Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

"Earth? That is a stupid name. Why not call it 'Ground' or 'Soil' instead, for it would be equally dumb," Zephtyr offers commentary. "What besotted idiot decided to name the planet after the place where they poo and piss?"

* * *
When we are done with Mr. Sunshine...

Zephtyr will go find a quiet place to rest and drink for the night. In the morning, he'll see if he still feels awful or feels better.

1d20 + 14 - 1 ⇒ (13) + 14 - 1 = 26 Fort vs. Lvl Drain


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

"I like the name 'Earth', so much easier to say than Golarion or Trixisforkids, or any of those other silly long winded names." Quinn begins planning out a good drinking spot for the evening as he prepares to make it an early night.

will plan to pick up restorations for the party in the morning

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

How many restorations are you preparing? I think you're all ready to go on, but since those are prepared spells, I want them dealt with before doing so.


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

four restorations and one blessing of fervor for level 4 spells on Quinn. It's calls for 1,000 gp of diamond dust, so if that is specifically required and we don't have it, then Quinn won't bother preparing spells he can't cast. We did put the money into the resurrection gem components, maybe we could have shelled out additional lootz at that same time?


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 doesn't sleep well, what with the thanadaemon still present somewhere in the Hut. For its gaze, she remains uneasy, and makes it clear that she is.

"I don't think we should leave the Coffin Man in peace. When we ready ourselves to exit the Hut, he may bar our return, once we find ourselves seeking trinkets and solving riddles yet again." She touches the wall nearest to her.

"For all its many incarnations, who's to say that the Hut doesn't have something malevolent hiding in this very space, in an alternate dimension? Behind the very wall? When we leave, and return, what will greet us next time? It feels like the denizens of the Hut keep getting stronger and stronger, as if the Hut means to keep us chastened for our increased strength, on this wretchedly long journey."

She stalks about, a bit, sipping water from her canteen, before she turns to Quinn. "Can you...?" She gestures to the priest, hoping to see water turned to wine...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That's fine, Quinn. You can also do quick exchanges with the mercane.


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Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33
Tsin wrote:
"Can you...?"

"Oh yea, check this out, Hektir and I have been getting by on this stuff for years." With a quick gesture and prayer the priest of Cayden causes the canteen to overflow with wine, the cheap kind that gets served in a jug or box, and it smells like the low end establishments that serve Quinn and Hektir the unsavory miscreants that drink this type of swill.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The restorations will work; I think you only need two of them now, and it's only 200 gp worth of diamond dust. (Do we want to track that sort of resource, or handwave? I'm fine either way, especially since you can refill with help from the mercane.)

I'll move you on if you want, but want to give you time to deal with Tsin's last comment (the Coffin man, not the wine -- of course you already dealt with that).


retired (AP completed)

"Actually, my dear, I'd rather let sleeping thanadaemon's lie as the case may be. Frankly, I think we escaped that last mess with him by the skin of our teeth."

"I don't have teeth, but I agree with the old goat. Let the death-daemon be and let's focus our energies on getting by in this 'earth' place. Triaxis was strange enough, who can even begin to guess at what horrors we'll find here!"

"Zeno makes an excellent point, you know. If patterns hold, this will be the most troublesome and devilish location the hut has brought us to. Let's not make needless enemies, shall we?"


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 will enjoy both some of Quinn's creations and the moonshine he purchased a while back. He alternates sipping from one, then the other, enjoying the contrast.

In the morning, Zephtyr powers up casts some protective magics, and is ready to explore 'Earth'. He opens the door (and is more ready for another fight should the Coffin Man want another go), and looks outside before exiting.

1d20 + 25 ⇒ (8) + 25 = 33 Perception

If it looks safe, he will exit and go up about 100' to look around the area.


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
Malavarius wrote:
"Let's not make needless enemies, shall we?"

Tsin doesn't agree straightaway, but neither does she argue. If the Coffin Man becomes a problem, again, she'll have the ammunition for a later conversation with the old man.

She recuperates from the thanadaemon's injuries, and marks it as enemy, if not merely an obstacle.

Tsin thanks Quinn for his miracle, and tamps down her nerves with the wine's medicinal measure.

...

She joins Hektir, when it appears that they are rested enough to leave the 'safety' of the Hut for this new time and place.


