Motteditor's Reign of Winter PBP

Game Master motteditor

Combat map / overall map


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Manly Stats:
HP 153; F:15/R:10/W:16;Fly +13; (Loc) +20, (Nat) +21, (Geog) +5, (Plns) +9, Perc +29, Surv +16,Spllcrft+15
Tracksmage 15

Zephtyr casts Fire Seeds and prepares to offer them to the goat.

"We're killing it, right?"


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

RE: fort saves and undead; Ah, well that's disappointing.

"Hold it! What if we need the lantern to get the souls out of it?! How will a stone lantern help us?"

"Blast it all!" Malavarius stops his spell at Zeno's question, then with a sigh waves Hektir on toward the undead lantern goat. "Yes, yes, Hektir. It seems we have to do it the noisy way after all." The aged mage then intones a different spell, a familiar one which hastens all his hangers' on steps.

Status:

HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 12/42 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 [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
haste (1/14 rounds): +1 to hit, +1 AC, +1 ref, +30ft movement


Manly Stats:
HP 153; F:15/R:10/W:16;Fly +13; (Loc) +20, (Nat) +21, (Geog) +5, (Plns) +9, Perc +29, Surv +16,Spllcrft+15
Tracksmage 15

Zephtyr floats 20' above the goat and drops down 6 of the Fire Seeds.

1d8 + 14 ⇒ (7) + 14 = 21 fire DC20 reflex for half on each.
1d8 + 14 ⇒ (8) + 14 = 22 fire
1d8 + 14 ⇒ (1) + 14 = 15 fire

1d8 + 14 ⇒ (7) + 14 = 21 fire
1d8 + 14 ⇒ (1) + 14 = 15 fire
1d8 + 14 ⇒ (4) + 14 = 18 fire

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, sounds like everyone can take a surprise round, which would be Mal's spell. You're starting in the tent for the surprise round; remember that you only get a standard action though you can still charge, moving up to your speed (as opposed to double your speed as usual). Hektir, it would take you your surprise round action to move above the goat; also, if you float 20 feet up, everyone's going to see you. Remember there are also six dullahans among the tent. Mal, you can cast haste as the surprise round or in the previous round, but it would then have 1 round less duration.

Initiative:

Hektir: 1d20 + 4 ⇒ (16) + 4 = 20
Malavarius: 1d20 + 1 ⇒ (8) + 1 = 9
Pemsworth: 1d20 + 8 ⇒ (6) + 8 = 14
Quinn: 1d20 + 3 ⇒ (8) + 3 = 11
Tsin: 1d20 + 5 ⇒ (19) + 5 = 24
Antagonist: 1d20 + 10 ⇒ (11) + 10 = 21
Antagonist: 1d20 + 2 ⇒ (11) + 2 = 13

After your surprise round actions, Tsin and Hektir would be up for a full action on Round 1/2, then the antagonists will act, then the party will be up for a round Round 1. I'll update a combat map ASAP with the dullahan's locations. Most of the tents are only 10 feet high, while this big tent is 15 feet high.


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

I'll cast prior to surprise round, 13 rounds vs 14 shouldn't make a big difference.

"Tsin! Hold just a moment!" The old mage then weaves some protective magics around the butcher-woman, innuring her to the cold. "That should take some of the bite away from those dullahans' swords at least!"

Protection from Energy (cold) on Tsin

Status:

HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 12/42 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 [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
haste (2/14 rounds): +1 to hit, +1 AC, +1 ref, +30ft movement
protection from energy (cold 20): Tsin


HP 84/84; AC 19, T 15, FF 15; F+6, R+11, W+11; Init +8; Perc+21 (22vs traps)

Pems will cast Fortune on Tsin, giving her good luck, allowing her to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. She must decide to use this ability before the first roll is made. This lasts two rounds!


Manly Stats:
HP 153; F:15/R:10/W:16;Fly +13; (Loc) +20, (Nat) +21, (Geog) +5, (Plns) +9, Perc +29, Surv +16,Spllcrft+15
Tracksmage 15

Zepthyr flies above the goat in the surprise round, about 10' up.


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Female Char-cutie HP 174; AC 25, T 15, FF 23; F+18, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 34/32ff

Round 1/2, Init 24

Status:

AC = 28, Hasted, PfE
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Hasted, Fortune Hex

Properly prepared prior to preemptive provocation, Tsin proceeds.

Charge, if possible, Power Attack: 1d20 + 22 + 2 + 1 - 4 ⇒ (4) + 22 + 2 + 1 - 4 = 25 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 3) + 14 + 12 + (3) = 36 damage, including Fire

She ignores the Goat, targeting the nearest dullahan. If not, she charges the Goat, instead.


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male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

A perfectly performed panoply of potent and pugnacious proposals, Tsin.


Male Half Elf Traveler 14 | init +3, per +31 | AC 24/14/21 | HP 114 | Fort +16, Reflex +11, Will +19 (+2) | CMB +12, CMD 26

Quinn blesses the party with the might of Cayden as they spring into action.

cast Blessing of Fervor

Blessing of Fervor:

- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.


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Male Half Elf Traveler 14 | init +3, per +31 | AC 24/14/21 | HP 114 | Fort +16, Reflex +11, Will +19 (+2) | CMB +12, CMD 26

earlier...

Tsin wrote:
”No, I would have thought you had a deeper connection with it, given the number of them you’ve buggered.”

"I told you, that wasn't me, it was Hektir, I was talking to the farmer when it happened!"


Female Char-cutie HP 174; AC 25, T 15, FF 23; F+18, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 34/32ff

Well played, Quinn- got a couple of coworkers to ask why they heard laughter emanating from the office... No way was that going to be explained...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, there's a combat map up. The overall map link also has a slight closeup of the battleground, as including the whole thing made it awkward because they're 10-ft. squares. The little pink boxes on the medium map are where the dullahans are when you started (so some aren't visible on the combat map). Keep in mind that the dullahans are technically Medium; they look large because they're mounted on horses.

Surprise Round:

Tsin: 24
Hektir: 20
Antagonist: 17*
Pemsworth: 14
Quinn: 11
Malavarius: 9

With Mal's spell speeding your actions, you leap into battle, Quinn further enhancing your fervor while Mal and Pems bring their own powers to work on Tsin, who races out to attack the nearest dullahan.

Taken completely by surprise, it barely has time to react before her blade cuts into it, a blow that might have separated its head from its body -- were such a feat not accomplished long before Tsin arrived in this place. Didn't matter here, but don't forget you've got rerolls, Tsin.

Hektir floats above the goat, which stops chewing its cud as Tsin races by, and looks up. The dullahans shout in alarm...

Spoiler:
=Mechanics]

D (pink): 36

But before the dullahans can go, Tsin and Hektir get full actions in Round 1/2. Then they're up and then we'll have a full Round 1.


Female Char-cutie HP 174; AC 25, T 15, FF 23; F+18, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 34/32ff

Round 1, Init 24

Status:

AC = 28, Hasted, PfE
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Hasted, Fortune Hex

Yes, saw the missed opportunity to change '4' into something better, then 'Schneider-goat' occurred...

Tsin thrills to her good fortune, as Pink shifts uncertainly in his saddle, giving her another window through which she fully intends to eviscerate at least one of the dullahans, before the camp even catches wind.

+1 Flaming Burst Falchion, Power Attack, Haste: 1d20 + 22 - 4 + 1 ⇒ (15) + 22 - 4 + 1 = 34 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 3) + 14 + 12 + (3) = 35 damage, including Fire

1st Iterative: 1d20 + 17 - 4 + 1 ⇒ (20) + 17 - 4 + 1 = 34 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 2) + 14 + 12 + (6) = 37 damage, including Fire

2nd Iterative: 1d20 + 12 - 4 + 1 ⇒ (17) + 12 - 4 + 1 = 26 for 2d4 + 14 + 12 + 1d6 ⇒ (1, 2) + 14 + 12 + (1) = 30 damage, including Fire

edit:

Confirm Critical #1?: 1d20 + 22 - 4 + 1 ⇒ (14) + 22 - 4 + 1 = 33 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 2) + 14 + 12 + (2) = 33 damage, including Fire

Confirm Critical #2?: 1d20 + 17 - 4 + 1 ⇒ (13) + 17 - 4 + 1 = 27 for 2d4 + 14 + 12 + 1d10 ⇒ (4, 2) + 14 + 12 + (8) = 40 damage, including Fire

Confirm Critical #3?: 1d20 + 12 - 4 + 1 ⇒ (14) + 12 - 4 + 1 = 23 for 2d4 + 14 + 12 + 1d10 ⇒ (4, 3) + 14 + 12 + (3) = 36 damage, including Fire

Fortune reroll:

Confirm Critical #3?: 1d20 + 12 - 4 + 1 ⇒ (3) + 12 - 4 + 1 = 12 for 2d4 + 14 + 12 + 1d10 ⇒ (2, 1) + 14 + 12 + (3) = 32 damage, including Fire

second edit:

Haste Attack: 1d20 + 22 - 4 + 1 ⇒ (16) + 22 - 4 + 1 = 35 for 2d4 + 14 + 12 + 1d6 ⇒ (1, 4) + 14 + 12 + (1) = 32 damage, including Fire

Confirm Critical #4?: 1d20 + 22 - 4 + 1 ⇒ (19) + 22 - 4 + 1 = 38 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 4) + 14 + 12 + (4) = 37 damage, including Fire

If the horse requires slaughter, the swordswoman applies any one of those swings to end it as well.

Tsin draws her burning blade back to her side, no longer looking at Pink. She only considers the next blasphemy, and how quickly it will fall.


Manly Stats:
HP 153; F:15/R:10/W:16;Fly +13; (Loc) +20, (Nat) +21, (Geog) +5, (Plns) +9, Perc +29, Surv +16,Spllcrft+15
Tracksmage 15

Round 1

Zephtyr drops the seeds on the goat, offering the command word.

Hektir the Tracksmage wrote:

Zephtyr floats 20' above the goat and drops down 6 of the Fire Seeds.

1d8 + 14 ⇒ (7) + 14 = 21 fire DC20 reflex for half on each.
1d8 + 14 ⇒ (8) + 14 = 22 fire
1d8 + 14 ⇒ (1) + 14 = 15 fire

1d8 + 14 ⇒ (7) + 14 = 21 fire
1d8 + 14 ⇒ (1) + 14 = 15 fire
1d8 + 14 ⇒ (4) + 14 = 18 fire

He will float 15' off the ground, ready to light this place up.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1/2:

Tsin: 24
Hektir: 20
Antagonist: 17*
Pemsworth: 14
Quinn: 11
Malavarius: 9

Tsin's blade snicker-snacks and, just like that, the dullahan is dead, as if it never were, its death punctuated by a nearby explosion caused by Hektir that quickly draws the other horsemen.

The goat, which somehow survived the conflagration, looks up and a pale yellow light seems to glow from it, filling all who look upon it with fear. DC 22 Will save or be panicked for each of you. It pulls at its cord, futilely trying to break the rope tying it in place, as its wounds start to heal.

Meanwhile, two of the remaining dullahan rush in to surround Tsin, but enhanced with magic, she's able to fend them off. Three others pull up short, two of them raising their heads, which call out Tsin and Hektir's names, their voices scraping the pair's souls. DC 22 Fort saves from both, with a -2 penalty. or be staggered The other pulls out a small revolver and fires a shot at Hektir, the pellet stinging but not enough to do harm outside the first range, so I think it doesn't resolve with touch attack and thus misses.

From afar, you can hear cries of alarm in Russian.

Mechanics:

Reflex: 1d20 + 12 ⇒ (7) + 12 = 19 21
Reflex: 1d20 + 12 ⇒ (7) + 12 = 19 22
Reflex: 1d20 + 12 ⇒ (18) + 12 = 30 7
Reflex: 1d20 + 12 ⇒ (4) + 12 = 16 21
Reflex: 1d20 + 12 ⇒ (15) + 12 = 27 7
Reflex: 1d20 + 12 ⇒ (15) + 12 = 27 9
1d20 + 4 ⇒ (2) + 4 = 6

1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22

1d20 + 10 ⇒ (18) + 10 = 28

Goat: 77
D (green): DC
D (orange): DC

Entire party is up.


Female Char-cutie HP 174; AC 25, T 15, FF 23; F+18, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 34/32ff

Round 2, Init 24

Status:

AC = 28, PfE, Hasted
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Hasted, PfE

Will Save v DC 22: 1d20 + 16 ⇒ (12) + 16 = 28

"Beware of its light! The glow of the lantern has power!"

Fortitude Save v DC 22: 1d20 + 17 ⇒ (6) + 17 = 23

"How do they know our names, Mal?!"

Tsin takes a leisurely 5' step to enter flank with Hektir around Blue, before applying her martial art.

+1 Flaming Burst Falchion, Power Attack, Haste, Flank: 1d20 + 22 - 4 + 1 + 2 ⇒ (1) + 22 - 4 + 1 + 2 = 22 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (2, 4) + 14 + 12 + (2) + (6) = 40 damage, including Fire and Precision Damage

1st Iterative: 1d20 + 17 - 4 + 1 + 2 ⇒ (9) + 17 - 4 + 1 + 2 = 25 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (4, 4) + 14 + 12 + (5) + (1) = 40 damage, including Fire and Precision Damage

2nd Iterative: 1d20 + 12 - 4 + 1 + 2 ⇒ (3) + 12 - 4 + 1 + 2 = 14 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (4, 1) + 14 + 12 + (3) + (5) = 39 damage, including Fire and Precision Damage

Haste Attack: 1d20 + 22 - 4 + 1 + 2 ⇒ (4) + 22 - 4 + 1 + 2 = 25 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (1, 4) + 14 + 12 + (3) + (1) = 35 damage, including Fire and Precision Damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Don't forget you have blessing of fervor too, though they won't stack extra attacks.


Female Char-cutie HP 174; AC 25, T 15, FF 23; F+18, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 34/32ff

I blame Quinn. He humored me good. If the GM will allow, Tsin will take the +2 to Hit and AC this round...


Manly Stats:
HP 153; F:15/R:10/W:16;Fly +13; (Loc) +20, (Nat) +21, (Geog) +5, (Plns) +9, Perc +29, Surv +16,Spllcrft+15
Tracksmage 15

Round 2, Init 20

Fervor: +2 to AC. You can't touch this.

Zephtyr is way too manly to be afraid or name dropped. He stands breezily tall.

1d20 + 16 ⇒ (13) + 16 = 29 Will vs. Fear
1d20 + 16 ⇒ (11) + 16 = 27 Will vs. Naming

Zephtyr, angered by the goat for no good reason, casts fire snake. With 14 squares of snaking, can get goat and bottom two dullahan. Reflex DC 19 for half.

14d6 ⇒ (1, 2, 5, 3, 6, 3, 6, 5, 4, 1, 3, 3, 1, 4) = 47 Fire

After snaking, Zephtyr will float closer to the ground to gain cover from the tents.

ZephTyr Status:

AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 117/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect

[ dice]1d20+19-3[/dice] to hit; (-PA)
[ dice]1d8+9+6[/dice] magic damage.

1d20 + 19 - 3 ⇒ (15) + 19 - 3 = 31 to hit; (-PA)
1d8 + 9 + 6 ⇒ (3) + 9 + 6 = 18 magic damage.

+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+9

Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 minutes
Echolocation - 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

Hektir Status:

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

Spit:

Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds*(2), mass fly[D,APG] (DC 20), quickened resist energy,
. . 5th—beast shape III (animals only)[D], fire snake (2, DC 19), wall of fire
. . 4th—air walk, echolocation, flame strike (2, DC 18), freedom of movement, summon nature's ally IV*[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)


HP 84/84; AC 19, T 15, FF 15; F+6, R+11, W+11; Init +8; Perc+21 (22vs traps)

Pems sighs deeply. "Goats and headless men. This is the worst vacation ever." He murmurs a frosty spell and a wall of ice explodes up from the ground between Hektir and the headless men to the south!

Wall of Ice - 120 feet long, 10' tall, 1' thick. 36 HP, DC 27 Strength check to break it. I'll snake it west, then NW to block the southern two riders from charging. If it's long enough, he'll snake it around to block the NW rider as well.


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

Will Save (DC 22): 1d20 + 16 ⇒ (9) + 16 = 25

Malavarius steps out from the tent and, ignoring the horrifying sounds from the goat, traces a few quick gestures in the air, causing a crackling bolt of lightning to lance between the goat and one of the distant dullahans.

CL Check vs SR: 1d20 + 18 ⇒ (19) + 18 = 37
Lightning Arc: 14d6 ⇒ (1, 2, 6, 1, 6, 6, 4, 1, 6, 6, 2, 5, 2, 1) = 49 Ref Save DC 23 for 1/2 damage

Anchor points for lightning arc are goat and green, should catch yellow in the effect and still avoid Tsin and Hektir. Unless Pems' wall resolves first, which will then block line of sight/effect and I'll just anchor it to yellow instead of green.

Status:

HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 12/42 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 [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
haste (3/14 rounds): +1 to hit, +1 AC, +1 ref, +30ft movement
protection from energy (cold 20): Tsin
BoF: +2 AC, +2 hit, +2 ref


Male Half Elf Traveler 14 | init +3, per +31 | AC 24/14/21 | HP 114 | Fort +16, Reflex +11, Will +19 (+2) | CMB +12, CMD 26

Will save, DC 22: 1d20 + 19 ⇒ (4) + 19 = 23

Quinn fires upon the goat before it can cause any harm.

BoF: +2/+2

Holy Crossbow: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (3, 6) = 12

Holy Crossbow: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (1, 3) = 9

extra attack, Holy Crossbow: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (4, 2) = 9

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Quinn: 11
Malavarius: 9
Tsin: 24
Hektir: 20
Pemsworth: 14
Antagonist: 17*

Quinn moves to the entrance of the tent and fires upon the tied-up goat; the first two bolts seem to not even penetrate its hide, but the third sticks into its rotting flesh, causing it to bleat loudly. Mal follows it up with a blast of electricity, which the goat again somehow mostly avoids, but which catches the two dullahans and all but incinerates their mounts, which disappear from beneath them, dropping them to the ground fantastic rolls there.... The change actually throws Tsin's aim off for a moment, but she recovers quickly and sends the nearest rider to hell before he can even try to get back to his feet.

Hektir's fire snakes across the combatants, the goat again somehow managing to dance over the worst of it, as the other dehorsed dullahan clambers back to his feet just in time for Pems' spell to bring the ice and block him from the fight.

Unfortunately, that ends up being short-lived as the halfling and Caydenite see a blade slash through the wall of the tent and the two dullahans ride in, their lack of head actually making it easier for them to maneuver despite being on horseback and their wounds healing before the pair's eyes.

The one still engaged with Tsin slashes her, sword penetrating her guard 7 hp plus 6 cold damage as she ducks away from its rearing horse's hooves.

Meanwhile, the goat paws at the rope tying it in place, snapping it as if it were little more than a twig. It rears its head, looking over the battlefield.

Mechanics:

Goat Reflex: 1d20 + 12 ⇒ (11) + 12 = 23
D (green) Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
D (yellow) Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (3) + 7 = 10
2d6 ⇒ (5, 4) = 9

Goat Reflex: 1d20 + 12 ⇒ (10) + 12 = 22
D (purple) Reflex: 1d20 + 5 ⇒ (10) + 5 = 15
D (orange) Reflex: 1d20 + 5 ⇒ (6) + 5 = 11

Aqua: 1d20 + 14 ⇒ (13) + 14 = 27
1d8 + 6 + 1d6 ⇒ (1) + 6 + (6) = 13
Aqua: 1d20 + 9 ⇒ (9) + 9 = 18
2d20 ⇒ (4, 12) = 16

2d8 + 12 ⇒ (5, 6) + 12 = 23

Goat: 99
D (purple): 42
D (aqua):
D (green): 49, DC
D (orange): 42, DC
Wall: 23


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

Good golly, for being tied up that sure is one nimble goat!


Female Char-cutie HP 174; AC 25, T 15, FF 23; F+18, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 34/32ff

Round 3, Init 24

Status:

AC = 30, PfE, Hasted, BoF
HP = 155/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Hasted, PfE, BoF

+2 to Hit/AC/Reflex

Mal's magics allow Tsin to shirk off the cold damage of the damned horseman. She doesn't like the goat's sudden urge to free itself, so points it out to the others, before she renews her attacks against Blue.

+1 Flaming Burst Falchion, Power Attack, Haste, Flank: 1d20 + 22 - 4 + 1 + 2 + 2 ⇒ (15) + 22 - 4 + 1 + 2 + 2 = 38 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (1, 1) + 14 + 12 + (4) + (6) = 38 damage, including Fire and Precision

1st Iterative: 1d20 + 17 - 4 + 1 + 2 + 2 ⇒ (14) + 17 - 4 + 1 + 2 + 2 = 32 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (4, 4) + 14 + 12 + (5) + (6) = 45 damage, including Fire and Precision

2nd Iterative: 1d20 + 12 - 4 + 1 + 2 + 2 ⇒ (20) + 12 - 4 + 1 + 2 + 2 = 33 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (2, 4) + 14 + 12 + (6) + (2) = 40 damage, including Fire and Precision

Haste Attack: 1d20 + 22 - 4 + 1 + 2 + 2 ⇒ (8) + 22 - 4 + 1 + 2 + 2 = 31 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (4, 1) + 14 + 12 + (3) + (5) = 39 damage, including Fire and Precision

She 5' steps around the dullahan, expecting to have to chase a goat shortly.

edit:

Confirm Critical #1?: 1d20 + 22 - 4 + 1 + 2 + 2 ⇒ (18) + 22 - 4 + 1 + 2 + 2 = 41 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 1) + 14 + 12 + (10) = 40 damage, including Fire

Confirm Critical #2?: 1d20 + 12 - 4 + 1 + 2 + 2 ⇒ (1) + 12 - 4 + 1 + 2 + 2 = 14 for 2d4 + 14 + 12 + 1d10 ⇒ (1, 1) + 14 + 12 + (1) = 29 damage, including Fire


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

Malavarius spins around, his bushy eyebrows arched high in surprise to see a pair of dullahans charging through the tent right for him. "Oh good heavens!" With a start, he casts a quick spell, sending a green ray lancing from one finger toward the nearest of the pair. "Back, you devils!" He then hustles away, his eyes still wide from the dullahan's unexpected appearance. Move 7 squares straight up on the map!

Shooting @ purple
CL Check vs SR: 1d20 + 18 ⇒ (20) + 18 = 38
Disintegrate: 1d20 + 9 ⇒ (19) + 9 = 28for: 28d6 ⇒ (2, 4, 6, 3, 6, 4, 3, 6, 3, 4, 1, 1, 5, 3, 6, 5, 1, 1, 2, 2, 2, 2, 5, 6, 2, 2, 4, 4) = 95
Fort Save (DC 22): 5d6 ⇒ (6, 5, 2, 2, 3) = 18

This one works on objects, so them being undead won't help them this time!

Status:

HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 12/42 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 [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
haste (4/14 rounds): +1 to hit, +1 AC, +1 ref, +30ft movement
protection from energy (cold 20): Tsin
BoF: +2 AC, +2 hit, +2 ref


Manly Stats:
HP 153; F:15/R:10/W:16;Fly +13; (Loc) +20, (Nat) +21, (Geog) +5, (Plns) +9, Perc +29, Surv +16,Spllcrft+15
Tracksmage 15

Round 3, Init 20

Zephtyr offers a second firesnake around, this time catching all dullahans and goat, except green.

14d6 ⇒ (4, 5, 2, 4, 1, 2, 4, 1, 4, 3, 6, 1, 3, 3) = 43 fire vs. DC 19 Reflex

ZephTyr Status:

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[/dice] to hit; (-PA)
[ dice]1d8+9+6[/dice] magic damage.

1d20 + 19 - 3 ⇒ (11) + 19 - 3 = 27 to hit; (-PA)
1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20 magic damage.

+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+9

Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 minutes
Echolocation - 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

Hektir Status:

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

Spit:

Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds*(2), mass fly[D,APG] (DC 20), quickened resist energy,
. . 5th—beast shape III (animals only)[D], fire snake** (2, DC 19), wall of fire
. . 4th—air walk, echolocation, flame strike (2, DC 18), freedom of movement, summon nature's ally IV*[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)


HP 84/84; AC 19, T 15, FF 15; F+6, R+11, W+11; Init +8; Perc+21 (22vs traps)

Pems steps back NW from the riders! "Bother, bother, bother!" He mutters and sends a ray of enfeeblement at the closest still fighting dullahan. Ranged Touch: 1d20 + 12 ⇒ (5) + 12 = 17 for 1d6 + 5 ⇒ (5) + 5 = 10 Strength damage. Fort Save DC 16 for half.


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

Undead are immune to fort saves, Pems! Unless it also works vs objects!


Male Half Elf Traveler 14 | init +3, per +31 | AC 24/14/21 | HP 114 | Fort +16, Reflex +11, Will +19 (+2) | CMB +12, CMD 26

Quinn keeps his crossbow aimed at the goat and continues firing.

BoF: +2/+2

Holy Crossbow: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (1, 6) = 11

Holy Crossbow: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
damage: 1d8 + 1 + 2d6 ⇒ (1) + 1 + (5, 6) = 13

Holy Crossbow: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (5, 4) = 14


HP 84/84; AC 19, T 15, FF 15; F+6, R+11, W+11; Init +8; Perc+21 (22vs traps)

Bugger bugger bugger. Against things immune to mind affecting and cold, Pems is wildly hampered. Okay, Revision!

Pems mutters to himself and draws the fire-arm he took. He fires at the nearest Dully-ham.

GUN!: 1d20 + 12 ⇒ (5) + 12 = 17 for 1d8 ⇒ 1 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Round 2:

Quinn: 11
Malavarius: 9
Tsin: 24
Hektir: 20
Pemsworth: 14
Antagonist: 17*

Pems shoots at the nearest dullahan, his gun's report sounding especially loud to his ears and the kick throwing off his aim slightly -- instead of hitting it in the chest, he merely wings the bullet along its arm, barely hurting it. Mal's spell seems to have more effect, but isn't quite enough as the old wizard hustles away as quickly as his magical speed allows him.

Tsin proceeds to efficiently butcher her remaining foe, just in time for Hektir's snake to incinerate the pieces before moving on to the other foes in the area, though the preternaturally agile goat again seems to be able to leap over the fire LOL! This must be a mountain lantern goat. The two dullahans aren't as lucky as are burned back to hell, along with their mounts.

Quinn continues his focus on the goat, but his bolts don't seem to penetrate its flesh, and it turns and charges him! Fortunately, his armor barely withstands the blow, which is punctuated by the sound of breaking ice as the final dullahan breaks through.

Mechanics:

D (purple) Fort: 1d20 + 7 ⇒ (15) + 7 = 22

Goat Reflex: 1d20 + 12 ⇒ (8) + 12 = 20
D (purple) Reflex: 1d20 + 5 ⇒ (9) + 5 = 14
D (orange) Reflex: 1d20 + 5 ⇒ (9) + 5 = 14

Goat: 1d20 + 20 ⇒ (3) + 20 = 23

Goat: 110
D (green): 44, DC


Female Char-cutie HP 174; AC 25, T 15, FF 23; F+18, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 34/32ff

Round 3, Init 24

Status:

AC = 28, PfE, Hasted, BoF, Charge
HP = 155/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Hasted, PfE, BoF

Blessing of Fervor for +2s...

Tsin spins in place, placing Green at a distance, and debating which direction to run. She decides to join the fuster cluck in the tent with a charge, following the goat, and joining Quinn in surrounding it. Not adding Flank, as Quinn's got a ranged weapon, eh?

Charge the Goat: 1d20 + 22 - 4 + 1 + 2 + 2 ⇒ (20) + 22 - 4 + 1 + 2 + 2 = 43 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 1) + 14 + 12 + (1) = 32 damage, including Fire

Confirm Critical?: 1d20 + 22 - 4 + 1 + 2 + 2 ⇒ (12) + 22 - 4 + 1 + 2 + 2 = 35 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 1) + 14 + 12 + (10) = 40 damage, including Fire

Well, well...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry, the charlie foxtrot in the tent was cleared up by Hektir's magic. Forgot to delete the markers (just clearing that up, as it didn't change Tsin's actions -- which will be enough to kill the goat, leaving just green to deal with).


HP 84/84; AC 19, T 15, FF 15; F+6, R+11, W+11; Init +8; Perc+21 (22vs traps)

Pems sights and fires at the immortal goat. Gun!: 1d20 + 12 ⇒ (8) + 12 = 20 for 1d8 ⇒ 3 damage!


Manly Stats:
HP 153; F:15/R:10/W:16;Fly +13; (Loc) +20, (Nat) +21, (Geog) +5, (Plns) +9, Perc +29, Surv +16,Spllcrft+15
Tracksmage 15

Round 4, Init 20

Zephtyr flies over to pound green.

1d20 + 19 - 3 ⇒ (18) + 19 - 3 = 34 to hit; (-PA)
1d8 + 9 + 6 ⇒ (1) + 9 + 6 = 16 magic damage.

ZephTyr Status:

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[/dice] to hit; (-PA)
[ dice]1d8+9+6[/dice] magic damage.

1d20 + 19 - 3 ⇒ (7) + 19 - 3 = 23 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+9

Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 minutes
Echolocation - 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

Hektir Status:

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

Spit:

Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds*(2), mass fly[D,APG] (DC 20), quickened resist energy,
. . 5th—beast shape III (animals only)[D], fire snake** (2, DC 19), wall of fire
. . 4th—air walk, echolocation, flame strike (2, DC 18), freedom of movement, summon nature's ally IV*[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)


HP 84/84; AC 19, T 15, FF 15; F+6, R+11, W+11; Init +8; Perc+21 (22vs traps)

Change my target to Green please! Just re-read your post!


Female Char-cutie HP 174; AC 25, T 15, FF 23; F+18, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 34/32ff

"The goat's succumbed to its wounds. What do we do with its lantern?" Tsin pays no attention to the remaining dullahan, expecting that it will fail to act meaningfully without its cavalry contingent.


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

Malavarius sends a familiar trio of fiery beams at the remaining dullahan.

CL Check vs SR: 1d20 + 18 ⇒ (11) + 18 = 29
Scorching Ray 1: 1d20 + 9 ⇒ (2) + 9 = 11for: 4d6 ⇒ (5, 5, 4, 2) = 16
Scorching Ray 2: 1d20 + 9 ⇒ (1) + 9 = 10for: 4d6 ⇒ (2, 6, 4, 3) = 15
Scorching Ray 3: 1d20 + 9 ⇒ (9) + 9 = 18for: 4d6 ⇒ (1, 5, 4, 4) = 14

Yeesh. At least they're all touch attacks. Blech.

Status:

HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 12/42 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 [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
haste (5/14 rounds): +1 to hit, +1 AC, +1 ref, +30ft movement
protection from energy (cold 20): Tsin
BoF: +2 AC, +2 hit, +2 ref

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin makes quick work of the goat, whose amazing agility isn't quite enough to let it avoid her practiced blade, though its meat clearly isn't worth the price of butchering under normal circumstances.

Behind her, Hektir pounds the remaining dullahan; it begins to heal as usual, until one of Malavarius' blasts hit it and send it back to the fiery hell from whence it came.

Combat over; Tsin's question hangs in the air. However, you can still hear cries of alarm from other parts of the camp as the combat attracted attention.


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

"I haven't the slightest idea, Tsin. I suppose breaking it open would free any souls trapped within, but who can know for sure?" He then waves at what little remains of the dullahans as well as the smaller tents. "Let's be quick in scouring these tents and such for anything we can use. We'd best be on the other side of camp before whoever's blowing those trumpets and making all that racket arrives."

Perception: 1d20 + 10 ⇒ (4) + 10 = 14


Female Char-cutie HP 174; AC 25, T 15, FF 23; F+18, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 34/32ff

Tsin scowls as the codger flits between knowing things and having nothing on the creature. She clings to the suggestion that destruction is the way forward, as it's a well-worn path under her feet.

The swordswoman takes a moment to investigate the grounds, looking for anything else that might serve them to understand the one-legged man, though her attention returns again and again to the Lantern.

Perception: 1d20 + 20 ⇒ (5) + 20 = 25

Once it's clear they'll be joined shortly, Tsin looks to those among her party who can see them safely away from the hot spot of the moment.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You guys can give me a Know (arcana) or Know (planes) check on the lantern.

You don't think you're likely to have time to check more than one tent (each if you want) before more enemies arrive.


male human addled old kook 14
Baseline Stats:
Max HP: 77 | AC 11 ( 11 T / 10 FF) | Fort +8 / Ref +9 / Will +15 | CMD 17 | Know (arcana, planes) +24, (local, rel) +20, (nat) +12 | Fly +17 | Escape Art + 15 | Perc +10 | Spellcraft +24 | UMD +19

Knowledge (planes): 1d20 + 24 ⇒ (16) + 24 = 40

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal is certain someone could communicate with a soul in the lantern with spells such as speak with dead. Also, if the lantern were destroyed, any souls it contained would be freed and could be raised or resurrected normally.


Manly Stats:
HP 153; F:15/R:10/W:16;Fly +13; (Loc) +20, (Nat) +21, (Geog) +5, (Plns) +9, Perc +29, Surv +16,Spllcrft+15
Tracksmage 15

Zephtyr floats lower and examines the battlefield. "Now that was a good fight. Good one," he offers with a spit and pleased with the devastation.

"Seems like we should move on. Tsin...maybe you want to destroy that lantern?" Zephtyr asks.

He will cast another fire seeds and add his two remaining seeds to the 8 new ones.

He will examine a tent for loot & magic and fun things, like booze.

1d20 + 28 ⇒ (13) + 28 = 41 Perception


Female Char-cutie HP 174; AC 25, T 15, FF 23; F+18, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 34/32ff

Tsin gestures with an open hand at the old man, while speaking at Hektir. "Remember? 'Rash', 'Impulsive', 'Unthinking'...? I'm not going to act until Malavarius has had his say, on things on which he hasn't the slightest idea."

She at least cuts the Lantern from its goat-tether, and hands it directly to Malavarius. "Here. If you require help in destroying it, let us know."

Tsin is ready to depart for other camp locations, though to where, she is uncertain. It certainly feels as if they've visited most relevant structures, though she does take a look up at the guard tower within the dullahan camp.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

From earlier note about places to go: There are still a few areas you haven't looked, which might help figure things out: the cemetery to the northwest of the camp, which I, er, might have inadvertently not pointed out on the map; and areas 2, 4, 9 and 10. The entrance to Mal's tower of power is in 13. I believe the body of the one-legged man remained in Area 5 (though feel free to correct me if I'm wrong).

Looking through the tents, you find various medals that could be of value for the precious metals and small gems they're made of. 400 gp worth; I think you STILL have an unidentified amulet, to boot.

1d10 ⇒ 8


Female Char-cutie HP 174; AC 25, T 15, FF 23; F+18, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 34/32ff

Tsin sees nothing but unnecessary conflict with the skulking spiky thing in the snowdrift Area 2, and sees nothing but clearing the cloudkill in the northern pen Area 10. For the smallness of the two wooden buildings Both Area 4s, she decides to direct traffic towards the epicenter of the camp Area 9, though it feels quite exposed. With Quinn's great perception, she also hopes that a building in ruins is easily enough scouted from afar.

If Mal directs them back to the one-legged man's body, in some reunion between body and Lantern soul, she will not object.

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