Motteditor's Strange Aeons PBP

Game Master motteditor

Combat map / Overall map / Treasure tracker / Thrown splash weapon rules


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

Round 4, Initiative: 4

Status:
HP: 23/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage, Bull’s Strength (7/40r), Bless (4/10r)
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (4/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

Kyffin makes his blade sacred for the last time, as he swings for the rafters.
Scimitar (magic): 1d20 + 7 + 4 ⇒ (13) + 7 + 4 = 24 (bless, bull, sacred) damage: 1d6 + 6 + 3 ⇒ (1) + 6 + 3 = 10 (bull, sacred)


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

Aid Al's Attack: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4 Heinrich tries to help. To no avail.


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

Albert gives Kyffin a healing shoulder bump after the man orc slashes into the undead creature. "Good strike, lad, we'll get 'em this time." The old man lunges forward adding his own slash to the foul thing. move action lay on hands, standard attack

Lay on Hands, Kyffin: 3d6 ⇒ (5, 6, 5) = 16 healed

Red Destiny: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I ended up having time to post today!

Round 4:

Tenebrynn: 18
Tristain: 5
Heinrich: 5
Kyffin: 4
Albert: 10
Antagonist: 27

The battle rages on, Tenebrynn, Tristain, Kyffin and Al all landing blows that rip off chunks of the undead guards. Despite their wounds, though, they fight on, Kyffin taking another wound that undoes much of the healing Al gifted him with. 8 hp

Mechanics:

Air Blast: 1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 22
2d6 + 9 ⇒ (4, 5) + 9 = 18

1d20 + 9 ⇒ (17) + 9 = 26
1d8 + 4 ⇒ (4) + 4 = 8
1d20 + 9 ⇒ (6) + 9 = 15

Z (pink): 31
Z (orange): 22

Party is up.


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

Round 5, Initiative: 4

Status:
HP: 27/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage, Bull’s Strength (8/40r), Bless (5/10r)
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (4/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

”Nice liniment there Albert! Thanks!”

Kyffin continues to press his attack, though his blade is no longer magical (DR applies).
Scimitar: 1d20 + 7 + 3 ⇒ (8) + 7 + 3 = 18 (bless, bull) damage: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10 (bull)


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

Round 5, Init 5

These guys are tough! Also, don't forget bless you yahoos!

Tristain commands his chalkboard to attack again, trying to bonk it on the head. @pink

1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 to hit;
1d8 + 1 ⇒ (6) + 1 = 7 force damage*

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

*=bypasses DR.

Tris' stats:

HP: 25/25
AC: 12
Points: 4/4 left
Spells: Lvl 1: 7/7 left
Spells: Lvl 2: 3/4 left
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!"

Wand of Magic Missile (5): 36/50 left
3d4 + 3 ⇒ (3, 4, 1) + 3 = 11 force damage

Wand of Bless: 8/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

Spoiler:

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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Despite his blade not seeming to cut through it as easily, Kyffin's able to cut down the nearest guard, leaving just one remaining.


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 whips around again, sending a third buffeting cluster of wind and debris for the last of the zombified guards.
Air Blast: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10for: 2d6 + 9 ⇒ (1, 5) + 9 = 15

Status:

HP: 43/43
Nonlethal: 1
AC: 16 (13 T / 12 FF)
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/7
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
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present
Bless (4/10): +1 to hit, +1 vs fear


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

As Kyffin drops the lead zombie, Albert circles around the second one and slashes at it's flank. I think Al can move into flank with Heinrich, but if something on the lower map would prevent it, then just regular attack

Red Destiny: 1d20 + 8 + 1 + 2 ⇒ (14) + 8 + 1 + 2 = 25
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

With the second of the guards down, Al and Tristain combine their focus on the final one, and are able to bring it down too, leaving you along on the roof.