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 follows after the others, but he stops at the Coffin Man for a moment. "It must be hell being Baba Yaga's relation. You have my sympathy."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The Coffin Man merely smiles enigmatically at Pems as you leave the hut, exiting onto a crisp and cold morning, with the smell of burning cinders and a haze in the air from recent fires. Like a nesting hen, Baba Yaga’s hut sits squat and low on a hilltop overlooking a wide, ice-choked river.

Below the hill, a rutted, muddy road winds between still-smoldering charred cottages, and fire-blackened craters mar the pristine snow-covered landscape. Crows squawk from perches atop a strange, gigantic metal wagon with spoked wheels mired among the smoking ruins.

Overall map is updated; it's 10-ft. squares, so I only put Hektir on it since everyone else is too tiny.


retired (AP completed)

"Good heavens. This place has seen kinder days, to be sure. Oh my."

Zeno, while his wizard gazes over the blasted landscape, flits over to the crows and begins chirping and chittering at them in the timeless language of birds. "Hi there! What's all this then? What happened?"


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 spits as he examines the wreckage of the town. "Something done hit it good. Like a good night of drinking or something."

Zephtyr flies above the trees...about 20 squares to the left (and 4 up), looking for dangers as the party walks like chumps (separating himself from the group a bit). He flies about 40' to 50' up.

1d20 + 25 ⇒ (2) + 25 = 27 Perception


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 the new surrounds, taking a moment to flick acid Cast Acid Splash on the ground, just to see if Magic is going to be a problem in this new land.

She watches Hektir, to make sure his flying ability and elemental form don't waver, more than they usually do.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems looks around and whistles at the huge metal wagon. "Do you think they're giants here? They certainly build their wagons large!"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Hektir notices a number of strangely garbed men hiding in the burned-out village. Picture perhaps when I'm at home.

Tsin's spell seems to work normally.


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Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

"Baba Yagi sure does pick some crappy realms for traveling. I get the exploring new places off the beaten path thing, but this path appears to have been severely beaten." Quinn looks around the new land with dismay.

Perception: 1d20 + 30 ⇒ (4) + 30 = 34

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Quinn, you notice that it looks like the ice and snow between you and the ruined village seems to have been disturbed by something.

Hektir:

Here's what you see, which you're assuming are men in strange garb, though you're not sure.


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 points in the direction of the men, not sure if the others will see his gestures. Nonetheless, he flies closer to the men, wondering if they are going to be dicks jerks or friendly. He stays about 100' up, looking down upon the men.

He shouts down to them in Common, something friendly and normal...and something Zephtyr would like to know.

"Where is the nearest tavern?"


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 alerts the party to the disturbed snow and ice. "Something connects this village to the hut's location, what do you think that is?" Taking a little more time, Quinn investigates the battered ice further.

Perception: 1d20 + 30 ⇒ (11) + 30 = 41

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As Zeno rushes off to talk to the birds, Hektir descends toward the creatures hiding in the village as Quinn edges forward to investigate what he's discovered, which appears to be that something's been buried beneath the snow.

Before you can get any further, though, hell suddenly begins to break loose all around you!

The groups of men hiding in the buildings raise strange rod-like devices toward Hektir, clearly some sort of weapon, as they begin to yell in some harsh, unknown language.

Initiative:

Hektir: 1d20 + 4 ⇒ (18) + 4 = 22
Malavarius: 1d20 + 1 ⇒ (16) + 1 = 17
Pemsworth: 1d20 + 8 ⇒ (2) + 8 = 10
Quinn: 1d20 + 3 ⇒ (10) + 3 = 13
Tsin: 1d20 + 5 ⇒ (4) + 5 = 9
Antagonist (MT1): 1d20 + 3 ⇒ (5) + 3 = 8
Antagonist (MT2): 1d20 + 3 ⇒ (15) + 3 = 18
Antagonist (TsT): 1d20 + 3 ⇒ (13) + 3 = 16

Hektir is up for start of Round 1 (this combat will be broken up a bit more than usual, for reasons). If you think you may be offline for a chunk of time, maybe shoot me a PM with some ideas of what your character would do (once you get some idea what you're facing) as I may be more inclined to DMPC than normal. Red stars on the overall map indicate where the creatures are; you guys are marked as well, though you're bigger than you actually are since those are 10 ft. squares. When/if you get closer, I'll do a closer up map.


