motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
The first door is locked, but the next isn't, nor is the other one that you didn't notice on first inspection of the room i.e. I missed it. Deciding something might be special about that seemingly initially invisible door, you check it first, to find a cold stove and piles of dusty crockery and silverware crammed onto simple wooden shelves are the only notable features of this kitchen. To the east, a small storeroom contains two cords of firewood, neatly stacked along each wall, with another door leading back outside.
In the next room, a simple bed and nightstand stand near a cold fireplace, across from an ornately carved wooden desk below a window with closed curtains. The room does not appear to have been disturbed for days.
As you look around, you see a long black cloak of an Orthodox priest (your characters don't know that, but will help you visualize it hangs on a hook behind the door.
A strand of prayer beads rests atop the nightstand, along with a key -- which does not fit the locked desk drawer. Pems is able to open the lock, however, and you discover a number of notebooks. You can't read much of the text, which is in a strange alphabet unlike the one you're used to, but there are several drawings of strange devices. One word stands out on the prints, written in a stronger hand and underlined several times.
Finally, a yellow-ish file with a single word on it contains several more papers, as well as drawings for an intricate prosthetic leg, and contains a photograph of a short, hunchbacked man, with a bushy mustache, and with the blueprint’s realized prosthetic leg attached at his thigh.
It's a cloak of etherealness.
It's a strand of prayer beads, with beads of healing and karma.
Malavarius King |
As the group slips from room to room, Malavarius tries to break the magics still gripping Tsin. (cast remove curse)
CL Check: 1d20 + 14 ⇒ (2) + 14 = 16
Then, as Hektir points out enchanted items littered throughout the building, he turns an eye toward those as well. He shrugs at all but the beads, "Not sure what to make of these strange magics here, I'm afraid. Though that cloak looks like trouble if you ask me, probably some wretched thing that swallows the wearer or some similar form of devilry."
Spellcraft (book, 32): 1d20 + 24 ⇒ (6) + 24 = 30
Spellcraft (cloak, 30): 1d20 + 24 ⇒ (1) + 24 = 25
Spellcraft (beads, 28): 1d20 + 24 ⇒ (10) + 24 = 34
I have comprehend languages still up, so I should be able to read any of that jibber jabber, mott!
Quinn Kestrel |
Quinn expunges a wave of healing energy for the party.
Channel Heal: 7d6 ⇒ (3, 2, 2, 4, 3, 4, 3) = 21
Seeing Tsin dragging more than normal, Quinn graces her with an extra blessing.
lesser restoration on Tsin: 1d4 ⇒ 1 ability damage healed
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
The notes on the drawings indicate they're of machines meant to facilitate communication with other worlds. The devices are apparently something called a World Engine, which is meant to tear the veil of planes asunder and overlap the fabrics of reality so that one world might be drawn into another, and the World Anchors, which helps channel the energy for the World Engine. The notes discuss calibrating the World Anchors and setting up the World Engine.
The yellowed file contains details of someone named Viktor Miloslav’s work for the Russian military, and his subsequent imprisonment for failing to cease dangerous experiments to tap into other dimensions. He appears to have helped create the World Engine and World Anchors.
Hektir the Tracksmage |
Zephtyy spits near the cassock, thinking a bunch of thoughts about the place.
I need to go back and read about the sick man and what they said about the man with prosthetic leg. It'll take me some time to work something out. I hope to post more at lunch when I have more time.
Malavarius King |
"If it does, I can't make heads nor tails of it. There's the engine that seemingly does the work, and the anchors which, I presume, both keep this planet from being torn asunder while also fueling the engine. I'm grasping at straws though, I'm afraid. This is quite beyond anything I've ever seen or heard. It's abject lunacy is what it is, whether it works or not! What kind of thrice-blasted idiot tries to rip the planes apart?!"
68/77 hp
Tsin Windscar |
Tsin listens half-heartedly to Mal's outrage, while she looks about for the dropped doll recently in the hands of Rasputin. She decides to take a seat, while the others talk over the paperwork.
"Mal, be at peace. You have his paperwork, now all you need to do is slay him, and the knowledge dies with him and his. It is the same idiot who steals the summer, apparently, who tries to, what, rip the planes?" The swordswoman shakes her head.
"What kind of creation is this world that it can be undone by a rogue son? Either it's impossible to do, the fantasy of a madman, or this world deserves what it gets for being vulnerable to such manipulations."