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

Status:
HP: 35/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage, Bull’s Strength (9/40r)
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (4/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

”Well done everyone - let’s rush, I have spells going that I’d like to have use of for at least one more fight if I can.” he quaffs a couple potions of cure light wounds, offering more out to anyone else who may have been injured.
CLW: 2d8 + 2 ⇒ (4, 4) + 2 = 10

He then heads quickly to the passage leading to stairs down.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Each of the towers have stairs leading down, as does the building Kyffin glanced in the previous day.


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

Ahh, sorry, I didn't realize the towers had stairs too. Kyffin was thinking of the building he glanced in yesterday.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As before, this room is furnished with a large table, a few comfortable chairs, and a standing mirror. The room appears reasonably clean. A fireplace sits cold in the corner, and a pile of books and folios is spread across the table.

A stairway leads to the lower level.


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

Tristain rushes to follow Kyffin, having his wand of Magic Missile in one hand, the wand of Bless in the other. He hopes to be useful in some way in the next fight.

"Lead on, Kyffin, we might have your back!" Tristain wishes he could stop and bonk his head for a bit, but likely not.


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

Kyffin looks at the stairway down, and hesitates - remembering Albert's excellent suggestion. "Al, you said you wanted to go first most of the time owing to being harder to hit than I. I'll be right behind you."

He lines up behind his companion, scimitar out and ready to go.


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 Tenebrynn turns to follow the others, she peaks her head over the middle opening of the fort to see if the dogs are still down below where they'd been yesterday.


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

Heinrich begins to mix a Cure Light Wounds infusion as they hustle downward, trying to keep up with the others.


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

Albert joins Tenny in scouting out the courtyard below, then leads the way down the stairs if all remains clear. "They had dogs last time, and there must be more than just that evil lady, be on your guard." The old man moves with a grace and stealth that seems uncharacteristic for his age.

Stealth: 1d20 + 9 ⇒ (8) + 9 = 17


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

Getting inside, Tristain offers a few foreword facing head bonks on a wall as he waits to storm the castle. Good luck. You’re gunna need it.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The dogs are below, as before.

Descending, you find two wide cabinets with reinforced doors stand against the north wall in this room. A perforated metal bin sits near the fireplace in the northeastern corner.

Two exits from the room are set in the southern wall.


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

Confirming the presence of the dogs, Tenebrynn calls up gentle swirls of wind around herself and her friends.

As the chamber comes into view, Tenebrynn quickly slips over to the bin to investigate its contents.

Using my basic aerokinesis to make us harder to detect by scent. We count as downwind, which essentially cuts the dogs' range of sensing us in half

Status:

HP: 43/43
Nonlethal: 1
AC: 16 (13 T / 12 FF)
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/7
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
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The bin contains some ashes and a few old scraps of burnt paper, all of which are too far destroyed to be of use.


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

Let’s go through the door to the right? By the circular darkened area?

Tristain points to the left door, thinking that that’s the best way to go.


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

Kyffin nods and moves to the door on the left. When the party is in place, he opens the door and peers inside.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Ignoring the locked cabinets, you go through the door to find a room containing a long wooden table and a dozen chairs. A pair of decorated chests and a display case featuring a collection of creations from some of Thrushmoor’s artisans sit against the walls.

Four skum lounge in this room, and they leap to their feet as you enter.

Initiative:

Albert: 1d20 + 3 ⇒ (4) + 3 = 7
Heinrich: 1d20 + 2 ⇒ (16) + 2 = 18
Kyffin: 1d20 + 1 ⇒ (15) + 1 = 16
Tenebrynn: 1d20 + 3 ⇒ (4) + 3 = 7
Tristain: 1d20 + 4 ⇒ (1) + 4 = 5
Antagonist: 1d20 + 1 ⇒ (11) + 1 = 12

Heinrich and Kyffin react first; combat map coming tomorrow (but you can get the general gist in the "village" map).


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

Round 1, Initiative: 16

Status:
HP: 35/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage, Bull’s Strength (29/40r), Divine Favor (1/10r)
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (3/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

Kyffin fervently, and therefor swiftly, favors his blade with a casting of Divine Favor (+3 attacks/damage (luck)) as he moves up and swings on the closest skum.

Scimitar: 1d20 + 7 + 5 ⇒ (18) + 7 + 5 = 30 (bull, favor) damage: 1d6 + 6 + 5 ⇒ (6) + 6 + 5 = 17 (bull, favor)
critthreat Scimitar: 1d20 + 7 + 5 ⇒ (4) + 7 + 5 = 16 (bull, favor) damage: 1d6 + 6 + 7 ⇒ (3) + 6 + 7 = 16 (bull, favor, 2hp is fire)


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 would absolutely NOT have ignored the locked cabinets =P When you get around to making the combat map, feel free to start her by the cabinets as she'd have been preparing to pick the locks =)


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

We can come back for it Tenebrynn.

Round 1, Init 5

Tristain moves to where he can see the skum. He fires at the most injured one(s), trying to take them down with his wand of MM.

"gad-ZOOKS!"

Wand of Magic Missile (5): 35/50 left
3d4 + 3 ⇒ (3, 3, 2) + 3 = 11 force damage

Tris' stats:

HP: 25/25
AC: 12
Points: 4/4 left
Spells: Lvl 1: 7/7 left
Spells: Lvl 2: 3/4 left
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!"

Wand of Magic Missile (5): 36/50 left
3d4 + 3 ⇒ (4, 4, 1) + 3 = 12 force damage

Wand of Bless: 8/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

Spoiler:

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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Map is up; I think it makes sense for Tenebrynn that she would be near the cabinets.

Round 1/2:

Albert: 7*
Tenebrynn: 7*
Tristain: 5*
Heinrich: 18
Kyffin: 16
Antagonist: 12

Reacting before anyone else can, Heinrich tosses a bomb over Al's head, catching the nearest skum and burning him badly as he cries out in pain. Kyffin takes advantage and stride into the room, putting the creature out of its misery as he beheads it with a single mighty swing of his blade.

Two of the remaining creatures react before anyone else can, closing on the half-orc and stabbing furiously at him with their tridents, one finding a weak spot in Kyffin's defense and drawing blood 5 hp.

The third living skum flees through the nearest door to the east marked on the map so you can see direction, though you don't know where he is beyond that.

Mechanics:

Bomb: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
2d6 + 3 ⇒ (6, 3) + 3 = 12

Trident: 1d20 + 4 ⇒ (18) + 4 = 22
1d8 + 2 ⇒ (3) + 2 = 5
Trident: 1d20 + 4 ⇒ (3) + 4 = 7

Yellow:
Green:
Purple:

Party is up now; Tris you can keep or change your posted actions.


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

Tristain will keep his action, trying to take down the most wounded foes.

”I thought we were going through the other door,” Tristain comments, realizing that facing left and stage left may or may not be different.


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

Round 2, Initiative: 16

Status:
HP: 30/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage, Bull’s Strength (30/40r), Divine Favor (2/10r)
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (3/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

”This is the other door!” Kyffin chuckles and refocuses on the task at hand - attacking the most wounded.

Scimitar: 1d20 + 7 + 5 ⇒ (13) + 7 + 5 = 25 (bull, favor) damage: 1d6 + 6 + 5 ⇒ (6) + 6 + 5 = 17 (bull, favor)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

LOL. Whoops. Sorry if I got your doors confused. Facing left would have made more sense logically but it didn't even occur to me.


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

Albert hacks at the skum in front of him.

red destiny: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 1d6 + 4 ⇒ (2) + 4 = 6

possible crit, red destiny: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d6 + 4 ⇒ (6) + 4 = 10


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

Heinrich remains back and draws a bomb. He keeps a close eye on the other other door, ready to fling a bomb should one of those fishy men pop out!

Readied Boom: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22 for 1d6 + 3 ⇒ (5) + 3 = 8 fire damage. Miss Direction: 1d8 ⇒ 5


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

Seeing that the scrum at the doorway cuts her off from being any real help, Tenebrynn focuses on the door to the group's other left in case the fire at the front of the fort or the noise made by all the skum encourages reinforcements. As she does so, the wind begins to swirl and whip around her in a thrashing current, drawing her hair upward and causing her clothes to ripple around her.