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

Uh, do we recognize firearms? I know they exist in Pathfinder, but might we know that here?

Zephtyr prepares to act.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Hmm. I'd say give me a Know (local) or Know (geography). DC 20 to recognize they look a bit like Alkenstari weapons, but much more advanced.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

1d20 + 5 ⇒ (7) + 5 = 12 Geography
1d20 + 18 ⇒ (11) + 18 = 29 Local

Zephtyr stares at the men, awaiting an answer or an revelation.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 1, Init 22

"Guns! Them cowards are going to shoot *me* with guns!!" Zephtyr wails in indignation after he realizes what they are.

"You cowards! You can't stand your ground with guns! You just can't!"

Zephtyr casts Fire Snake and sizzles the stormtroopers with fire.

13d6 ⇒ (6, 2, 1, 5, 1, 2, 5, 3, 1, 4, 5, 3, 1) = 39 fire damage DC 21 Reflex for half

Zephtyr flies 70' towards cover, backing way and putting a house between him and the gungoons.

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) +5 barkskin =30
HP 133/133
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect

[ dice]1d20+15+2-3[/dice] to hit; (-PA)
[ 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-260 minutes)
Resinous Skin (extended-260 minutes)
Gr. Longstrider (13 hours)
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.

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring
HP 133/133

[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.

+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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Antagonist (MT2): 18
Hektir: 17
Malavarius: 17
Antagonist (TsT): 16
Quinn: 13
Pemsworth: 10
Tsin: 9
Antagonist (MT1): 8

The flaming snake rips through the mass of creatures, who let out cries of pain even as they manage to avoid the worst of it.

As Hektir flies away, a gout of flame bursts from among the men in one of the burned-out buildings and a whistling object races past his elemental form form, to land near Quinn. It explodes, in a maelstrom of fury that sends fire, ice and metal flying through the air. 19 hp bludgeoning, piercing and slashing damage in a 30-ft. radius, sp to all but Hektir and Zeno; DC 21 Reflex saves to halve the damage

Mechanics:

Reflex: 1d20 + 13 ⇒ (8) + 13 = 21

6d6 ⇒ (1, 4, 1, 6, 4, 3) = 19

MT2: 18

Mal is up.


retired (AP completed)

Reflex Save (DC 21): 1d20 + 5 ⇒ (1) + 5 = 6
"What the blaz- OUCH! Two can play that game you miserable wretches!" The old wizard stomps forward a short distance then hurls an explosive orb of his own down toward the men who'd just stolen his hearing from him.

Fireball (fire): 10d6 ⇒ (3, 6, 3, 6, 6, 4, 3, 4, 2, 3) = 40 Ref Save DC 22 for 1/2 damage

Status:

HP: 53/72
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: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [ ], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [ ] [ ], spell turning* [ ]

Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Malavarius: 17
Antagonist (TsT): 16
Quinn: 13
Pemsworth: 10
Tsin: 9
Antagonist (MT1): 8
Antagonist (MT2): 18
Hektir: 17

Mal returns fire, though it's hard for him to see how much damage he did, as the troop ducks below the walls, giving them cover from the worst of the spell.

A moment later, the strange wagon sitting in the burned-out village seems to cough and another huge projectile comes flying toward the hut, again exploding as it hits the ground. 27 hp bludgeoning, piercing, and slashing damage to all but Hektir; Reflex DC 20 for half

Another gun swivels, turning toward Hektir, and lets out a rapid-fire stream of projectiles, along with a deafening rat-a-tat-tat-tat sound. Though he's able to avoid many of the bullets, one hits him, seeming to rip through many of his magics. Resolves against touch AC; 12 hp

Mechanics:

Mal Perception: 1d20 + 8 ⇒ (7) + 8 = 15

Reflex: 1d20 + 13 + 4 ⇒ (20) + 13 + 4 = 37

Hotchkiss: 1d20 + 10 ⇒ (6) + 10 = 16
8d6 ⇒ (2, 1, 5, 4, 4, 3, 5, 3) = 27

1d20 + 11 ⇒ (11) + 11 = 22
2d8 + 6 ⇒ (2, 4) + 6 = 12
1d20 + 6 ⇒ (2) + 6 = 8

MT2: 48

OK, I switched to the combat map so I could better see what's going on. The battlefield is bigger, though, so if you leave it, we can switch to the overall map. Remember they're 10 ft. squares. Quinn, Pems and Tsin are up.


retired (AP completed)

don't forget I moved forward away from the group!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

How much is "a short distance"? You can go up to 30 ft. ...


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems will move 20' closer to the shooters and cast Barrow Haze to cover as many of the shooters as he can!


retired (AP completed)

Sorry, yeah the full 30 ft


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 9

Status:

AC = 25
HP = 128/150
Weapon Equipped = None
Condition(s) = None

Reflex Save v DC 21: 1d20 + 7 ⇒ (16) + 7 = 23
Reflex Save v DC 20: 1d20 + 7 ⇒ (15) + 7 = 22

Tsin's instincts, finely honed from leaving a thanadaemon at her back, are tight enough to avoid a good chunk of the damage brought, unprovoked, by this new hell of fire and metal. "Well, the Coffin Man wasn't wrong..."

She allows the halfling's fog to roll out, before needing to move forward through the cloaking, aware of how naked they are. "Malavarius, be careful, will you! There is much distance to cover! Caution is the better part of valor, and all?"

She runs as best she can, drawing her bow for some answer to the aggression. Double Move forward


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 2, Init 22

Using Pems' fog as a cover, Zephtyr zips behind the other house (to the top of the map, moving 70'). He begins a full round cast.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Reflex save DC 21: 1d20 + 11 ⇒ (4) + 11 = 15

Reflex save DC 20: 1d20 + 11 ⇒ (13) + 11 = 24

32 dmg

Quinn cries in pain as the shrapnel tears into him. "Ouch! Beware the big wagon!" Spreading out from the group, the cleric calls up his favorite beverage and a giant flaming cocktail appears in the sky above the southern group of men and pours it's flaming contents down upon them.

Flame Strike: 13d6 ⇒ (4, 5, 6, 5, 4, 3, 2, 1, 4, 5, 4, 1, 3) = 47 dmg, DC 21 Reflex for half

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry, Mal, you still got caught in the radius from that last shell (it's 30 feet), even though you moved.

Round 1-2:

Quinn: 13
Pemsworth: 10
Tsin: 9
Antagonist (MT1): 8
Antagonist (MT2): 18
Hektir: 17
Malavarius: 17
Antagonist (TsT): 16

As Quinn rushes forward, trying to spread out from his companions, the ground suddenly explodes under him, nearly launching him into the air as metal again slices through him. 22 hp, Reflex DC 21 for half Despite that, he's able to pour fire onto the attacker below, even as Tsin and Pems rush forward to, all of them spreading out to reduce the dangers, the halfling also covering one of their foes in dark smoke.

The screams of pain coming from the burned-out-building sound over the din of the battle as the creature surge forth, launching another shell, this one in the direction of the hut. It explodes in yet another roar of flame and metal, loud enough to put any dragon you've encountered to shame. 18 hp to Tsin, Pems and Quinn, DC 21 Reflex save for half

The other group of creatures emerges from the fog and sends yet another shell toward the group, this one aimed more to the south. 18 hp to Tsin, Pems and Mal, DC 21 Reflex save for half

Mechanics:

1d2 ⇒ 1
Mal mine: 1d100 ⇒ 51
Quinnmine: 1d100 ⇒ 9
8d6 ⇒ (2, 1, 2, 3, 5, 2, 2, 5) = 22
Pems mine: 1d100 ⇒ 75
Tsin mine: 1d100 ⇒ 42

Troop Reflex: 1d20 + 13 ⇒ (7) + 13 = 20
6d6 ⇒ (5, 4, 1, 3, 2, 3) = 18
6d6 ⇒ (5, 4, 2, 3, 4, 6) = 24

MT2: 95

Hektir and Mal are up; Hektir, I think I moved you where you indicated, but that thing to the left has also shot at you (and you'll have no cover from it where you are} so I'm not 100 percent sure; we can reposition you if you want).


retired (AP completed)

Reflex vs 27 damage (DC 20): 1d20 + 5 ⇒ (16) + 5 = 21 14 damage taken
Reflex vs 18 damage (DC 21): 1d20 + 5 ⇒ (14) + 5 = 19 18 damage taken

Malavarius stumbles and yelps as more dirt and burning metal explodes around him. "What the blazes is all this?!"

Frustrated and hurt, he hurls another orb of his own at their attackers and smirks briefly, "Harumpf. How do you like a taste of your own medicine then, hmm? Ha!" before shuffling further to the south again.

Fireball (fire): 10d6 ⇒ (5, 3, 3, 4, 5, 1, 2, 5, 2, 3) = 33 Ref Save DC 22 for 1/2 damage
Move another 30 feet south!

Status:

HP: 21/72
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: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [X], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 2, Init 9

Status:

AC = 25
HP = 101/150
Weapon Equipped = None
Condition(s) = None

Reflex Save v DC 21: 1d20 + 7 ⇒ (11) + 7 = 18
Reflex Save v DC 21: 1d20 + 7 ⇒ (20) + 7 = 27

Without Quinn's gift of flight, and somewhat shellshocked from the strange blasts of fire and metal, Tsin continues forward, trying to clear the distance as fast as she can. Depending on the terrain, if Tsin can and would have Run to overcome that massive distance, she will/would have.


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

Reflex vs DC 21, 18 hp damage: 1d20 + 10 ⇒ (10) + 10 = 20
Reflex vs DC 21, 18 hp damage: 1d20 + 10 ⇒ (1) + 10 = 11

HP 42/78

Pems stumbles as the explosions rock him. He staggers but runs toward the barrow haze!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm going to go with your action from last round as stated, Tsin, as you had said double move. You can run this next round.

Round 2:

Hektir: 17
Malavarius: 17
Antagonist (TsT): 16
Quinn: 13
Pemsworth: 10
Tsin: 9
Antagonist (MT1): 8
Antagonist (MT2): 18

Hektir moves and begins casting, as Mal continues to move away from the hut and his companions -- only to inadvertently stop on something and cause yet another explosion 29 hp damage; DC 21 Reflex for half[/ooc. He staggers forward and launches another fireball toward the massed enemies. It catches them full on, now that they've left their shelter, wiping out handfuls of men, who fall smoking to the ground. [ooc]One of the troops appears seriously depleted, though the other still has a number of men forming up.

The strange wagon again rotates its head-cannon, slamming a shell into the ground near Hektir and causing it to explode in a spray of metal [25 hp; DC 20 for half[/ooc]. Again the horrible rat-a-tat sound comes from it, cutting through the other noise, and sprays of projectiles fly toward Tsin, one of them slamming into her chest and spraying her blood across the broken snow. 62 hp from the first shot; 14 from the second

Mechanics:

Mal mine: 1d100 ⇒ 44
Mal Perception: 1d20 + 6 ⇒ (4) + 6 = 10
8d6 ⇒ (3, 4, 1, 4, 6, 3, 6, 2) = 29

MT1 Reflex: 1d20 + 13 ⇒ (2) + 13 = 15
MT2 Reflex: 1d20 + 13 ⇒ (5) + 13 = 18

Hotchkiss: 1d20 + 10 ⇒ (15) + 10 = 25
8d6 + 1 ⇒ (3, 3, 1, 5, 4, 1, 1, 6) + 1 = 25
Machine Gun: 1d20 + 11 ⇒ (20) + 11 = 31
2d8 + 6 ⇒ (8, 2) + 6 = 16
Machine Gun: 1d20 + 11 ⇒ (18) + 11 = 29
2d8 + 6 ⇒ (2, 6) + 6 = 14
crit?: 1d20 + 11 ⇒ (18) + 11 = 29
6d8 + 18 ⇒ (6, 4, 5, 4, 7, 2) + 18 = 46

MT1: 49
MT2: 144

Quinn, Pems and Tsin are up; you can modify your actions above if you want based on the last round's actions.


retired (AP completed)

Reflex vs 29 damage (DC 21): 1d20 + 5 ⇒ (5) + 5 = 10

Malavarius is blasted from his feet in a shower of earth and dirt and falls unmoving to the churned and blasted ground.

Con check (DC 10): 1d20 - 8 ⇒ (2) - 8 = -6

Status:

HP: -8/72
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: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [X], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)

That explosion was the same type as before - not fire but bludgeon/pierce/slashing, yes?


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

No, I'm still running toward the haze.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Correct, Mal.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Reflex save DC 21: 1d20 + 11 ⇒ (10) + 11 = 21

Reflex save DC 21: 1d20 + 11 ⇒ (14) + 11 = 25

52 hp damage

Seeing Maladadius crumple to the snow, Quinn abandons his other plans and hops through dimensional space appearing at his side. Flopping prone in the snow beside him, he calls upon Cayden to heal the old man.

dimensional hop to Mal's side, I'll let Mott decide how many 5 foot squares that consumes from his daily allotment

cast Cure Serious Wounds on Mal: 3d8 + 13 ⇒ (8, 4, 2) + 13 = 27


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 3, Init 9

Status:

AC = 25
HP = 25/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = None

Tsin covers the distance to the building currently being used by the troop not cloaked in fog previous round's Run. She plants herself, examining the hole bored through her gut, and considers the Coffin Man's words too late. What kind of bolt was that?! This is madness...

She holds position, and readies a swing on any one of the strange-looking men, should they turn the corner of the building.

+1 Flaming Burst Falchion: 1d20 + 20 - 3 ⇒ (18) + 20 - 3 = 35 for 2d4 + 13 + 9 + 1d6 ⇒ (2, 1) + 13 + 9 + (2) = 27 damage, including fire
Confirm Critical?: 1d20 + 20 - 3 ⇒ (8) + 20 - 3 = 25 for 2d4 + 13 + 9 + 1d10 ⇒ (4, 2) + 13 + 9 + (10) = 38 damage, including fire

Presuming the troop has no shot on Tsin, at the back of the building. Not presuming anything about the wagon...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin, I think you're getting ahead of us. This is the round you're running (I wasn't sure if you would want to change actions based on the damage you took).

Round 2:

Quinn: 13
Pemsworth: 10
Tsin: 9
Antagonist (MT1): 8
Antagonist (MT2): 18
Hektir: 17
Malavarius: 17
Antagonist (TsT): 16

Quinn suddenly appears at Mal's side, healing the old man let's call it 80 ft. of dimensional hopping as Pems and Tsin charge toward the fray. The halfling nearly steps on something under the snow but, realizing it could be yet another explosive, deftly leaps over it.

The two grouped masses of creatures move out from the shelter of the rubble, and again gouts of flame launch from their midst, toward the two runners. 13 hp to Pems, 20 to Tsin; Reflex DC 21 for half for both

In addition, they level their strange guns, opening fire with repeated staccato attacks like nothing you heard back home on Golarion. 33 to Pems, 38 to Tsin; DC 21 Reflex for half (Tsin has cover, however, and gets a +4 to her save)

Mechanics:

Pems mine: 1d100 ⇒ 19
Pems spot: 1d20 + 21 ⇒ (13) + 21 = 34

Tsin mine: 1d100 ⇒ 62

6d6 ⇒ (4, 1, 2, 4, 1, 1) = 13
6d6 ⇒ (5, 3, 1, 5, 3, 3) = 20

6d10 + 6 ⇒ (2, 1, 6, 2, 6, 10) + 6 = 33
6d10 + 6 ⇒ (4, 2, 8, 2, 7, 9) + 6 = 38

MT1: 49
MT2: 144

Hektir and Mal are up; Hektir, don't forget you'll need a concentration check based on the damage you took while you were casting


retired (AP completed)

Malavarius comes to coughing and sputtering, "What's all that racket? Can't an old man rest his eyes any more? Good heavens!" Shaking the noise and pain away, his beard wagging with the motion, he claps Quinn on the shoulder thankfully. "Thank you, lad. These are dark days we're in when the ground itself doesn't like feet upon it!" Sighing, he looks toward the the fracas and the smoke and the noise and shakes his head. He calls up a quick spell, blanketing one of the groups of strange men in a glittering cloud of blinding motes then waves Quinn off. "Go on, lad. I'll need a moment to catch my breath and the others look to be in need of Cayden's grace nearly as much as I just was."

I'll cast glitterdust (Will DC 20) on the lower unit (it's a 230 ft range), then stand as a move action

Status:

HP: 19/72
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: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 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 [X] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [X], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)


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

HP 3/78

Reflex vs DC 21, 13 HP: 1d20 + 10 ⇒ (11) + 10 = 21
Reflex vs DC 21, 33 HP: 1d20 + 10 ⇒ (9) + 10 = 19

Pems casts fly on himself and shoots 60' north toward the trees!

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