89/162, -1 Str, -4 Wis, Fatigued
Quinn Kestrel |
Quinn expels another wave of healing energy, then tends to individual wounds.
Channel Heal: 7d6 ⇒ (3, 2, 3, 3, 5, 6, 6) = 28
Cure Light Wounds, Tsin: 1d8 + 5 ⇒ (7) + 5 = 12
Cure Light Wounds, Tsin: 1d8 + 5 ⇒ (6) + 5 = 11
Lesser Restoration, Tsin: 1d4 ⇒ 4
Lesser Restoration, Tsin: 1d4 ⇒ 1
Cure Light Wounds, Tsin: 1d8 + 5 ⇒ (2) + 5 = 7
Cure Light Wounds, Tsin: 1d8 + 5 ⇒ (5) + 5 = 10
Hektir the Tracksmage |
Zeph is all healed up. Thanks Quinn.
Zephtyr tries to remember something about a one legged man and comes up empty. He spits to express his disappointment. He doesn't have much opinion about the whirled anchors or anything.
"I don't know that I care much about whirly engines or whirled anchors," he grouses as he listens to Mal ramble. "All I want to do is end the damn winter, bring back summer, and go buy me a wife so I can settle down. Like a man."
Zephtyr huffs and puffs angrily like a cloud (not a man) for a moment before refocusing on the next task.
"Maybe now we go back and await those undead?"
Tsin Windscar |
Tsin places a callused hand on Quinn's forearm, in the universal gesture of gratitude as she is restored.
"Rasputin has acknowledged our presence within the camp. Bread crumbs are all about us regarding this false leg man. What is, or was, he to Rasputin? A one-legged tinkerer? Is he the Victor mentioned? I don't suppose we have the magic to recover his body, and chat with the dead man, do we?"
Quinn Kestrel |
1 person marked this as a favorite. |
"Sure, I can do that, a drunken corpse translator is easier than you think. Hektir, start drinking, more, we've a task for you."
tomorrow Quinn can get Speak with Dead, or Hek can just improv it
Tsin Windscar |
Tsin takes the key found in the bedroom, and brings it around to the door that remains locked. Should the door unlock, she proceeds to open said door, and examine the rest of the current building, before deciding on which building to return to.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Thick velvet curtains hang from the walls of this dining room. A large table dominates the center of the room, around which are eight finely upholstered chairs.
Eight desiccated corpses dressed in strange finery that of Russian nobles, though your characters don't know that specifically, but so you can picture it are seated around the table, their parchment-like skin pulled tight over their bones as if they had been here for many years.
From the mouth of each issues an ectoplasmic tendril stretching from that corpse to wrap around the ghostly form of a terrified woman of regal bearing and dress that hovers in the air above the table.
As Tsin enters, six of the corpses' tethers release and turn in aggressive fashion to the swordswoman.
The corpses appear to be some sort of spectre.
Hektir: 1d20 + 4 ⇒ (20) + 4 = 24
Malavarius: 1d20 + 1 ⇒ (6) + 1 = 7
Pemsworth: 1d20 + 8 ⇒ (2) + 8 = 10
Quinn: 1d20 + 3 ⇒ (9) + 3 = 12
Tsin: 1d20 + 5 ⇒ (2) + 5 = 7
Antagonist: 1d20 + 9 ⇒ (2) + 9 = 11
Hektir and Quinn are up for Round 1/2. The tokens limned in red are the ones that are maintaining the hold on the ghost's form.
Quinn Kestrel |
Knowledge, Religion: 1d20 + 8 ⇒ (14) + 8 = 22
"Have a drink, chums." With Quinn's words a giant glass appears above the ghostly swarm and dumps a flaming drink upon them.
Flame Strike: 14d6 ⇒ (5, 5, 4, 6, 5, 3, 1, 6, 2, 1, 4, 4, 1, 3) = 50 fire and divine damage, DC 21 Reflex for half
Hektir the Tracksmage |
Hektir was having a bad day. Today is a new one.
Round 1, Init 24
"You friends with Weak-magics Raspuddin'," Zeph looks down upon the spectres, planning his assault and expecting the ol' holy inquisition from Quinn. Seems like we've had relatively little undead in this AP until this book, eh?
Zephtyr floats closer to Tsin and offers his second and final Fire Snake around the foes in the room.
14d6 ⇒ (2, 6, 2, 2, 2, 5, 4, 2, 1, 3, 6, 2, 5, 6) = 48 Fire damage vs. DC 19
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 143/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect
[ dice]1d20+19-3+1-2[/dice] to hit; (-PA,+bless,-str)
[ dice]1d8+9+6-2[/dice] magic damage.
