Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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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 smiles thinly as Quinn pronounces his secondary oath. "Well, as I see it, the trolls would be unwelcome to the dragon confrontation, so disposing of them first is likely the wiser course of action."

She excuses herself to don her new armor, and retrieve her bow. Going to pass on the Slow Burn arrows... 150gp a piece... yikes...

Her stride is noticeably slower, but she manages to less burdened, more languid.


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

Hektir nods along with Tsin, itching to try his blade on the troll's blood on his way up to meet the witchydragon.

Hektir spits, just itching to slay some slayin'.

Hektir will cast a few spells before going into the clocktower, when we get that far. Hektir is ready to go.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, sounds like everyone's ready so time for me to get back to GM'ing. Sounds like you want to start at the lower level, but it's not too late if you decide to start at the top. The are to the upper left of the map is the ice platform that's easily visible from below.

A small courtyard stands outside the clock tower behind a delicate-looking white picket fence made of bones. A single step leads to a landing and a recessed set of large double doors to the north, while to the east and west stand two stone statues depicting two women in identical poses, reaching skyward as if to catch snowflakes. Neatly trimmed evergreen bushes surround the statues.

The bone fence has no lock, just a latch.

DC 15 Knowledge (nobility):

The statues are a previous Irriseni queen, Betyrina, and her oldest daughter Zivia.

DC 20 Knowledge (nobility):

The two Jadwiga were famous for their work with clockworks and constructs.


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

Hektir spits on the ground, looking at the Clock Tower. He now feels a bit more at home in this city, now that he has explore it a bit from the air.

He looks at his trusty companions: Mal the Be-Hatted, Pems the Be-Rabbited, Quinn the Womanless, & Tsin the Tsinned. He spits again, looking forward to the upcoming fights.

He notes the statues, but pays no mind to them, his eyes looking for witchydragons and trolls. His mind is on thoughts of retribution for what witchkind had done to Nadya and of the maidens trapped within.

1d20 + 13 ⇒ (20) + 13 = 33 Perception

Hektir casts Barkskin (50 minutes) and Resinous Skin (50 minutes).

He looks to see if his friends are ready before entering the courtyard.


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

Sure that Cayden will provide for whatever chaos may ensue, Quinn joins Hektir for the approach to the courtyard. "Say, Mal, does anything about this tower trigger old dusty thoughts in your head?"


retired (AP completed)

"I'd like one for myself, that much is clear to me. Apart from that, I haven't the foggiest idea what you might mean, Quinn."

untrained in knowledge (nobility), can't hit the DCs


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 pats the hilt of her newly ensorcelled blade.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

Listening to Mal and Quinn, she purses her lips as the structure proves alien to them all.

Tsin moves to the gate, lifts the latch with her blade, and proceeds across the courtyard to the front door.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Hektir's glance passes over the statues, but something keeps drawing it back. It's almost as if they're moving infinitesimally slightly, as if they're not statues at all, but are alive!


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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

Hektir spits, grasping Tsin's shoulder, stopping the 'lady' from going further.

"Thems statues just moved. Maybe they are witchytutes."

Is there a knowledge check?


retired (AP completed)

"Living statues, you say? Fascinating! Zeno, remind me to get some of those for the yard when we get back home, won't you? What a delightful idea!"

Prepared Spells:

Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [ ], protection from evil* [ ] [ ], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [ ], resist energy* [ ] [ ], spontaneous immolation [ ] [ ]
Level 3 (1+1+1): dispel magic [ ], fireball [ ] [ ]

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Knowledge (arcana) DC 13:

They're likely caryatid columns, lesser cousins to golems usually used as guards.


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 lingers behind, following still in a servile manner.


retired (AP completed)

Knowledge (arcana): 1d20 + 14 ⇒ (11) + 14 = 25
"What? You want caryatid columns in the yard?!"
"Oh, is that what they are? Hmmm. Well, they would keep Mrs. Ligglepot's bothersome children from chasing you about with sticks. I suppose it's not worth the risk though. Can you imagine the grief we'd get if just one got loose?"
"Lesser golems aren't to be trifled with, especially when there are children about!"
"I know! That's what I'm saying!"
"Oh. Are we agreeing then?"
"It seems so, Zeno. I suppose we'll settle for binding earth elementals to the yard. How droll."
Zeno, depairing of life once more, falls over in the bowl of Malavarius' hat with a sigh.


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

"Where's that open window, Hektir, the one with bars, on the northeast side about a quarter way up you said?" Quinn attempts to locate the window and determine how accessible it might be in relation to the caryatid columns.


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

"Catty-Rid columns, huh?" Hektir scratches his chin and looks around. "You're right...I don't recall seeing any dogs in his town so them witches need magic statues to keep the cats away from their birds." Hektir nods, finally understanding more of the logic of this place.

"If they are just here to guard against cats, we should be okay, right, Mal?"


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

Knowledge Arcana: 1d20 + 9 ⇒ (12) + 9 = 21

Pems grimaces as the Zeno-Mal conversation wanes... "No, Hektir, column golems! Living stone. Definitely a threat to us."


retired (AP completed)

"What? Cats? Heaven's no! Caryatid columns aren't at all like cats. They're more like... well, like golems. They're thoughtless, lumpy masses of... flesh... or, ahm, or clay..." Malavarius' words stall for a moment before he pokes his hat. "Zeno! Zeno! Remind me, why am I describing Hektir to himself?" Zeno groans before sharply getting his wizard back on mental track, "Caryatid columns, you old goat! Caryatid columns! You're describing caryatid columns!"
"Oh! Yes, yes of course. Thank you, Zeno." He turns back to Hektir and continues, "Now where was I lad? Oh yes, caryatid columns. They're like golems and they'll smash anything their creator instructs them to smash. Cats, birds, even people. Like young Master Pemsworths says, it's all terribly dreadful business."


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

Knowledge, Arcana, Monster Lore: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Tsin stonily observes the two stony women, hoping to glean pertinent information swirling within the blather between feather and feeble. Hearing only of their golem-like nature, she awaits a consensus. "Are they slow enough to manuever away from the door, and gain entrance before they can lash out? I would assume that would make them ill guardians, if that were the case, but they seem to benefit from the elemental plane of surprise. If we know they're coming, can we lead them on a plodding goose chase, perhaps, or are they limited to just the courtyard?"

"Who set them up to guard here? Surely not the dragon." Tsin grows restless, as the party sizes up various means of entrance.


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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

Quinn circles around the tower looking for any other witchy golems, animal hedges, or lawn ornaments that mask sinister threats. "I can't peer through stone as thick as that tower base, at least it never worked at Hamar's tower when Sara visite....ahh.....when Surveying the walls." Quinn gives Hektir a poorly disguised glance, hoping the tracksmage was ignoring him at that moment. "Yes, yes, Surveying the walls we were, but couldn't see through stone as thick as a tower's base, nope, have to be a door or window if anything. If those golems start smashing things up that's sure to get someone's attention, but I suppose I could approach the door and we see what happens?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Pems and Mal recall that they can move, probably not as quickly as an unladen human, but no slower than one in heavy armor i.e. 20 ft. speed; and let me know what else you guys would like to know, though that info will count as one of your tidbits.

There does not seem to be any other first-floor means of entrance, Quinn. The window Hektir noticed earlier are about 20 feet up, on the northeastern corner.


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

Any particular weaknesses? And are the walls of this tower covered in snow or ice?


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 gauges the distance from outside the courtyard. She draws her bow, and fires a test shot at the closest column. "Do you think they must remain in the courtyard?"

Composite Longbow: 1d20 + 6 ⇒ (18) + 6 = 24 for 1d8 + 1 ⇒ (5) + 1 = 6 damage


retired (AP completed)

Malavarius frowns as Tsin's arrow whistles through the air. "It's always violence with you young people isn't it? Well I suppose we'll find out how free they are to roam now, won't we?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

No idea on the outside of the tower, Pems. No particular weaknesses either.

Tsin's arrow shatters as it hits the statue, a small chip of stone flying away. It's got DR It seems ill-pleased by the treatment, though, and it and its counterpart reach for their swords!

Initiative:

Hektir: 1d20 + 5 ⇒ (18) + 5 = 23
Malavarius: 1d20 + 1 ⇒ (15) + 1 = 16
Pemsworth: 1d20 + 8 ⇒ (10) + 8 = 18
Quinn: 1d20 + 3 ⇒ (3) + 3 = 6
Tsin: 1d20 + 5 ⇒ (7) + 5 = 12
Antagonist: 1d20 ⇒ 16

Mechanics:

CC1: 1
CC2

Hektir, Pems and Mal are up.


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

"Ho-boy." Pems mutters and draws his sling, letting off a shot at the nearest statue!

Attack: 1d20 + 7 ⇒ (17) + 7 = 24 for 1d4 ⇒ 2 damage!


retired (AP completed)

Malavarius grumbles further and sends a beam of fire arcing off to impact harmlessly against the wall of the tower.

Scorching Ray: 1d20 + 3 ⇒ (3) + 3 = 6for: 4d6 ⇒ (6, 5, 3, 2) = 16

Status:

HP: 31/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold

Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [ ], protection from evil* [ ] [ ], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [ ], resist energy* [ ] [ ], spontaneous immolation [ ] [ ]
Level 3 (1+1+1): dispel magic [ ], fireball [ ] [ ]

Protective Ward used: 0/8
Scorching Ray charges used: 26/42

Ongoing Effects: none

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1/2:

Hektir: 23
Pemsworth: 18
Malavarius: 16
Antagonist: 16
Tsin: 12
Quinn: 6

Pulling his sword, Hektir hacks at the closest column as it begins to move, but it seems to damage the sword more than the statue! A small fleck of metal come off, though the weapon seems to suffer no other ill effects.

Pems' sling stone similarly has no effect, while Mal's blast hits the tower itself as the statue lurches into motion, striking out at Tsin. The swordswoman's armor takes the blow without complaint, but behind her, the other statue lurches into motion as well. It swings at Pems, but the halfling's able to duck under the blade.

Mechanics:

Hektir attack: 1d20 + 8 ⇒ (1) + 8 = 9
3d6 ⇒ (4, 3, 1) = 8

1d20 + 8 ⇒ (7) + 8 = 15
1d8 + 4 ⇒ (1) + 4 = 5

1d2 ⇒ 1
1d20 + 8 ⇒ (8) + 8 = 16
1d8 + 4 ⇒ (8) + 4 = 12

CC1: 1
CC2:

Everyone's up


retired (AP completed)

Malavarius tugs frustratedly on his beard before correcting his aim and sending another beam of fire at the right caryatid column. "Blasted statue! Stand still! What has the world come to where statues won't even stand still any longer?"

Scorching Ray: 1d20 + 3 ⇒ (10) + 3 = 13for: 4d6 ⇒ (5, 1, 2, 4) = 12

Status:

HP: 31/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [ ], protection from evil* [ ] [ ], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [ ], resist energy* [ ] [ ], spontaneous immolation [ ] [ ]
Level 3 (1+1+1): dispel magic [ ], fireball [ ] [ ]

Protective Ward used: 0/8
Scorching Ray charges used: 27/42

Ongoing Effects: none


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 scrambles forward into the doorway of the tower move north 10 feet seeking cover from the stone golems as he draws and loads his crossbow.


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

On the Nat 1, did my weapon look it was taking damage?

Sorry I missed my last turn...uh...something...the snow was in my eyes...just missed it. :(

Round 2, Init 23

Hektir presses the attack, 5' stepping to set up a flank next turn.

1d20 + 8 ⇒ (20) + 8 = 28 to hit;
1d6 + 4 ⇒ (4) + 4 = 8 damage.

Pot Crit:
1d20 + 8 ⇒ (19) + 8 = 27 to hit;
1d6 + 4 ⇒ (4) + 4 = 8 damage.

AC 23.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Oops, didn't even notice it was a natural 1, in which case you just completely missed. And thus no damage. And, sure, slacker.


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

Status:

AC = 21
HP = 48/48
Weapon Equipped = +1 Falchion
Condition(s) = None

Tsin turns to Pems briefly. "What do you think? Perhaps we should gain entrance as soon as possible. Your hands serve us better on assessing the front door, mastersmith."

She moves towards the nicked statue, dropping her bow, and bringing her blade to bear as swiftly as she can. Do the columns have reach?

Falchion +1: 1d20 + 10 ⇒ (12) + 10 = 22 for 2d4 + 7 ⇒ (1, 3) + 7 = 11 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

No reach, Tsin.

Round 1:

Tsin: 12
Quinn: 6
Hektir: 23
Pemsworth: 18
Malavarius: 16
Antagonist: 16

Tsin's blade slams into the column, causing a small crack and a few bits to fall off, though a small crack also appears in the blade itself. The weapon takes 1 hp (after it's hardness) and is now considered broken

Hektir joins her, his sword slamming into it, knocking off a large chunk of stone, but also suffering cracks of its own, the good steel notching slightly. Blade takes 2 damage; is considered broken

Still, they have more luck than Mal, whose ray hits the thing and simply dissipates, waves of flame washing harmlessly over it before flickering out.

The statues slash out with their own swords, Hektir easily knocking the blade aside, but Mal having less luck as he's caught by surprise by the carved creature coming up behind him. 10 hp

Quinn ducks into the doorway, pulling his crossbow as he provides cover for Pems, who rushes to inspect the opening.

"It's not locked," the halfling locksmith calls, pushing open the door.

Inside, the room features hardwood floors free of dust and debris. Double doors stand to the east and west, and a single door leads north. The low rumble of some great mechanism is clearly audible in the background, accompanied by a ratcheting sound at regular intervals.

Mechanics:

3d6 ⇒ (4, 4, 3) = 11
3d6 ⇒ (4, 6, 2) = 12

1d20 + 8 ⇒ (5) + 8 = 13
1d8 + 4 ⇒ (3) + 4 = 7

1d20 + 8 ⇒ (4) + 8 = 12
1d8 + 4 ⇒ (6) + 4 = 10

CC1: 18
CC2:


retired (AP completed)

Not sure what the hardness of a falchion is to start with, but don't forget Tsin that "each +1 of a magic weapon's enhancement bonus adds +2 to its hardness and +10 to its hit points."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Ah, thanks. Miss the +1 adding to the hardness. Tsin's weapon is fine, then. (I'm assuming base 10 hardness, from what I can find.)


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 pauses just inside the door, waiting for the others to hurry up and get inside.


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 stays in the doorway providing cover for his friends. "Quick, Mal, Tsin, Hektir, this way!" Once his companions are in the clock tower, Quinn slips inside shutting the door and rapidly searches for a bar to hold the portal.


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

Hektir, now with broken sword, withdraws, following Pems and the rest.

"Damn witchytues!!"

Hektir grumbles, taking the nearest position to the door so the others can get in.


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 feels the sword, her sword, rattle painfully against the statue. A mixture of contempt and concern passes across her brow, not liking the predicament, but willing to stay and put down the statues for their insolence. She defers rather, and follows the others into the foyer, only after picking up her bow.

Her eyes look down at her blade, to Mal, then back. "Sorry. I think my blade might have snapped, had it not been for your recent crafting. I'll try better next time to wield it more wisely against muscle and sinew, as opposed to molding and sculpture."

So, looks like Tsin's blade is 12 Hardness, and 20 HP. Next stop, Impervious :)


retired (AP completed)

Holding his hat atop his head with his free hand, Malavarius hustles past the caryatid columns after the others, his face twisted in pain.

Full Round Action: Withdraw!

Status:

HP: 21/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [ ], protection from evil* [ ] [ ], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [ ], resist energy* [ ] [ ], spontaneous immolation [ ] [ ]
Level 3 (1+1+1): dispel magic [ ], fireball [ ] [ ]

Protective Ward used: 0/8
Scorching Ray charges used: 27/42

Ongoing Effects: none

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You all flee into the tower, Quinn pulling the door shut behind him.

Moments later, you hear a couple dull thuds, sounding like something hitting the door hard.

1d8 + 4 ⇒ (3) + 4 = 7
1d8 + 4 ⇒ (7) + 4 = 11


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

assuming Quinn barred the door?

"Make for that single door and let's hope we don't get smashed between the golems and something worse bursting through either of those double doors." Quinn leaps toward the single door to the north, throwing caution to the wind and opening the portal.


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

"Wait, Quinn...my sword!" Hektir holds erect his broken sword. "Does it seem droopy to you? I banged it hard...I think it's broken."


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

"Hektir, really." Tsin lets go one hand from her blade, to undo the bladed belt, and toss it to the tracksmage.

"Think of an actual weapon when you seek to command the belt."

Tsin turns back to the door, hoping the doors hold long enough for the group to check interior doors.


retired (AP completed)

Malavarius fishes a scroll from some depthless pocket in his robe as the others squabble over Hektir's blade. A moment later, Malavarius draws the magics from the scroll and invests them into the door standing between them and the caryatid columns in the courtyard. "There. That should hold them at bay for a few breaths at least. Now, what racket are you all making? I- oooooh my-" Malavarius swoons and stumbles back into the wall, his eyes glazed and unfocused.

cast hold portal

Status:

HP: 21/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [ ], protection from evil* [ ] [ ], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [ ], resist energy* [ ] [ ], spontaneous immolation [ ] [ ]
Level 3 (1+1+1): dispel magic [ ], fireball [ ] [ ]

Protective Ward used: 0/8
Scorching Ray charges used: 27/42

Ongoing Effects: none


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 runs over to Mal and murmurs his healing words! Heal hex: 1d8 + 4 ⇒ (6) + 4 = 10


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

Hektir spits as he takes up his new belt, drawing it in the shape of a scimitar and sheathing his own broken blade. He takes a few practice swings with it, getting used to the idea of using women's garments as weapons.

Better than a scarf or fan, I suppose.

"Thanks, Tsin, I won't break it."

I'm totally going to break it if those catty-rid witchytues get in here.

"Where to next? Pems? Tsin?" Hektir flexes, ready for some troll beating.


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 looks warily at the door, newly held. "Are you confident your magic can withstand the magical columns' strength? I'd prefer to continue inwards and upwards without threat of rear flank from those weapon biters."

Tsin turns back to the foyer's doorways. She steps up the the double doors next to Hektir, and proceeds to open them, after listening for new threats that lie behind them.

Perception: 1d20 + 10 ⇒ (1) + 10 = 11


retired (AP completed)

"Thank you, Pemsworth my lad." Malavarius leans forward off the wall that had caught him and turns his bright blue eyes toward Tsin, "It won't hold, no. Not for very long at least."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Tsin: 12
Quinn: 6
Hektir: 23
Pemsworth: 18
Malavarius: 16
Antagonist: 16

Pems heals Mal as he seals the doors behind you, while Tsin gives Hektir the bladebelt.

Quinn rushes to the northern door and throws it open, revealing a spiraling staircase leading up.

Went with Quinn's opening the door, since it seemed Tsin was also doing other stuff and I figured you wouldn't want to open both.

More thunks from outside can be heard through the door, though the mechanical rumbling is even louder now, threatening to drown out other noises.

1d8 + 4 ⇒ (8) + 4 = 12
1d8 + 4 ⇒ (5) + 4 = 9

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