord's tower, in which case you'll exit the door into the garden at the end of the 3rd round.
Malavarius King |
Knowledge (arcana): 1d20 + 20 ⇒ (2) + 20 = 22 My normal order of questioning is fine in this case
" Gadzooks! Basilisks! Well- basilisks that are also dragons! Good heavens! This could be trouble."
HP: 61/61
AC: 16 (12 T / 14 FF)
Fort: +3 // Ref: +5 // 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: 11/50 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 [X]
Level 3 Prepared (4+1+1): dispel magic* [X], fireball [ ], flame arrow [X], haste [X], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [X] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [X] [ ] [ ]
Protective Ward used: 3/8
Ongoing Effects:
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)
I can fix a petrification just once, folks! It's an area of effect fix, but it's just the one casting. Just so we all know.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You recall hearing stories about these, Mal. They're immune to acid, sleep and paralysis. However, you don't really know the details of their petrification; you just saw the allied soldiers aren't moving.
Also, just in case it wasn't clear, we're going by rounds. I was just going to do party first with no one flat-footed (a la last fight), though you could actually try to sneak up and potentially get to act before they are aware of you, in which case I probably would actually roll initiatives.
Hektir the Tracksmage |
Zephtyr seems really excited, nearly rushing to challenge *both* the dracojerks to single/double combat. He zips away then stops himself as if forgetting something important.
I should make sure my fly is up. Right? Was that it?
Wait. I'm not wearing pants. Where are my pants?
Oh yeah, my pants are in aetherspace...with Mal's hat.
So why do I need to get my fly up?
Zephtyr zips a bit further from the party.
But you should get your fly up?
Why do you keep saying that, me?
Because you should get your fly up.
What that even mean? I'm not wearing pants and already....oh...oh yeah...
Zephtyr turn and casts Mass Fly on the yahoos, then soars closer and issues challenge, fear of stoning be damned.
Malavarius King |
"They've likely got the same resilience to acid and other caustic things, like Quinn's breath, as their black forebears! Maybe fire will work though. Let's find out, shall we?"
Once Hektir shares his mighty gift of wingless flight, Malavarius rises up a bit into the air and sends a bead of sparking crimson zipping down into the midst of the would-be invaders. It's only there a moment before it blooms in a sudden wash of fire.
Fireball (fire): 10d6 ⇒ (3, 4, 3, 6, 6, 6, 3, 5, 4, 1) = 41 Ref Save DC 20 for 1/2 damage
HP: 61/61
AC: 16 (12 T / 14 FF)
Fort: +3 // Ref: +5 // 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: 11/50 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 [X]
Level 3 Prepared (4+1+1): dispel magic* [X], fireball [X], flame arrow [X], haste [X], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [X] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [X] [ ] [ ]
Protective Ward used: 3/8
Ongoing Effects:
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)
Tsin Windscar |
Tsin listens to Hektir's ebullience, then Bescaylie's surprise, then Quinn's exuberance, then Mal's courteousness, all in resigned silence, just shy of storming towards the Lord's Tower.
Round 1
AC = 21
HP = 67/126(76 points, Stoneskin)
Weapon Equipped = MW Composite Longbow +2 Str
Condition(s) = Flame Arrow, Resist Energy(fire, 30), Stoneskin, and Greater Magic Weapon (+2) on her bow
Flame Arrows = 46/50
Bane = 2/8
When Mal speaks, Tsin listens, hoping to learn how best to injure the creatures, while avoiding their primary attacks.
Watching the creatures from a distance, Tsin receives Hektir's gift of flight graciously enough, then takes to the air, where she proceeds to fire a single flame arrow at the lead creature. For their quality, she decides to bring about Pharasma's Scales, hoping to make quicker work of them Judgment- Justice +2 to attack rolls
Composite Longbow: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 for 1d8 + 2 + 1d6 ⇒ (8) + 2 + (1) = 11 damage, including fire
+2 to attack if Mal's Greater Magic Weapon is still in effect
Quinn Kestrel |
As Hektir grants flight, Quinn grants Cayden's blessing of fervor. "How dare they interrupt our trip to feasting and cider!"
cast Blessing of Fervor
Blessing of Fervor
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Pemsworth Smith, Esq. |
Sorry, had a semi-family semi-emergency come up and had to spend the day helping a former brother-in-law move. Back now.
Pems feels himself begin to lift up and lets out a whoop. "Falling can bite me!" He lays his ward on Hektir before flying skyward 60 feet!
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
I apparently lied again. Not sure why I thought the dragonkin was blue, but it is in fact copper...
Round 1
Hektir and Tsin's spells grant you speed and mobility as you rush toward the latest battle, Pems adding his protection to the windbag while Tsin and Mal take the offensive with spell and steel. The creatures all seem ready for the attack, ducking from the worst of the fireball, though Tsin's arrow catches the dragonkin in the shoulder, sending it flying back slightly.
All three creatures return fire, spraying streams of acid toward you! The two dracolisks wings carry them up climbing 20 ft. while the copper dragonkin flaps away from them, perhaps circling around to take you from behind.
Quinn and Hektir, 21 pts. of acid damage (DC 18 Reflex for half); Pems and Quinn, 28 pts. of acid damage (DC 18 Reflex for half); Hektir and Tsin, 39 pts. of acid damage (DC 18 Reflex for half); also, Mal, Pems and Quinn all need to make a DC 18 Fort save or be turned to stone at the start of their round!
Reflex: 1d20 + 4 ⇒ (16) + 4 = 20
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
Reflex: 1d20 + 9 ⇒ (11) + 9 = 20
7d6 ⇒ (2, 2, 1, 1, 4, 6, 5) = 21
7d6 ⇒ (6, 5, 5, 1, 6, 4, 1) = 28
9d6 ⇒ (3, 4, 4, 3, 6, 6, 6, 1, 6) = 39
3d4 ⇒ (3, 1, 3) = 7
DL: 20, 3 rds.
DL: 20, 1 rd.
CD: 31, 3 rds.
Malavarius King |
No one else wants to try a knowledge (arcana) on these chuckers? Tsin? Pems?
Fort Save (DC 18): 1d20 + 3 ⇒ (1) + 3 = 4
For the second time, the old wizard turns into a statue. And as quickly as he left the earth, Malavarius returns unto it.
HP: 61/61
AC: 16 (12 T / 14 FF)
Fort: +3 // Ref: +5 // 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: 11/50 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 [X]
Level 3 Prepared (4+1+1): dispel magic* [X], fireball [X], flame arrow [X], haste [X], magic weapon (greater) [X] [X]
Level 4 Prepared (3+1+1): dimensional anchor [ ], stoneskin* [X] [X], wall of fire [X] [ ]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ] [ ], life bubble [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [X] [ ] [ ]
Protective Ward used: 3/8
Ongoing Effects:
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)
petrified