1d20 + 19 - 3 ⇒ (17) + 19 - 3 = 33 to hit; (-PA)
1d8 + 9 + 6 ⇒ (8) + 9 + 6 = 23 magic damage.
+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+8
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 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.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 143/143 - 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-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (0 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds, mass fly[D,APG] (DC 20), quickened resist energy, wall of stone
. . 5th—beast shape III (animals only)[D], fire snake**[APG] (2, DC 19), wall of fire
. . 4th—air walk, echolocation[UM], flame strike* (DC 18), freedom of movement, slowing mud[ACG] (DC 18), summon nature's ally IV (animals only)[D]
. . 3rd—fly[D], greater longstrider*[ACG], resinous skin* (x2)[UC], sleet storm, spike growth (DC 17), wind wall
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy
. . 1st—calm ani
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
There were the cold skeletons right at the start that nearly killed Pems, IIRC.
Hektir: 24
Quinn: 12
Antagonist: 11
Pemsworth: 10
Tsin: 7
Malavarius: 7
Hektir and Quinn's spells rip through the undead, who let out horrible cries of pain as flames envelop them.
The two nearest spectres turn to attack Tsin, while the others move through the wall, one reaching back to add its wrath to Tsin. In addition, long tendrils of ectoplasm wrap around her, stinging and leaving her covered in ectoplasm. She takes 24 damage, plus need 3 DC 18 Fort saves to avoid 2 negative levels for each touch, AND 3 DC 18 Reflex saves or be entangled in ectoplasm for 1 round.
Two more attack Quinn, though he manages to avoid one of their lashes. 8 hp damage, plus need two DC 18 Fort saves to avoid 2 negative levels for each touch and one DC 18 Reflex save or be entangled for 1 round.
Meanwhile, the other two creatures concentrate on the ghost, pulses of energy seeming to travel up the ectoplasmic lashes they're holding her with and she lets out a horrid moan. All must make a DC 18 Will save or be panicked for 2d4 ⇒ (1, 3) = 4 rounds. This is a fear effect.
1d20 + 7 ⇒ (14) + 7 = 21
1d20 + 7 ⇒ (7) + 7 = 14
1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 7 ⇒ (19) + 7 = 26
1d20 + 7 ⇒ (13) + 7 = 20
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 5 ⇒ (14) + 5 = 19
bad touch: 1d20 + 12 ⇒ (10) + 12 = 22
1d8 ⇒ 1
lash: 1d20 + 11 ⇒ (6) + 11 = 17
1d8 ⇒ 7
bad touch: 1d20 + 12 ⇒ (16) + 12 = 28
1d8 ⇒ 4
lash: 1d20 + 11 ⇒ (9) + 11 = 20
1d8 ⇒ 5
bad touch: 1d20 + 12 ⇒ (17) + 12 = 29
1d8 ⇒ 3
lash: 1d20 + 11 ⇒ (6) + 11 = 17
1d8 ⇒ 4
bad touch: 1d20 + 12 ⇒ (10) + 12 = 22
1d8 ⇒ 4
lash: 1d20 + 11 ⇒ (2) + 11 = 13
1d8 ⇒ 7
bad touch: 1d20 + 12 ⇒ (11) + 12 = 23
1d8 ⇒ 3
lash: 1d20 + 11 ⇒ (16) + 11 = 27
1d8 ⇒ 1
incorporeal touch +12 (1d8 plus energy
drain), ectoplasmic lash +11 touch (1d8+4 plus
entangle or grab)
S1: 36
S2: 49
S3: 37
S4: 24
S5: 37
S6: 36
S7: 37
S8: 37
G: 25
Pemsworth Smith, Esq. |
Will vs Fear: 1d20 + 13 ⇒ (5) + 13 = 18
Pems shudders as the ghost moans, but feeling Tsin through his link to her (witch's charge), he casts a quick spell of healing on her! Cure Moderate Wounds on Tsin: 2d8 + 10 ⇒ (3, 7) + 10 = 20
Tsin Windscar |
Round 1, Init 7
AC = 25
HP = 158/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = None
Fortitude Save v DC 18: 1d20 + 17 ⇒ (2) + 17 = 19
Reflex Save v DC 17: 1d20 + 8 ⇒ (12) + 8 = 20
Fortitude Save v DC 18: 1d20 + 17 ⇒ (13) + 17 = 30
Reflex Save v DC 17: 1d20 + 8 ⇒ (10) + 8 = 18
Fortitude Save v DC 18: 1d20 + 17 ⇒ (11) + 17 = 28
Reflex Save v DC 17: 1d20 + 8 ⇒ (11) + 8 = 19
Will Save v DC 18: 1d20 + 16 ⇒ (6) + 16 = 22
Tsin stands her ground, perhaps foolishly, but bolstered by Pems's healing magics. She waits to see what the others do, before she acts...
Quinn Kestrel |
3 people marked this as a favorite. |
DC 18 Fortitude save: 1d20 + 16 ⇒ (13) + 16 = 29
DC 18 Will save: scary, moaning women can't strike fear into Quinn, he's spent too much time around Hektir's quest to find a wife
Quinn steps away from the evil creatures and sends another flaming drink pouring over them. shift back and target the 4 south of Quinn
Flame Strike: 14d6 ⇒ (2, 5, 4, 2, 6, 4, 5, 5, 6, 1, 2, 2, 4, 1) = 49 fire and divine damage, DC 21 Reflex for half
Hektir the Tracksmage |
Zeph moved up closer to Tsin last round and would have an AoO as one of the specjerks approached.
1d20 + 19 - 3 ⇒ (5) + 19 - 3 = 21 to hit; (-PA)
1d8 + 9 + 6 ⇒ (4) + 9 + 6 = 19 magic damage.
Round 2, Init 24
1d20 + 16 ⇒ (12) + 16 = 28 Will save
Zeph pummels the scecjerks, focusing on those that seem weakest.
1d20 + 19 - 3 ⇒ (9) + 19 - 3 = 25 to hit; (-PA)
1d8 + 9 + 6 ⇒ (6) + 9 + 6 = 21 magic damage.
1d20 + 19 - 3 ⇒ (18) + 19 - 3 = 34 to hit; (-PA)
1d8 + 9 + 6 ⇒ (7) + 9 + 6 = 22 magic damage.
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 112/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect
[ dice]1d20+19-3+1-2[/dice] to hit; (-PA,+bless,-str)
[ dice]1d8+9+6-2[/dice] magic damage.
1d20 + 19 - 3 ⇒ (10) + 19 - 3 = 26 to hit; (-PA)
1d8 + 9 + 6 ⇒ (8) + 9 + 6 = 23 magic damage.
+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+8
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 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.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 143/143 - 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-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (0 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds, mass fly[D,APG] (DC 20), quickened resist energy, wall of stone
. . 5th—beast shape III (animals only)[D], fire snake*[APG] (2, DC 19), wall of fire
. . 4th—air walk, echolocation[UM], flame strike* (DC 18), freedom of movement, slowing mud[ACG] (DC 18), summon nature's ally IV (animals only)[D]
. . 3rd—fly[D], greater longstrider*[ACG], resinous skin* (x2)[UC], sleet storm, spike growth (DC 17), wind wall
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy
. . 1st—calm animals[D] (DC 15), liberating command[UC] (2), obscuring mist, produce flame (2)
Malavarius King |
Will Save (DC 18): 1d20 + 12 ⇒ (3) + 12 = 15 Well, bless can't save me this time. I suppose if Tsin managed every single save out of seven, one of us had to tank the only save they needed to roll.
Malavarius turns around at the ghost's wail, his face going as white as his beard, and vanishes in a pop.
dimension door back to the front door, still inside the building
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +4 // Ref: +5 // Will: +11 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 1/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 15/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [X], glitterdust [ ] [ ], protection from arrows [X] [ ], resist energy* [X], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [X] [ ], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (3+1+1): break enchantment* [X], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [X], veil [X]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
veil (14 hours)
protection from arrows (DR 10/magic vs ranged): 0/100
panicked (1/4 rounds): –2 penalty on all saving throws, skill checks, and ability checks
Tsin Windscar |
Round 1, Init 7 Continued
AC = 25
HP = 158/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = None
Tsin witnesses Quinn's holy strike, alongside Hektir's dogged attempts, and determines to withstand the clawing rakes of the specters, and put several of them down. Sensing the likelihood of several fresh flenses, she calls quietly on Pharasma to ready herself a little more. Swift Action- Judgment of Sacred Purity- +1 to Saves
+1 Flaming Burst Falchion, Power Attack: 1d20 + 22 - 4 ⇒ (9) + 22 - 4 = 27 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 3) + 14 + 12 + (4) = 36 damage, including fire
1st Iterative: 1d20 + 17 - 4 ⇒ (18) + 17 - 4 = 31 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 1) + 14 + 12 + (1) = 31 damage, including fire
2nd Iterative: 1d20 + 12 - 4 ⇒ (5) + 12 - 4 = 13 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 3) + 14 + 12 + (3) = 36 damage, including fire
edit:
Confirm Critical?: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16 for 2d4 + 14 + 12 + 1d10 ⇒ (1, 2) + 14 + 12 + (6) = 35 damage, including fire
She doesn't realize Mal is missing, what with the several specters flitting about.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Sorry, things may be a little confused as I missed Hektir's move last round, which would have changed the map. Also, Tsin, not sure if I'm missing it, but you can have two judgments active.
Pemsworth: 10
Tsin: 7
Malavarius: 7
Hektir: 24
Quinn: 12
Antagonist: 11
Pems heals Tsin, letting the swordswoman lash out at the nearest spectre and destroying it. Her divine wrath is supplemented by Quinn's, the cleric calling on Cayden's power and destroying another of the undead. They're more scattered thanks to my screwing up with Hektir, so I'm going to have you channel to harm instead of flame striking.
Mal, panicking, disappears I put you at the back door, Mal, as the front door would actually have put you closer to the spectres
Undaunted, they press the attack, one touching Hektir 3 hp and Tsin8 hp, while Quinn suffers a horrid touch and is lashed as well 7 hp, plus must make a DC 18 Reflex save or be entangled in ectoplasm 1 round. Hektir and Tsin must make a DC 18 Fort save or take 2 negative levels; Quinn must make two such saves.
The two remaining mediums' lashes seem to pulse with energy again, and the ghost moans again, though this time you're prepared and it has no power to frighten you.
Quinn channel: 7d6 ⇒ (1, 4, 2, 6, 1, 3, 5) = 22
Will: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Will: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Will: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Will: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Will: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Will: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Will: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Will: 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25
S3 touch: 1d20 + 12 ⇒ (11) + 12 = 23
1d8 ⇒ 3
S3 lash: 1d20 + 12 ⇒ (3) + 12 = 15
S4 touch: 1d20 + 12 ⇒ (9) + 12 = 21
1d8 ⇒ 2
S4 lash: 1d20 + 12 ⇒ (8) + 12 = 20
1d8 + 4 ⇒ (1) + 4 = 5
S5 touch: 1d20 + 12 ⇒ (7) + 12 = 19
1d8 ⇒ 8
S5 lash: 1d20 + 12 ⇒ (1) + 12 = 13
1d20 + 23 ⇒ (4) + 23 = 27
1d20 + 23 ⇒ (13) + 23 = 36
S3: 59
S4: 46
S6: 47
S7: 48
S8: 48
G: 25
Tsin Windscar |
Round 2, Init 7
AC = 25
HP = 140/152
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = 2 Negative Levels, and all that implies
Tsin's Fighter 9/Inquisitor 5. Missed the dual Judgment wield by 3 levels...
Fortitude Save v DC 18: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19 I blame Mal for drawing the Eye of Dicebot upon me...
Tsin takes heart as one of the specters succumbs to her falchion, then loses heart as one of the specters manages to pull something of her essence from her frame. Neg 2 lvls
She lashes out at her adjacent specter, stepping into the room further if she can dismiss it, for the one restraining the ghost.
+1 Flaming Burst Falchion, Power Attack: 1d20 + 22 - 4 - 2 ⇒ (14) + 22 - 4 - 2 = 30 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 4) + 14 + 12 + (6) = 38 damage, including fire
1st Iterative: 1d20 + 17 - 4 - 2 ⇒ (2) + 17 - 4 - 2 = 13 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 1) + 14 + 12 + (1) = 31 damage, including fire
2nd Iterative: 1d20 + 12 - 4 - 2 ⇒ (6) + 12 - 4 - 2 = 12 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 3) + 14 + 12 + (2) = 35 damage, including fire
Hektir the Tracksmage |
1d20 + 15 ⇒ (7) + 15 = 22 Fort
Round 3, Init 24
Zeph pummels the jerk that threatens Quinn, then the one on his other side.
1d20 + 19 - 3 ⇒ (10) + 19 - 3 = 26 to hit; (-PA)
1d8 + 9 + 6 ⇒ (1) + 9 + 6 = 16 magic damage.
1d20 + 19 - 3 ⇒ (3) + 19 - 3 = 19 to hit; (-PA)
1d8 + 9 + 6 ⇒ (2) + 9 + 6 = 17 magic damage.
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 112/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect
[ dice]1d20+19-3+1-2[/dice] to hit; (-PA,+bless,-str)
[ dice]1d8+9+6-2[/dice] magic damage.
1d20 + 19 - 3 ⇒ (20) + 19 - 3 = 36 to hit; (-PA)
1d8 + 9 + 6 ⇒ (4) + 9 + 6 = 19 magic damage.
+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+8
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 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.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 143/143 - 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-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (0 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds, mass fly[D,APG] (DC 20), quickened resist energy, wall of stone
. . 5th—beast shape III (animals only)[D], fire snake*[APG] (2, DC 19), wall of fire
. . 4th—air walk, echolocation[UM], flame strike* (DC 18), freedom of movement, slowing mud[ACG] (DC 18), summon nature's ally IV (animals only)[D]
. . 3rd—fly[D], greater longstrider*[ACG], resinous skin* (x2)[UC], sleet storm, spike growth (DC 17), wind wall
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy
. . 1st—calm animals[D] (DC 15), liberating command[UC] (2), obscuring mist, produce flame (2)
Pemsworth Smith, Esq. |
Pems stares at the spectres, but he's got very little that will affect the ghostly undead. Instead he steps up to Quinn and casts Cure Moderate Wounds on him! CMW vs Quinn: 2d8 + 10 ⇒ (2, 6) + 10 = 18 healing!
Malavarius King |
Malavarius, overcome with dread and panic, throws open the door and bolts outside.
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +4 // Ref: +5 // Will: +11 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 1/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 15/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [X], glitterdust [ ] [ ], protection from arrows [X] [ ], resist energy* [X], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [X] [X], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (3+1+1): break enchantment* [X], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [X], veil [X]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
veil (14 hours)
protection from arrows (DR 10/magic vs ranged): 0/100
panicked (2/4 rounds): –2 penalty on all saving throws, skill checks, and ability checks
Quinn Kestrel |
DC 18 Reflex save: 1d20 + 11 ⇒ (6) + 11 = 17
DC 18 Fortitude save: 1d20 + 16 ⇒ (20) + 16 = 36
DC 18 Fortitude save: 1d20 + 16 ⇒ (15) + 16 = 31
Quinn struggles to escape the mass of ectoplasm, but still manages to splash the undead thing with Cayden's finest from his mug.
entangled for -2 on attack and concentration check at DC 15 + spell level, can't shift so casting on the defensive, but auto make both of those checks
touch attack, Searing Light Beer Splash: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
Damage: 10d6 ⇒ (5, 6, 3, 1, 4, 2, 3, 3, 3, 3) = 33
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Pemsworth: 10
Tsin: 7
Malavarius: 7
Hektir: 24
Quinn: 12
Antagonist: 11
Pems heals Quinn, who -- though trapped -- blasts the nearest spectre out of existance, as Hektir hammers on the foe attacking him.
As Mal flees, Tsin continues her dance of death, slashing the nearest spectre, but then missing as her blows seem to lack something, her weakened vitality causing her to cut more slowly than she envisions and giving her foe a chance to avoid the cuts.
In response, the spectres reach out again, their touch continuing to suck the life from the two warriors. 8 hp for Hektir, plus must make a DC 18 Fort save or take 2 negative levels; 10 for Tsin and the same Fort save
The ghost moans again, forced to do so despite its seeming impotence against you.
S4 touch: 1d20 + 12 ⇒ (9) + 12 = 21
1d8 ⇒ 8
S4 lash: 1d20 + 12 ⇒ (3) + 12 = 15
S5 touch: 1d20 + 12 ⇒ (6) + 12 = 18
1d8 ⇒ 3
S5 lash: 1d20 + 12 ⇒ (14) + 12 = 26
1d8 ⇒ 7
2d20 ⇒ (4, 17) = 21
S4: 62
S6: 66
S7: 48
S8: 48
G: 25
Tsin Windscar |
Round 3, Init 7
AC = 25
HP = 130/152
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = 2 Negative Levels, and all that implies
Judgment = Sacred Purity (+1 to all Saves)
Fortitude Save v DC 18: 1d20 + 17 + 1 - 2 ⇒ (2) + 17 + 1 - 2 = 18 Whew...
Tsin barely manages to shrug off the specter's soul-stripping energies, using it as fuel for the necessary anger to look past the hideous visages and quell her doubts to remain in the fight.
+1 Flaming Burst Falchion, Power Attack, Neg: 1d20 + 22 - 4 - 2 ⇒ (19) + 22 - 4 - 2 = 35 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 4) + 14 + 12 + (3) = 36 damage, including fire
1st Iterative: 1d20 + 17 - 4 - 2 ⇒ (18) + 17 - 4 - 2 = 29 for 2d4 + 14 + 12 + 1d6 ⇒ (1, 2) + 14 + 12 + (3) = 32 damage, including fire
2nd Iterative: 1d20 + 12 - 4 - 2 ⇒ (15) + 12 - 4 - 2 = 21 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 3) + 14 + 12 + (4) = 35 damage, including fire
edit:
Confirm Critical #1?: 1d20 + 22 - 4 - 2 ⇒ (15) + 22 - 4 - 2 = 31 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 1) + 14 + 12 + (2) = 32 damage, including fire
Confirm Critical #2?: 1d20 + 17 - 4 - 2 ⇒ (3) + 17 - 4 - 2 = 14 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 4) + 14 + 12 + (3) = 36 damage, including fire
Confirm Critical #3?: 1d20 + 12 - 4 - 2 ⇒ (18) + 12 - 4 - 2 = 24 for 2d4 + 14 + 12 + 1d10 ⇒ (2, 1) + 14 + 12 + (9) = 38 damage, including fire
Tsin will step forward 5' if the nearest specter dissolves, using her Lunge if needs be to begin cutting down the next specter.
She takes the briefest of moments to assess her companions' states, when she notices Mal's absence. "I don't have line-of-sight on Malavarius. Last I remember him speaking, he mentioned 'specters', and nothing of his magical incantations to follow. Do not tell me he's run away."
Malavarius King |
Malavarius continues his mad-cap sprint across the grounds, one hand holding his robes up free from his feet and the other holding his beard down and out of his eyes. "G-g-g-goood h-heavens!"
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +4 // Ref: +5 // Will: +11 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 1/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 15/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [X], glitterdust [ ] [ ], protection from arrows [X] [ ], resist energy* [X], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [X], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [X] [X], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (3+1+1): break enchantment* [X], dismissal [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [X], veil [X]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
veil (14 hours)
protection from arrows (DR 10/magic vs ranged): 0/100
panicked (3/4 rounds): –2 penalty on all saving throws, skill checks, and ability checks
Hektir the Tracksmage |
Round 4, Init 24
1d20 + 15 ⇒ (15) + 15 = 30 Will Save
Zeph pummels the jerk that attacks him, then the one hitting Tsin.
1d20 + 19 - 3 ⇒ (7) + 19 - 3 = 23 to hit; (-PA)
1d8 + 9 + 6 ⇒ (6) + 9 + 6 = 21 magic damage.
1d20 + 19 - 3 ⇒ (2) + 19 - 3 = 18 to hit; (-PA)
1d8 + 9 + 6 ⇒ (2) + 9 + 6 = 17 magic damage.
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 112/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect
[ dice]1d20+19-3+1-2[/dice] to hit; (-PA,+bless,-str)
[ dice]1d8+9+6-2[/dice] magic damage.
1d20 + 19 - 3 ⇒ (3) + 19 - 3 = 19 to hit; (-PA)
1d8 + 9 + 6 ⇒ (7) + 9 + 6 = 22 magic damage.
+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+8
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 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.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 143/143 - 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-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (0 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds, mass fly[D,APG] (DC 20), quickened resist energy, wall of stone
. . 5th—beast shape III (animals only)[D], fire snake*[APG] (2, DC 19), wall of fire
. . 4th—air walk, echolocation[UM], flame strike* (DC 18), freedom of movement, slowing mud[ACG] (DC 18), summon nature's ally IV (animals only)[D]
. . 3rd—fly[D], greater longstrider*[ACG], resinous skin* (x2)[UC], sleet storm, spike growth (DC 17), wind wall
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy
. . 1st—calm animals[D] (DC 15), liberating command[UC] (2), obscuring mist, produce flame (2)
Quinn Kestrel |
Quinn pulls himself free of the ectoplasm as he shoulders his shield and draws his crossbow. "Did you see that? The thing covered me in goo! Undead goo! It just shot it all over me, this is the worst day of my life!" the cleric bemoans.
assuming Hek and Tsin drop the two remaining in combat and only the two controlling the ghost are still active, 2 move actions to go crossbow equipped
what kind of combat action would it be to make a diplomacy check on the ghost as the party attacks the two specter anchors?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Mal's headlong rush seems to have attracted attention, as a headless horseman approaches.
"Soldier, where do you go in such rush?" he demands.
Don't worry about it, Quinn.
Inside the house, Tsin and Hektir easily dispatch the two closest spectres, freeing them to then deal with the two holding the ghost captive. One they're dead, the ghost seems to square her shoulders and glances over at you.
"You have freed me," she says in the strange tongue of these people, as Pems translates. "Were I still alive, I would reward you as would be in my power as empress, but I fear I can do nothing. Rasputin has murdered me. Only our daughter remains now, Anastasia..."
Note that this probably did take a couple more rounds but Tsin could have done it safely with Lunge...
1d20 ⇒ 15
Hektir the Tracksmage |
Zephtyr spits on his hands and tries to help Quinn remove the ectoplasmic goo from his hair and back...looking like a air ape picking nits (might even be some trapped in the goo). He tosses bits of goo and ephemera over his shoulder as he listens to the tale of the ghost, waiting for an answer to Pems' question before asking his own.
Malavarius King |
That response should be the final round of the panicked condition, mott, provided I tracked the rounds correctly. Malavarius should come to his sense after this remaining run action or double move, however you care to adjudicate it after his shout and point. =)
Tsin Windscar |
Tsin leaves the ghostly gathering of the Rabbit Prince and Phantom Empress to check the exits of the house. With Malavarius possibly alerting the rest of the camp, she seeks to establish the old man's rabbit run. She won't immediately step across the house's threshold.
Perception: 1d20 + 20 - 2 ⇒ (4) + 20 - 2 = 22
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
"Anastasia is my daughter ... and Rasputin's," the ghost says with a pregnant pause, "conceived at our first meeting. If only I had known. Yes, she still lives, and is the only surviving heir to the throne of the Russian Empire, the rest of my children having been killed. I think Rasputin seeks to restore her to her proper place."
Tsin, going to the door, sees Mal running through the camp -- and a headless figure on a horse turn toward the structure she inhabits!
Tsin Windscar |
"F..k." Tsin looks back over her shoulder, her head firmly attached, and calls to the others. "If you'd be so kind as to hurry up? Mal's drawn the attention of one of those dullahans he was raving about, and he still stands. I think... it looked our way. I can't say that with any degree of certainty, since it had no head to pivot, but its body posture is suggesting that Mal has given us up."
Tsin allows her sword to slip behind her back for now, and she stands in the doorway, and waits for something to unfold.
Hektir the Tracksmage |
At hearing the warning from Tsin, Zephtyr pulls out his seeds and enchants them with angry fire. He's angry and he sees no reason why the seeds should not be as well. Cast Fire Seeds.
He has them in one hand, ready for the visitor.
"Ghost Lady Queen, is there a way we can help you? And can you speak quickly? Uh...is there a way to kill Weak-magics Raspy-Puddin'?"
Pemsworth Smith, Esq. |
Guys, just a heads up: I'm on vacation from Friday until Monday. Should be back Tuesday.
Pems groans. "Mal's running around outside? I didn't even see him leave! I can get to him fast, or I can make Tsin get to him faster!" Pems casts fly on Tsin! This done, he bows to the ghostly queen.
"Do you know where Rasputin holes up? Where he might have your daughter?"
Malavarius King |
Malavarius finally slows his pace and comes to a stop, leaning over and huffing heavily. "Good grief, I'm too old for this nonsense." Turning back toward the building, his eyes widen with a start. "A dullahan?! Gadzooks, it's running straight for those young fools. How the devil did it figure them out, I wonder. What do you think, Zeno? Should we go back and help or trust them to deal with the ghosts and now a dullahan as well?" There's a brief pause before he prods the brim of his hat with his staff. "Zeno? Zeno? Blast it, you're never around when I need you!"
Back in the building, Zeno remarks as the others just now realize the wizard had fled. "Oh, yes. He ran. He finds ghosts and spectres and the like downright spooky sometimes." From his perch atop an overhead light fixture, the little thrush then simply shrugs.
Quinn Kestrel |
Quinn shakes off the last of the goo and joins Tsin at the door with his crossbow loaded and ready. "Can't blame Mal for running, he must have seen that thing flicking goo on people and hightailed it out of here."
readied action to shoot the Dullahan should it charge the party
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |