
Malavarius King |

Malavarius frowns as the passage ends in more ice. "Well then. That's how it's going to be, is it?" He rolls up his sleeves, as if preparing for fisticuffs, and his sleeves just fall back down to their full length. The wrinkled old man then jabs the head of his staff into the center of the ice before him, casting the spell a second time, as Zeno snidely comments from his perch within the bowl of the wizard's hat.
"Right. Try again. Because it's fun to just waste spells, isn't it."
"Hush, you!"
2nd passwall! Also, I am really disappointed these walls are so thick and that my clever idea is so easily ruined!

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
2 people marked this as a favorite. |

Except it's not. You managed to basically choose the ONE place it would work...
The passageway opens -- clearly just barely long enough -- into what must surely be the dragon's treasure!
Inside this vault -- which has thick metal doors on the far side -- is an immense collection of wealth, truly worthy of the title dragon’s hoard. It appears to be sorts and tastefully arranged by general type, with huge piles of coins, bars and ingots, along with gems; exotic hides, furs, and pelts; among other items.

Pemsworth Smith, Esq. |
1 person marked this as a favorite. |

"Holy Hand Grenade of Antioch, Mister Malavarius! You hit the jackpot!" Pems' eyes go wider than his head as he looks around the golden room. He murmurs a quick word and scans the hoard with detect magic! Perception: 1d20 + 19 ⇒ (8) + 19 = 27 +1 vs Traps.

Malavarius King |

Malavarius bobs his head side to side slightly, rather pleased with himself. "Why thank you, Pemsworth. I suppose we did at that, didn't we?" He then jabs his hat with the head of his staff, "Eh? Eh, Zeno? Wasted spells indeed! Hmmm? What do you think of that?"
The wizard then begins surveying the accumulated treasures, looking intently for his wayward good hat.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

Hektir the Tracksmage |

Hektir pauses and checks his eyes, then looks again, trying to be certain he's seeing what others are seeing.
The Old Man did something right. And when he's right...he's really right.
Hektir spits, and glances in for any danger or threats, his years of traveling with Mal (and this group) overcoming any sense that this might be anything safe. It's a trap.
1d20 + 22 ⇒ (7) + 22 = 29 Perception
Hektir takes this as a good time to buff himself. Extended Barkskin & Resinous Skin. Also, Gr. Longstrider is already active.
"So...it's too bad we can just take all this and return home, huh? I could buy myself a nice wife and even a good distillery with all this. Settle down and make some nice little Hektirlings."
Hektir spits again, looking at Mal.
"Nice work, Mal. Nice work."

Quinn Kestrel |

"Wow!" Quinn googly eyes the treasure, "We could hire adventurers to find Baba Yaga for us while we relax with an ale by the fire!" Then his distrust sets in, honed by years of beer vision misleading him, and the cleric knows that when something seems too good to be true, it often is false. "Hold a second, how could a treasure room be so easily entered, is this another witchy trap?"
Perception: 1d20 + 29 ⇒ (2) + 29 = 31

Tsin Windscar |

Tsin's eyes flick about, connecting treasure dot to dragon dot. "I don't suppose Yrax knows we're here, now? A dragon's hoard must be watched over by scrying magics, should it not?" The swordswoman moves to the great metal doors, and stands sentinel.
Perception: 1d20 + 18 ⇒ (17) + 18 = 35

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

It does not appear to be a trap that you can tell.
Pems casts as Tsin takes up her position, after a few moments his magics revealing nearly a dozen magical auras.
A few more seconds reveals two general auras in the room, one faint, the other of moderate strength.
Others include:
* a short sword, black as night, with a strong aura;
* eight rune-engraved dragon bones, with a faint aura;
* a drinking horn bound with fittings of gold and decorated with ornate carvings depicting scenes of glorious battle, with a moderate aura;
* A heavy tome bound in scarred, bloodstained leather, with a moderate aura;
* a brown vial, with a faint aura
* a glass vial, with a faint aura
* a glass ring, with a moderate aura
* a walking stick with dark gray bark along its entire length, that branches into an ornate fork at its top, decorated with wildflowers and different kinds of leaves, with a moderate aura
* and a rolled-up parchment, with a faint aura
In case it needs to be said, you can't identify everything at once, and there's plenty more in the vault that you'll need time to uncover, but it's up to you what order you want to do things in.

Hektir the Tracksmage |
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Hektir spits, taking up the items that Pems points out. He's happy to try his luck and expedite the identifying process.
"I can do this, Mal. You just watch. I have the greatest magics. Everyone says so. That I am the best magics man around."
1d20 + 14 ⇒ (14) + 14 = 28 - short sword
1d20 + 14 ⇒ (18) + 14 = 32 - dragon bones
1d20 + 14 ⇒ (16) + 14 = 30 - drinking horn
1d20 + 14 ⇒ (13) + 14 = 27 - tome
1d20 + 14 ⇒ (13) + 14 = 27 - vial #1
1d20 + 14 ⇒ (4) + 14 = 18 - vial #2
1d20 + 14 ⇒ (1) + 14 = 15 - ring
1d20 + 14 ⇒ (14) + 14 = 28 - walking stick
1d20 + 14 ⇒ (19) + 14 = 33 - scroll
"Those ones I couldn't get? Those were fake items, fake magic. Their magics are rigged," Hektir spits to emphasize the correctness of his point.

Tsin Windscar |

Tsin continues to post guard, every once and awhile allowing herself a casual glance at the accumulated wealth at her back. She looks over the metal doors for something easy to maneuver and open them, when the time comes.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

It will take some time to search through everything, Pems, but there is a pile of exotic-looking hides you could look through.
Hektir, you believe the sword is a gloom blade (UE), while the bones are likely dragonbone divination sticks (UE). Going to hold off on ID'ing the rest of those while I see what others are doing.

Quinn Kestrel |

Quinn is drawn to the drinking horn, "Now that looks like an item that belongs in use, not gathering dust in a sealed room. Who needs a glass when you can pour beer into an ivory horn, maybe the whole fort is named after this tool of imbibery?"

Quinn Kestrel |

Perhaps it's the paternal tone, but Quinn does as Maladadius directs without thinking twice about placing his hands against the thick metal doors of a dragon's treasure room (that Meta-Quinn totally knows are trapped) and forcing his sight through to the far side.
Door Sight, takes one minutes, can see through 18 inches of material

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Hektir, you're able to identify a couple more pieces as Pems looks at the door. You think it should be easy enough to push open, except for the complex-looking lock that you'd have to bypass first.
Hektir, it takes three rounds per item to identify, so you're still just finishing up the second one for the moment.

Quinn Kestrel |

I vote that Hektir takes the 27 rounds to identify the items before we push the doors, Figure 3 minutes for that, and Quinn spent one minute failing at Door Sight, so just a little delay
"Hold on a moment, we need to say our Thanks for the random luck that brought us to the treasure room, surely Cayden would be pleased!" Quinn pours out some 'shine to share in honor of the occasion.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Hektir has time to identify a couple more items -- a drinking horn of bottomless valor and a manual of war -- as Pems works the lock.
But the second he hears the tumblers click, the doors suddenly open, revealing the smooth walls of the gigantic pentagonal chamber curve gently inward to form a lofty domed roof above the icy floor.
The western end of the room is a raised platform fifteen feet above the floor of the east side, with two horrific humanoid figure, masses of bones and skulls tied together with slick ropes of sinew, pulling the doors open and not one but SIX white dragons, obviously aware of your presence and roaring in displeasure!
The boney figures are bone golems.
Hektir: 1d20 + 4 ⇒ (10) + 4 = 14
Malavarius: 1d20 + 1 ⇒ (3) + 1 = 4
Pemsworth: 1d20 + 8 ⇒ (17) + 8 = 25
Quinn: 1d20 + 3 ⇒ (9) + 3 = 12
Tsin: 1d20 + 5 ⇒ (6) + 5 = 11
Antagonist: 1d20 + 4 ⇒ (20) + 4 = 24
Antagonist: 1d20 + 6 ⇒ (16) + 6 = 22
1d4 ⇒ 3
Pems is up for Round 1/2; combat map is updated with 10-ft. squares. You're a little more bunched than you said you wanted to be, but Pems and Tsin were at the door and there's not that much room there. The white tunnel at the back was Mal's passage in/out. I only had room for one dragon "fig" but you see six of them.

Malavarius King |

Theory - if Quinn channeled to heal and included the bone golems in the effect, would they be slowed?

Hektir the Tracksmage |

"Close the doors!" Hektir says, annoyed to be interrupted from his identifications. "Can't a man...oh...OH...." Hektir's eyes widen as the litany of bones loom outside the doors.

Pemsworth Smith, Esq. |

I thought I had a surprise round action? If I also have a full round action...
Pems downs his potion and casts a spell of cone of coldness, before hepulls back northward to put a wall between him and the DRAGONS.
CONE OF COLDNESS! Reflex DC 21: 11d6 ⇒ (5, 3, 2, 5, 1, 6, 2, 6, 2, 6, 5) = 43 damage!

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Pemsworth: 25
Bone golems: 22
Dragon: 24
Hektir: 14
Quinn: 12
Tsin: 11
Malavarius: 4
Pems drinks his elixir and retreats just as the dragons roar in unison, and you feel a shiver -- of fear, not cold -- run up your spines. DC 21 Will save or be shaken.
Each of the bone golems rip a piece of their ribs off and throw them, one at Tsin, the other at Hektir. The bones immediately expand, trapping you in a cage. consider yourself grappled, you can escape normally or try to smash the bones
The dragon gestures with its paws and the vault fills with a freezing cold fog, the floor below you becoming slick with ice. 7 points cold damage to everyone, plus DC 18 Reflex save or fall down and need a DC 10 Acrobatics check to move at half speed, a la grease (not you, Pems, you're OK).
2d6 ⇒ (4, 3) = 7
1d20 + 12 ⇒ (8) + 12 = 20
1d20 + 12 ⇒ (19) + 12 = 31

Malavarius King |

cold damage doesn't beat Malavarius' resistance
Will Save (DC 21): 1d20 + 11 ⇒ (4) + 11 = 15
Reflex Save (DC 18): 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
Malavarius' feet shoot out from under him and the mage crashes to his back in a heap. Struggling back to a standing position, leaning on his staff, he frowns at the golems and dragons and huffs. "I don't suppose any of you have seen my good hat? No? Ah well." Shrugging, he sends a tiny bead of crimson darting into the center of the gathered foes.
Fireball (fire): 10d6 ⇒ (4, 3, 5, 3, 4, 6, 4, 5, 3, 4) = 41 Ref Save DC 20 for 1/2 damage
HP: 65/65
AC: 15 (11 T / 14 FF)
Fort: +4 // Ref: +5 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 9/50 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], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [ ], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (3+2+1): dimensional anchor [ ], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks

Tsin Windscar |

Round 1, Init 11
AC = 21
HP = 133/138
Weapon Equipped = Adamantine Warhammer
Condition(s) = None
Will Save v DC 21: 1d20 + 15 ⇒ (14) + 15 = 29
Reflex Save v DC 18: 1d20 + 7 ⇒ (6) + 7 = 13
Tsin falls within the cage of unspecified dimension. She stands, and sheathes her falchion, her hand reaching for the warhammer next.
"I shouldn't have expected any other welcome, having introduced ourselves to one of the more fortified places in this hold, I'd gather."

Hektir the Tracksmage |

Round 1, Init 14
1d20 + 12 ⇒ (7) + 12 = 19 Will vs. DC 21
No damage from cold.
Hektir grunts as the bony cage surrounds him. He wonders why the halfgnome didn't close the door, but has to accept this cage rather than the other.
Turning inward, Hektir focuses his manly energy into the blustery spirit of air that occasionally escapes his lips (and ass). His form changes to match the bluster...becoming the mighty Zephtyr! Champion of Male 'Gust'-o! Move action.
Zephtyr beats at the bars of his cage with his mighty airy fists.
1d20 + 15 - 3 - 2 ⇒ (18) + 15 - 3 - 2 = 28 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 123/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
1d20 + 15 + 2 + 2 - 3 ⇒ (14) + 15 + 2 + 2 - 3 = 30 to hit; (flank,BOF,-PA)
1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20 magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
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 123/123 - DR5 piercing
[ dice]1d20+16+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.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements

Quinn Kestrel |

Will save DC 21: 1d20 + 15 ⇒ (5) + 15 = 20
Reflex save DC 18: 1d20 + 8 ⇒ (18) + 8 = 26
Quinn quakes with fear, but somehow manages to maintain his footing on the icy surface. Calling upon Cayden, a massive flaming cocktail glass appears hovering in the gigantic pentagonal chamber, then quickly turns and spills it's holy fire below. Flame Strike 10 foot radius, please position to get as many targets as possible
Flame Strike: 12d6 ⇒ (5, 6, 4, 1, 4, 1, 2, 1, 5, 6, 2, 5) = 42 damage, half fire and half divine
shaken, hp: 92/97

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Going to go with Pems' inadvertent extra R1 action...
The cages basically are tight around you, grappling you, so you can take any action you could take if you were grappled.
Hektir transforms and batters at the cage, which strains under his blows but doesn't break, while Tsin swaps out her own weapon, a difficult but manageable task in the enclosed space.
Mal, Pems and Quinn take the offensive, however, their magics exploding around the dragons and golems -- to minimal effect! The golems seem to not even notice the magics, while Quinn and Mal's blasts of fire don't seem to touch the dragons. SR, so please remember caster level checks.
Pem's blast does seem to touch the dragons, as they fail to even really try to avoid the cold, and they rear back in unison, seemingly surprised to feel the spell's effects.
They responds with cones of their own cold, the waves of freezing air laced with white snow washing over you before their wings ponderously lift the dragons in unison 15 feet into the air. 44 hp cold damage to all; Reflex DC 25 for half.
"You will regret trying to steal my treasure, little thieves!" one of the dragons roars.
The fog doesn't let you see what the golems are doing.
Hektir: 14
Quinn: 12
Tsin: 11
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24
Quinn: 1d20 + 12 ⇒ (10) + 12 = 22
Reflex: 1d20 + 11 ⇒ (10) + 11 = 21
Mal: 1d20 + 12 + 4 ⇒ (8) + 12 + 4 = 24
Reflex: 1d20 + 11 ⇒ (16) + 11 = 27
Pems: 1d20 + 12 ⇒ (13) + 12 = 25
Reflex: 1d20 + 11 ⇒ (3) + 11 = 14
18d4 ⇒ (3, 2, 2, 3, 3, 1, 4, 1, 1, 3, 2, 1, 4, 3, 2, 3, 3, 3) = 44
1d4 ⇒ 2
Hektir cage: 9
Dragons: 21, 2 rounds

Malavarius King |

Reflex Save (DC 25): 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
As the frigid breath washes over him, the head of Malavarius' staff flares and draws the freezing ice and snow into itself and away from the wrinkled old mage. When the air clears, the wizard remains on his feet, unscathed. He turns to Hektir and Tsin and barks, "Get out of those cages already, you two!" before casting a familiar spell and quickening everyone's movements.
Cast haste!
HP: 65/65
AC: 16 (12 T / 14 FF) (includes +1 from haste)
Fort: +4 // Ref: +6 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +1 from haste)
Resist 10: Cold
Energy Absorption: 34/36 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 9/50 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], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ] [ ], resist energy* [ ] [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (3+2+1): dimensional anchor [ ], dimension door [ ] [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [X] [X], teleport [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
Shaken: -2 penalty on attack rolls, saving throws, skill checks, and ability checks
Haste (1/12 rounds): +1 to hit, +1 AC, +1 reflex, +30ft movement

Pemsworth Smith, Esq. |

Reflex: 1d20 + 9 ⇒ (5) + 9 = 14
Saw your post and went to post and BAM, ninja'd...
Cold resistance 10 = 34 points of damage
HP 38/72
Pems feels the dragon's cold and shudders. "Not again. Not the cold." He ducks back behind the door and casts true seeing on himself!

Hektir the Tracksmage |

Round 2, Init 14
1d20 + 6 + 2 - 2 ⇒ (15) + 6 + 2 - 2 = 21 Reflex vs. DC 25 Take 14.
Zephtyr beats at the bars of his cage with his mighty airy fists.
1d20 + 15 - 3 - 2 ⇒ (17) + 15 - 3 - 2 = 27 to hit; (-PA,-shaken)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.
And it cracks under his mighty fist! He floats up above Pems on the map, trying to get a wall between him and the dragon. How high is the ceiling in the vault?
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 109/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
1d20 + 15 + 2 + 2 - 3 ⇒ (19) + 15 + 2 + 2 - 3 = 35 to hit; (flank,BOF,-PA)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
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 123/123 - DR5 piercing
[ dice]1d20+16+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.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements

Quinn Kestrel |

Reflex DC 25: 1d20 + 8 ⇒ (6) + 8 = 14
Quinn shivers in the cold and knows that only the blessings of Cayden will help the party through the chill.
Blessing of Fervor on the party
quick channel heal: 6d6 ⇒ (5, 1, 3, 3, 5, 1) = 18 include the golems, DC 19
shaken, hp: 68/97

Tsin Windscar |

Round 2, Init 11
AC = 24, Haste, BoF
HP = 109/138
Weapon Equipped = Adamantine Warhammer
Condition(s) = Haste, Blessing of Fervor
Reflex Save DC Nigh Impossible: 1d20 + 7 ⇒ (7) + 7 = 14
Tsin takes the +2 to AC, Hit and Reflex, from the Blessing of Fervor
Tsin brings the hammer up, twice if necessary, to see the bone cage destroyed.
Adamantine Warhammer, Grappled, Power Attack: 1d20 + 17 - 2 ⇒ (11) + 17 - 2 = 26 for 1d8 + 6 + 6 ⇒ (2) + 6 + 6 = 14 damage
Iterative: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26 for 1d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19 damage
"Working on it, Mal. It's a little confining here. What with the fog and all, I don't expect to be of much use against the dragons, so I'll just seek out the bone creatures, alright?"

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

The ceiling in the vault is 30 feet high, VacationTeer. Also, I should have said Quinn and Mal had partial cover, though it doesn't look like it would have mattered.
Hektir: 14
Quinn: 12
Tsin: 11
Malavarius: 4
Pemsworth: 25
Bone golems: 22
Dragon: 24
Hektir shatters his cage and floats up, 30 feet high as he tries to get himself some cover.
Quinn heals the group, then calls on Cayden's blessing, which thanks to the god's power reaches this remote, frozen planet. Mal's spell bolsters them even more, while Pems ducks back and casts his own spell on himself.
Tsin shatters the cage trapping her, the sounds of the dragon casting again coming in through the fog as her blows cease.
It's hard to tell, as you can't see any gestures it's making, but you think it's casting a spell to make it appear to be in a slightly different place, which could well throw off your aim. displacement.
Dragons: 21, 1 round
HP 123/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
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 the Tracksmage |

1d20 + 14 ⇒ (14) + 14 = 28 Spellcraft
Zephtyr grunts, knowing something.
Though Zephtyr knows that he is in a wintry wasteland of glacial cold and surrounded by fog, but it feels to him that he is in a tropical jungle, next to a warm sunny beach and is sweating from the mugginess in the air. Given his airy form, it feels as if he is hanging in a hammock, by a beach, with a gentle breeze.
Full turn to come.

Hektir the Tracksmage |

+2 to AC from BoF.
Round 3, Init 14
Zephtyr casts Echolocation, so that the mists and fogs are to be ignored like the protests of thousands of demonstrators or the laws of govern a land.
With his new 'vision', Zephtyr will call out the positioning of the bad guys to his team...so others know.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 123/123
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2+2-3[/dice] to hit; (flank,BOF,-PA)
[ dice]1d8+7+6[/dice] magic damage.
Glacial:
[ dice]1d20+15-3-2[/dice] to hit; (-PA,-shaken)
[ dice]1d8+7+6[/dice] magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (30) - 120 minutes
Echolocation - 120 minutes
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 123/123 - DR5 piercing
[ dice]1d20+16+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.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements