Motteditor's Strange Aeons PBP

Game Master motteditor

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M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

"Why didn't you answer me!?!" Tristain cries as the man falls, his questions unanswered and never to be answered. He shakes his head as he tends to BK.

Now we'll never know whose reality this is. NEVER!!

Tristain looks up from tending to BK's body, his mind wishing that they had more healing for all.

"Kyffin, another potion for this one? Or for me to hold?" Tristain asks Kyffin.

Over the next few rounds, Tristain will make sure BK rises and is alive, pick up his wand of bless, and search the man's billowy body for stuff that might be interesting.

By the last of the 5th round, Tristain will be ready to run out the door.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

With the stranger's death, you begin trying to collect yourselves.

Kyffin pours the medicine down Bloody Knuckles' throat, letting the big man collect himself and climb back to his feet, where Al tries to tend him further. CLW potion: 1d8 + 1 ⇒ (6) + 1 = 7 plus, Al will lay on hands for Heinrich. 1d6 ⇒ 2 Total healing: 9 hp

as the bookish loon goes and gets his wand before returning toward the billowing man, where he finds a healed Kyffin trying to find some way to stem the smoke.

Before he can do so, or Kyffin can drag the body away, you all notice a figure seeming to coalesce in the smoke, and a moment later, a horrifying familiar figure -- the shadowy, gaunt murderer from your communal dream -- steps forth from the mist. The sickly fog clings to him and many of his tatters flutter freely and dissolve into mist.

He gives a horrifying grin and raises his bloody razor and slashes at Kyffin before the half-orc can react, splashing his blood across the pallet 7 hp and causing a cold fear to run down each of your spines. All must make a DC 17 Will save or be shaken (this is a fear effect).

Perception:

Albert: 1d20 - 1 ⇒ (17) - 1 = 16
Heinrich: 1d20 + 7 ⇒ (18) + 7 = 25
Kyffin: 1d20 + 2 ⇒ (18) + 2 = 20
Tenebrynn: 1d20 + 8 ⇒ (17) + 8 = 25
Tristain: 1d20 + 7 ⇒ (16) + 7 = 23

Initiative:

Albert: 1d20 + 3 ⇒ (14) + 3 = 17
Bloody Knuckles: 1d20 + 2 ⇒ (15) + 2 = 17
Kyffin: 1d20 + 1 ⇒ (19) + 1 = 20
Tenebrynn: 1d20 + 3 ⇒ (7) + 3 = 10
Tristain: 1d20 + 4 ⇒ (13) + 4 = 17
Antagonist: 1d20 + 5 ⇒ (16) + 5 = 21

Mechanics:

1d20 + 9 ⇒ (14) + 9 = 23
1d4 + 4 ⇒ (3) + 4 = 7

Apparently I'm using up all my good rolls in one post. Crazy. Party is up for Round 1. If Heinrich or Al (or Tenebrynn) have extra healing abilities, they can retcon their use on Bloody Knuckles in the intervening rounds (I obviously used 1 lay on hands in this post).

Also, happy New Year, everyone!


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 1, Initiative: 20

Status:
HP: 17/27 AC: 17 (f15/t11)
Weapon Equipped = Scimitar
Silver Blanch, Cold Iron Bolts = 6/10
Conditions = Bless (9/10r), Divine Favor (9/10r)
Melee: Attack: BAB +2, Str +3, (Power Attack -1) Damage: Str +3, (Power Attack +2)
Ranged: Attack: BAB +2, Dex +1 Damage: +0 (Str +3 thrown)
Blessings (1/4) (DC 13) (Holy Strike or Powerful Healer)
Fervor (0/3) (DC 13, 1d6)
Pearl of Power (first) 0/1
Spells (Caster Level 3, Concentration +5)
Once Per Day (12): Prestidigitation
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Shield of Faith

Counting rounds we have this round and next of the bless still going, and my divine favor.

Will: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 (bless) vs DC 17 or be shaken

Shaken, Kyffin takes the slash and frowns, for he has no more healing to give - this is a fight to the finish. He tries to make his swing count as he fights back.
Scimitar: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 (bless, favor, shaken) damage: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8 (favor)


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 1, Init 17

Kyffin, you could/should get +4 from Old Man Al stench.

1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25 Will (old man aura)

Tristain's insides turn inside, then out, but he remains unshaken. He steps back and lets loose with a barrage of missile, each one a product of the pain and suffering he's seen over the last few weeks.

1d6 + 1 ⇒ (6) + 1 = 7 force damage
1d6 + 1 ⇒ (3) + 1 = 4 force damage
1d6 + 1 ⇒ (5) + 1 = 6 force damage

1d20 + 7 ⇒ (9) + 7 = 16 CMB to trip vs. CMD

Tris' stats:

HP: 19/19
AC: 12
Points: 4/4 left
Spells: Lvl 1: 3/5 left
Cure Used: 1/1 used

Wand of Bless: 11/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD

[ dice]1d20+0[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Ahhh, good call Tristain, that's what I get for not looking at the map. In that case, I made my Shaken roll, and please add +2 to my attack roll as I'm not shaken.


AC 18, T 13, FF 14; F+5, R+7, W+3; CMD 20; HP 38/38; Perc +7

Bloody Knuckles hauls himself to his feet, hissing at the pain. He pulls Heinrich's alchemical supplies and mixes himself an infusion of healing. CLW: 1d8 + 3 ⇒ (2) + 3 = 5

"Pansy chymist comes in handy sometimes. Not often, mind ya."

HP 14/15

Seeing the murderer appear, he smiles. "Finally! Sometime to whet my teeth on!"

Will: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12 Still he shudders, despite the bravado.

BK charges the phantasm! CHARGE, BLESS, POUND: 1d20 + 5 + 1 - 2 + 2 ⇒ (3) + 5 + 1 - 2 + 2 = 9 for 1d3 + 4 ⇒ (1) + 4 = 5 damage plus 1d4 ⇒ 1 bleed!


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Will Save (DC 17): 1d20 + 2 + 4 ⇒ (3) + 2 + 4 = 9

As the smoke coalesces into the familiar form from the earliest memory she can recall, Tenebrynn gasps and freezes for a moment. She remembers, suddenly, the feeling of the Tatterman's razor biting into her neck and the hot arc of blood that followed.

Shaking her head, she pushes the recollection down and narrows her gaze on their old foe. "You again? Leave them alone!"

Air Blast: 1d20 + 7 - 2 - 4 ⇒ (7) + 7 - 2 - 4 = 8for: 2d6 + 6 ⇒ (5, 5) + 6 = 16

Status:

HP: 30/30
Nonlethal: 1
AC: 15 (13 T / 12 FF)
Fort: +6 // Ref: +6 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/6
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Bless: +1 to hit, +1 vs fear
Shaken: -2 to hit, saves, skill & ability checks


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Al's lay on hands do 2d6 when not using a mercy, so an extra d6 healing for Heinrich

Heinrich healing: 1d6 ⇒ 6

Al guffaws at the horrifying figure. "Your nothing so fearful compared to a bland, high fiber diet, now stay down!" shift right one square and attack. Is it the same creature and smite is still in effect?

Bardiche: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage: 1d10 + 3 ⇒ (9) + 3 = 12

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Kyffin: 20
Bloody Knuckles: 17
Albert: 17
Tristain: 17
Tenebrynn: 10
Antagonist: 21

Realizing a new threat has presented itself, Kyffin, Bloody Knuckles and Al rush once more into battle, though the figure seems to almost flow around their blows, rags whipping and causing them to miss badly. Just descriptive here; you all missed. This is a different creature, Al, so smite is not still in effect. Similarly, it ducks under the debris Tenebrynn throws at it, but just when you think this creature might not be any more than a dream, Tristain's mind missiles slam into it, though even their impact seems blunted, one of them seeming to have no effect at all it's got DR.

It steps back -- away from Kyffin and Bloody Knuckles -- and casts a quick spell, disappearing from sight.

Mechanics:

TM: 2


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Uh, magic missiles aren't affected by DR. DR is for weapons. If it has SR, Tristain can roll for that.

Can Tris get a spellcraft on the spell/effect that was used/cast?

Tristain looks around for the creature.

1d20 + 10 ⇒ (13) + 10 = 23 Spellcraft

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Oops. I think I got confused with incorporeal critters. Brain fart. It still has DR. It cast vanish.


AC 18, T 13, FF 14; F+5, R+7, W+3; CMD 20; HP 38/38; Perc +7

Realized with help from Kyffin, that BK was never updated to 3rd level. So he's now at 18/18 HP.

Bloody Knuckles snarls and sniffs the air like an animal. Working on instinct, he steps five feet to the south and readies a strike against the creature should it appear within reach!

Unarmed SMASH: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 for 1d3 + 4 ⇒ (2) + 4 = 6 damage and 1d4 ⇒ 3 bleed.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Dang this is creepy. Well done, mott!

Tenebrynn turns left then right, her eyes wide with alarm. "Where'd he go?! I don't see him!" She widens her stance as she continues to glance around and the slight gnome gathers air around her in swirling slashes as she readies for the Tatterman's next appearing.

Readied shot: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16for: 2d6 + 6 ⇒ (5, 1) + 6 = 12

Status:

HP: 30/30
Nonlethal: 1
AC: 15 (13 T / 12 FF)
Fort: +6 // Ref: +6 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/6
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Bless: +1 to hit, +1 vs fear
Shaken: -2 to hit, saves, skill & ability checks


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 2, Init 17

Tristain backs away from where the creature fled (moving right 3, up 1) and begins to explain.

"It vanished! It could be anywhere!"

Tris' stats:

HP: 19/19
AC: 12
Points: 1/4 left
Spells: Lvl 1: 1/5 left
Cure Used: 1/1 used

Wand of Bless: 11/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD

[ dice]1d20+0[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 2, Initiative: 20

Status:
HP: 17/27 AC: 17 (f15/t11)
Weapon Equipped = Scimitar
Silver Blanch, Cold Iron Bolts = 6/10
Conditions = Holy Strike (1/10r)
Melee: Attack: BAB +2, Str +3, (Power Attack -1) Damage: Str +3, (Power Attack +2)
Ranged: Attack: BAB +2, Dex +1 Damage: +0 (Str +3 thrown)
Blessings (0/4) (DC 13) (Holy Strike or Powerful Healer)
Fervor (0/3) (DC 13, 1d6)
Pearl of Power (first) 0/1
Spells (Caster Level 3, Concentration +5)
Once Per Day (12): Prestidigitation
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Shield of Faith

Counting rounds this is the last round of bless, and my divine favor.

Kyffin backs up to the hallway (move east 20’) to prevent egress. Once there, he concentrates on his scimitar, using the last of his blessings to bring divine fire to it. The blade glows gold-yellow and Kyffin holds it high, ”Bring it dead man.” he shouts as he guards the passage.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Kyffin: 20
Bloody Knuckles: 17
Albert: 17
Tristain: 17
Tenebrynn: 10
Antagonist: 21

Kyffin moves to block the door, as Tristain moves behind him, too harried to even realize that the half-orc was standing where he wanted to go.

Al, Bloody Knuckles and Tenebrynn bunch up, preparing to defend each other if the creature reappears -- which it does, right in front of the gnome, its razor slashing her cheek. 5 hp Worse, as Al realizes it's too close for him to hit, it appears as if some of its wounds have closed -- though that could merely be an illusion caused by its flapping yellow robes.

Mechanics:

1d20 + 9 ⇒ (10) + 9 = 19
1d4 + 4 ⇒ (1) + 4 = 5

TM: 12


AC 18, T 13, FF 14; F+5, R+7, W+3; CMD 20; HP 38/38; Perc +7

BK howls with excitement or anger or something combining the two emotions. He swings at the Yellow Peril. PUNCH!, Bless: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 for 1d3 + 4 ⇒ (1) + 4 = 5 damage and 1d4 ⇒ 2 bleed!


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 3, Init 17

Tristain uses the last of his mental energies to besiege the creature, throwing all his power at the creature.

1d6 + 1 ⇒ (1) + 1 = 2 force damage

1d6 + 1 ⇒ (1) + 1 = 2 force damage

1d6 + 1 ⇒ (3) + 1 = 4 force damage
1d20 + 7 ⇒ (9) + 7 = 16 CMB to trip vs. CMD

Then, with more bravery than he actually feels, he moves closer with his longspear at the ready. One left, one down.

Tris' stats:

HP: 19/19
AC: 12
Points: 0/4 left
Spells: Lvl 1: 0/5 left
Cure Used: 1/1 used

Wand of Bless: 11/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD

[ dice]1d20+0[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 3, Initiative: 20

Status:
HP: 17/27 AC: 17 (f15/t11)
Weapon Equipped = Scimitar
Silver Blanch, Cold Iron Bolts = 6/10
Conditions = Holy Strike (2/10r)
Melee: Attack: BAB +2, Str +3, (Power Attack -1) Damage: Str +3, (Power Attack +2)
Ranged: Attack: BAB +2, Dex +1 Damage: +0 (Str +3 thrown)
Blessings (0/4) (DC 13) (Holy Strike or Powerful Healer)
Fervor (0/3) (DC 13, 1d6)
Pearl of Power (first) 0/1
Spells (Caster Level 3, Concentration +5)
Once Per Day (12): Prestidigitation
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Shield of Faith

Bless is over sadly.

Kyffin steps up 5’ and attacks with flank (if he can stand in that square, if not no flank and remove +2 to hit)
Scimitar (holy): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 damage: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8 (second d6 vs evil only)


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Al steps back into an advantageous position shift to create flanking with Kyffin and slashes at the yellow tatter rag man.

Bardiche: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Damage: 1d10 + 3 ⇒ (1) + 3 = 4


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Fueled by sudden panic as the Tatterman's razor opens her cheek wide, Tenebrynn dives away from the figure, hastening her retreat with a small jet of air.

Rolling to her feet, she spins around and brushes the wound on her cheek with her hand. Realizing it didn't hurt nearly as much as back when he cut her in the dreamscape, she shakes her head. "Try harder." She then throws another blast of wind and debris back at him.

Acrobatics (vs CMD): 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Air Blast: 1d20 + 6 - 2 - 4 ⇒ (19) + 6 - 2 - 4 = 19for: 2d6 + 5 ⇒ (2, 4) + 5 = 11

Tumble gives me 2 squares of movement, just looking to land in a spot with a clear shot so he doesn't also get soft cover from either Al or BK

Status:

HP: 25/30
Nonlethal: 1
AC: 15 (13 T / 12 FF)
Fort: +6 // Ref: +6 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/6
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Bless: +1 to hit, +1 vs fear
Shaken: -2 to hit, saves, skill & ability checks

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Kyffin: 20
Bloody Knuckles: 17
Albert: 17
Tristain: 17
Tenebrynn: 10
Antagonist: 21

The creature visible again, the group rushes to attack, Kyffin's mind blasting the creature and spinning it around just in time to take Bloody Knuckles' punch. It seems to shrug the blow aside, however, merely smiling as it bleeds for a moment, before even that wound seems to close. As noted, it has DR. It did take the bleed damage, but it also has regeneration, which stopped that.

It sways and ducks, Kyffin and Al's attacks catching nothing but rags. He slashes Tenebrynn again as she backs away, the sharp pain 5 hp throwing off her aim.

Moving awway from most of the attacks, he cuts at Bloody Knuckles, his razor again comes with with a spray of red blood. 7 hp

Mechanics:

AoO: 1d20 + 9 ⇒ (7) + 9 = 16
1d4 + 4 ⇒ (1) + 4 = 5

1d20 + 9 ⇒ (14) + 9 = 23
1d4 + 4 ⇒ (3) + 4 = 7

TM: 17


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Hmmm. If that 19 is a miss, then I'll need natural 20's to hit this guy. S'all up to you fellahs! lol

Slipping a dagger free from her belt at the small of her back, Tenebrynn ducks back in and tries to catch the Tatterman's attention enough for Kyffin to capitalize on an opening.

Aid Another (Kyffin): 1d20 + 2 - 3 ⇒ (12) + 2 - 3 = 11 Success! +2 to Kyffin's next attack!

Status:

HP: 20/30
Nonlethal: 1
AC: 15 (13 T / 12 FF)
Fort: +6 // Ref: +6 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/6
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Shaken: -2 to hit, saves, skill & ability checks


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Motte, is there a Knowledge check for this creature or the regeneration or what might stop it?

Round 4, Init 17

Tristain draws and uses the wand of bless to help others hit the infernally regenerating creature. He drops it after.

Bless (1/10): +1 to attacks and morale.

Tris' stats:

HP: 19/19
AC: 12
Points: 1/4 left
Spells: Lvl 1: 0/5 left
Cure Used: 0/1 used

Wand of Bless: 10/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD

[ dice]1d20+0[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You can make a Knowledge (nature) and/or Knowledge (planes) check, which will give you some information. (That said, this is a unique creature, so it'll be a high DC.)


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

1d20 + 10 ⇒ (1) + 10 = 11 Know (Nature)
1d20 + 4 ⇒ (17) + 4 = 21 Know (Planes)

Tristain stares at the creature, trying to figure it out.


AC 18, T 13, FF 14; F+5, R+7, W+3; CMD 20; HP 38/38; Perc +7

BK snarls as the razor bites. "Thanks for the cut, mate. I'll return the favor!" He swings at the yellow demon!

Punch!: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 for 1d3 + 4 ⇒ (3) + 4 = 7 damage and 1d4 ⇒ 1 bleed damage!


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 4, Initiative: 20

Status:
HP: 17/27 AC: 17 (f15/t11)
Weapon Equipped = Scimitar
Silver Blanch, Cold Iron Bolts = 6/10
Conditions = Holy Strike (3/10r), Bless (1/10r)
Melee: Attack: BAB +2, Str +3, (Power Attack -1) Damage: Str +3, (Power Attack +2)
Ranged: Attack: BAB +2, Dex +1 Damage: +0 (Str +3 thrown)
Blessings (0/4) (DC 13) (Holy Strike or Powerful Healer)
Fervor (0/3) (DC 13, 1d6)
Pearl of Power (first) 0/1
Spells (Caster Level 3, Concentration +5)
Once Per Day (12): Prestidigitation
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Shield of Faith

Kyffin steps up 5’ (NW) and attacks!
Scimitar (good): 1d20 + 5 + 3 ⇒ (20) + 5 + 3 = 28 (bless, aid) damage: 1d6 + 3 + 1d6 ⇒ (1) + 3 + (4) = 8 (second d6 vs evil only)

crit threatScimitar (good): 1d20 + 5 + 3 ⇒ (11) + 5 + 3 = 19 (bless, aid) damage: 1d6 + 3 + 2 + 1d6 ⇒ (6) + 3 + 2 + (4) = 15 (+2 fire, second d6 vs evil only)

”He’s healing. Why is he healing?” he adds angrily.

If BK also steps up, I'll have flank, in which case add +2 to my attacks. Also, motteditor, my attacks overcome DR/good now if that helps...


AC 18, T 13, FF 14; F+5, R+7, W+3; CMD 20; HP 38/38; Perc +7

BK will so step to provide flank.


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Al will also provide flank if possible with his reach

Al steps into an advantageous position and again slashes at the yellow tatter rag man.

Bardiche: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 1d10 + 3 ⇒ (5) + 3 = 8

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Kyffin: 20
Bloody Knuckles: 17
Albert: 17
Tristain: 17
Tenebrynn: 10
Antagonist: 21

Kyffin is certain this is some sort of creature native to this nightmare plane, though he's not really sure what type. Still, based on some of the other things here, he thinks probably good-aligned weapons and spells or silver would be the best way to really hurt it. For the moment, though, the best thing he can do is re-bless his companions, which may be good enough.

The others quickly try to gang up on the thing, Kyffin, Tenebrynn and Bloody Knuckles moving in closer. The latter's fists again barely hurt it, but the scimitar cuts deep -- even if the creature does spin away at the last second to avoid even worse harm. It lets out a hiss through its yellow fangs as Al's pole arm slashes him. It seems like a minor cut, but unlike before doesn't immediately close up.

It backs away and growls at the half-orc, "This is hopeless; you should run back to your sanctuary while you still can," and Kyffin suddenly feels compelled to obey. DC 17 Will save or take the suggestion. (It used an SLA, casting defensively.)

Quick stats:

1d20 + 23 ⇒ (6) + 23 = 29

TM: 32, bleed 1


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Tristain's eyes open wide with realization...and hope.

"Albert! Your silver dagger! Give it to Knuckles! He can use it!"


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 5, Initiative: 20

Status:
HP: 17/27 AC: 17 (f15/t11)
Weapon Equipped = Scimitar
Silver Blanch, Cold Iron Bolts = 6/10
Conditions = Holy Strike (4/10r), Bless (2/10r)
Melee: Attack: BAB +2, Str +3, (Power Attack -1) Damage: Str +3, (Power Attack +2)
Ranged: Attack: BAB +2, Dex +1 Damage: +0 (Str +3 thrown)
Blessings (0/4) (DC 13) (Holy Strike or Powerful Healer)
Fervor (0/3) (DC 13, 1d6)
Pearl of Power (first) 0/1
Spells (Caster Level 3, Concentration +5)
Once Per Day (12): Prestidigitation
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Shield of Faith

Will: 1d20 + 8 ⇒ (15) + 8 = 23 vs DC 17

Kyffin resists the lure of the evil little man, and tries to return the favor with blood! Having no silver, he continues with his scimitar.
Scimitar (good): 1d20 + 5 + 3 ⇒ (14) + 5 + 3 = 22 (bless, flank) damage: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (3) = 10 (second d6 vs evil only)


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Tenebrynn keeps up with their nightmarish foe, her eyes widening as the Tatterman's don't knit in the wake of Kyffin's blade. She keeps up the pressure, hoping to keep the yellow creature's guard down.

Aid Another (Kyffin): 1d20 + 2 - 3 ⇒ (4) + 2 - 3 = 3

Status:

HP: 20/30
Nonlethal: 1
AC: 15 (13 T / 12 FF)
Fort: +6 // Ref: +6 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/6
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Shaken: -2 to hit, saves, skill & ability checks


AC 18, T 13, FF 14; F+5, R+7, W+3; CMD 20; HP 38/38; Perc +7

BK will wait and accept the dagger if it's offered, smiling at the Yellow Bellied Hacker. He dives at it, trying to stabbity stab it!

Silver Dagger: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 for 1d4 + 4 - 1 ⇒ (3) + 4 - 1 = 6 damage!


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 5, Init 17

Tristain tries to help Albert hit, using his longspear to distract the manthing.

1d20 + 1 ⇒ (1) + 1 = 2 vs. DC 10 to aid.

Bless (2/10): +1 to attacks and morale.

Tris' stats:

HP: 19/19
AC: 12
Points: 1/4 left
Spells: Lvl 1: 0/5 left
Cure Used: 0/1 used

Wand of Bless: 10/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD

[ dice]1d20+0[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert heeds the words of Tristain and draws his silver dagger. He slaps the hilt into Bloody Knuckles outstretched palm, then grips his bardiche again for a reactive strike on the tatter man.

move action to draw dagger, standard action pass it to BK like a relay baton, then maintain position for flank and any possible AoO

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Kyffin: 20
Bloody Knuckles: 17
Albert: 17
Tristain: 17
Tenebrynn: 10
Antagonist: 21

Kyffin cuts the creature again, who seems to reel back, only to be cut another time by the dagger suddenly in Bloody Blade's hands, despite efforts by Tenebrynn and Kyffin to help but which barely avoid hampering the attackers.

He cuts at Kyffin again, but the half-orc's barely able to twist out of the way to avoid the blow.

Mechanics:

1d20 + 9 ⇒ (6) + 9 = 15
1d4 + 4 ⇒ (3) + 4 = 7

TM: 49, bleed 1


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 6, Init 17

Tristain tries again to help Albert hit, using his longspear to distract the manthing.

1d20 + 1 ⇒ (16) + 1 = 17 vs. DC 10 to aid.

Bless (3/10): +1 to attacks and morale.

Tris' stats:

HP: 19/19
AC: 12
Points: 1/4 left
Spells: Lvl 1: 0/5 left
Cure Used: 0/1 used

Wand of Bless: 10/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD

[ dice]1d20+0[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

As the Tatterman staggers under another pair of strikes from her friends, she presses in further, still trying to create an opening for Kyffin and his sword. All she winds up doing is stumbling forward and nearly smashing her forehead into the yellow monster's shin.

Aid Another (Kyffin): 1d20 + 2 + 1 - 3 ⇒ (1) + 2 + 1 - 3 = 1

Status:

HP: 20/30
Nonlethal: 1
AC: 15 (13 T / 12 FF)
Fort: +6 // Ref: +6 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/6
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Shaken: -2 to hit, saves, skill & ability checks
Bless: +1 to hit, +1 vs fear


AC 18, T 13, FF 14; F+5, R+7, W+3; CMD 20; HP 38/38; Perc +7

BK snarls and stabs again!

STAB!: 1d20 + 7 + 1 + 2 ⇒ (3) + 7 + 1 + 2 = 13 for 1d4 + 4 - 1 ⇒ (2) + 4 - 1 = 5 damage!


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 6, Initiative: 20

Status:
HP: 17/27 AC: 17 (f15/t11)
Weapon Equipped = Scimitar
Silver Blanch, Cold Iron Bolts = 6/10
Conditions = Holy Strike (5/10r), Bless (3/10r)
Melee: Attack: BAB +2, Str +3, (Power Attack -1) Damage: Str +3, (Power Attack +2)
Ranged: Attack: BAB +2, Dex +1 Damage: +0 (Str +3 thrown)
Blessings (0/4) (DC 13) (Holy Strike or Powerful Healer)
Fervor (0/3) (DC 13, 1d6)
Pearl of Power (first) 0/1
Spells (Caster Level 3, Concentration +5)
Once Per Day (12): Prestidigitation
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Shield of Faith

Kyffin ducks out of the way of that nasty blade, and strikes back - hoping his own will find purchase!
Scimitar (good): 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 (bless) damage: 1d6 + 3 + 1d6 ⇒ (1) + 3 + (4) = 8 (second d6 vs evil only)

Not completely sure where folks are moving to swing, but Kyffin will 5’ step to follow the nasty creature as he slowly withdraws.


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert circles around the creature stumbling through the rubble of the building on the way. He levels another slash at it as Tristain create an opening with a spear strike. move left 2 and up 2

Bardiche: 1d20 + 5 + 2 + 1 ⇒ (14) + 5 + 2 + 1 = 22
Damage: 1d10 + 3 ⇒ (1) + 3 = 4

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 4:

Kyffin: 20
Bloody Knuckles: 17
Albert: 17
Tristain: 17
Tenebrynn: 10
Antagonist: 21

Clearly not dumb, the Tatterman's moved in a way that blocks many of you from approaching him, the wall preventing you from pressing close and ganging up on him. That's enough for him to fend off blows from Kyffin and Bloody Knuckles, and he immediately starts to heal again, Al's blow as he races around not seeming to hurt him at all.

Kyffin and Bloody Knuckles continue the assault, but the others aren't able to move in close enough to try to help. You need them to take their 5-ft. steps before you can get close enough to do the same to try to aid another, so it's not really going to work.

He cuts again at Kyffin, but again the half-orc's able to knock the blade aside, leaving him unscathed for at least a few more seconds.

Mechanics:

1d20 + 9 ⇒ (5) + 9 = 14

TM: 44


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

Unable to wade in to prove any kind of help, Tenebrynn skips back away from the press and slips her dagger back into its sheath at the small of her back. "Get him, Kyffin! Yeah, like that!" She cheers helpfully, wishing she could do more.

Status:

HP: 20/30
Nonlethal: 1
AC: 15 (13 T / 12 FF)
Fort: +6 // Ref: +6 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/6
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Shaken: -2 to hit, saves, skill & ability checks
Bless: +1 to hit, +1 vs fear


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 7, Initiative: 20

Status:
HP: 17/27 AC: 17 (f15/t11)
Weapon Equipped = Scimitar
Silver Blanch, Cold Iron Bolts = 6/10
Conditions = Holy Strike (6/10r), Bless (4/10r)
Melee: Attack: BAB +2, Str +3, (Power Attack -1) Damage: Str +3, (Power Attack +2)
Ranged: Attack: BAB +2, Dex +1 Damage: +0 (Str +3 thrown)
Blessings (0/4) (DC 13) (Holy Strike or Powerful Healer)
Fervor (0/3) (DC 13, 1d6)
Pearl of Power (first) 0/1
Spells (Caster Level 3, Concentration +5)
Once Per Day (12): Prestidigitation
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Shield of Faith

Kyffin knows that blade is going to find him sooner or later, and so he does what he can to stop him before that happens!
Scimitar (good): 1d20 + 5 + 3 ⇒ (7) + 5 + 3 = 15 (bless) damage: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (3) = 10 (second d6 vs evil only)


AC 18, T 13, FF 14; F+5, R+7, W+3; CMD 20; HP 38/38; Perc +7

BK steps north and stabs again!
Silver Stabbin': 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 for 1d4 + 4 - 1 ⇒ (3) + 4 - 1 = 6 damage!


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

Round 7, Init 17

"Keep it up, Al!"

Tristain tries again to help Albert hit, using his longspear to distract the manthing.

1d20 + 1 ⇒ (14) + 1 = 15 vs. DC 10 to aid.

Bless (4/10): +1 to attacks and morale.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Sorry, not that it matters, but my bonus is incorrect on my attack roll. It's only +1 not +3. Still a miss.


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert shifts north move up one square and tries to synch his attack with the chaotic spear thrusts of Tristain...

Bardiche: 1d20 + 5 + 2 + 1 ⇒ (5) + 5 + 2 + 1 = 13
Damage: 1d10 + 3 ⇒ (2) + 3 = 5

...but fails again as the tatterman continues to avoid his blows.

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