Readied Air Blast: 1d20 + 9 ⇒ (10) + 9 = 19for: 2d6 + 9 ⇒ (1, 1) + 9 = 11 and a 50mph gust of wind to boot

Move action: gather power
Standard action: ready an air blast; trigger = door opens

adding the gust of wind without reducing the damage to 0 costs 2 burn, that's reduced to 1 by gathering power

Status:

HP: 43/43
Nonlethal: 2
AC: 16 (13 T / 12 FF)
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 2/7
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
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Albert: 7
Tenebrynn: 7
Tristain: 5
Heinrich: 18
Kyffin: 16
Antagonist: 12

Al's cut catches the nearest skum in the chest, piercing it through as it groans in pain. It turns to return the cut, but doesn't get a chance as Kyffin cuts it down a split-second later. While Tenebrynn and Heinrich watch the other door, Tristain blasts the third creature, staggering it for a moment, and foiling its attempt to skewer Kyffin with its trident.

From the other room, you can barely hear some strange noises over the sound of the battle and the skum returns closing toward Al, one more on its heels. The nearest one jabs at Al, but can't maneuver around the doorframe.

Mechanics:

Green: 1d20 + 4 ⇒ (9) + 4 = 13
Purple: 1d20 + 4 ⇒ (4) + 4 = 8

Green: 11
Purple:
Orange 2:


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

Round 2, Init 5

Tristain moves down one, left one square and fires his wand at purple.

"gad-ZOOKS!"

Wand of Magic Missile (5): 34/50 left
3d4 + 3 ⇒ (4, 3, 2) + 3 = 12 force damage

Tris' stats:

HP: 25/25
AC: 12
Points: 4/4 left
Spells: Lvl 1: 7/7 left
Spells: Lvl 2: 3/4 left
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!"

Wand of Magic Missile (5): 36/50 left
3d4 + 3 ⇒ (3, 3, 4) + 3 = 13 force damage

Wand of Bless: 8/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

Spoiler:

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


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

Round 3, Initiative: 16

Status:
HP: 30/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage, Bull’s Strength (31/40r), Divine Favor (3/10r)
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (3/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

Kyffin focuses on the wounded green, trying to cut it down. ”Boy, I hope they aren’t never ending!” he says as another appears.
Scimitar: 1d20 + 7 + 5 ⇒ (4) + 7 + 5 = 16 (bull, favor) damage: 1d6 + 6 + 5 ⇒ (6) + 6 + 5 = 17 (bull, favor)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Albert: 7
Tenebrynn: 7
Tristain: 5
Heinrich: 18
Kyffin: 16
Antagonist: 12

Al moves into the room, covering Kyffin's flank as the half-orc cuts down the wounded skum, Al scoring a cut of his own. A second later the skum collapses after being hit by Tristain's wand.

In the other room, Tenebrynn and Heinrich wait on guard, actions rewarded as the other door opens and yet another skum rushes through, only to be blasted by wind and fire.

Badly injured, he struggles futily against the wind, his body protectin one more skum barely visible behind him.

Mechanics:

Red destiny: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Skum Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
Skum Reflex: 1d20 + 4 ⇒ (4) + 4 = 8

Skum Str: 1d20 + 2 ⇒ (8) + 2 = 10

Orange 2:
Green 2:
Yellow 2: 19


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

Round 3, Init 5

"Wow, this place is loaded with skum. I'm pretty sure this isn't right! Nothing here is right! Maybe it's not real."

Tristain fires at yellow (or moves to fire at orange or green if yellow is down).

"gad-ZOOKS!"

Wand of Magic Missile (5): 33/50 left
3d4 + 3 ⇒ (3, 2, 4) + 3 = 12 force damage

Tris' stats:

HP: 25/25
AC: 12
Points: 4/4 left
Spells: Lvl 1: 7/7 left
Spells: Lvl 2: 3/4 left
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!"

Wand of Magic Missile (5): 33/50 left
3d4 + 3 ⇒ (1, 4, 4) + 3 = 12 force damage

Wand of Bless: 8/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

Spoiler:

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

same routine as last round for me

Wind continues to swirl and churn violently around Tenebrynn as she fixes her gaze on the door to the group's other left.

Readied Air Blast: 1d20 + 9 ⇒ (2) + 9 = 11for: 2d6 + 9 ⇒ (4, 1) + 9 = 14
and a huge gust of wind to either slam the door shut or blast it open depending on how it's hinged =)

Status:

HP: 43/43
Nonlethal: 2
AC: 16 (13 T / 12 FF)
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 2/7
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
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present


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

Round 4, Initiative: 16

Status:
HP: 30/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage, Bull’s Strength (32/40r), Divine Favor (4/10r)
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (3/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

Kyffin closes in with the next skum (orange), ”I know what you mean! They’re everywhere, and that’s not normal.”
Scimitar: 1d20 + 7 + 5 ⇒ (1) + 7 + 5 = 13 (bull, favor) damage: 1d6 + 6 + 5 ⇒ (6) + 6 + 5 = 17 (bull, favor)

He flails as he gets there and gets his sword stuck in a chair for a moment before he wrenches it free.


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

Albert moves to the closest skum and hacks at it.

red destiny: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d6 + 4 ⇒ (5) + 4 = 9


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

Heinrich maintains his vigil, afraid to toss fire into the melee or endanger his allies further. Readied to toss a bomb at any skum coming through the other door!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Albert: 7
Tenebrynn: 7
Tristain: 5
Heinrich: 18
Kyffin: 16
Antagonist: 12

Al rushes out of the room, striking down the badly burned skum that had come out the far door. Kyffin, left on his own in the room, gets in another blow. The two remaining skum press their luck further -- both Kyffin and Al suffering bites 2 hp to Kyffin, 4 for Al -- but are slain moments later. I think we can call this combat; based on rolls, Tris would have needed one more charge from the wand, but no more bombs were used.

Looking through the second door (or maybe it was really the first one?), the walls of this semicircular room are clad in wood up to half of their height, and decorated with murals of the town’s civil life on the upper half. A bench runs along most of the curved outer wall, under three grated windows fitted with stained glass. Opposite the bench are a trio of highbacked chairs and a desk with a stool. Two more benches sit in the middle, near a central pillar that supports the ceiling.

The skum each have a trident and a purse with 10 gp (so 70 gp total).

Mechanics:

1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 2 ⇒ (17) + 2 = 19
1d6 + 1 ⇒ (1) + 1 = 2

1d20 + 4 ⇒ (11) + 4 = 15
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (20) + 2 = 22
1d6 + 1 ⇒ (3) + 1 = 4
Crit?: 1d20 + 2 ⇒ (10) + 2 = 12

3d20 ⇒ (3, 9, 12) = 24


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

-1 charge: 32/50 left.

When the last of the skum fall, Tristain takes a few moments to collect himself. He bonks against the wall anti-mindlessly, as in, he uses the wall bonking as a metronome that helps him organize his thoughts and process his feelings.

Eventually, he'll process enough to help others loot and explore the rooms.

1d20 + 9 ⇒ (8) + 9 = 17 Perception

Tenebrynn, now is a good time to address that locked cabinet if you want.


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 lets the lashing winds around her dissipate gently with a sigh, but her hair and clothes continue to dance and shift as if of their own accord. "You know, you guys are right. It's weird everyone here is skum. Like how everyone at the asylum was either a ghoul or a not-doctor. Very odd." She continues to comment on the strangeness of it all over her shoulder as she sets to work on the locked cabinet.

Disable Device: 1d20 + 11 ⇒ (1) + 11 = 12

Status:

HP: 43/43
Nonlethal: 1
AC: 16 (13 T / 12 FF)
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/7
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
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present


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

Status:
HP: 34/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (3/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

Kyffin quaffs a potion of cure light wounds to heal his injuries, and offers one (or more) to Al. "Top up?" he grins.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

He stands guard while the searchers search, letting the last seconds of his magics wear down. When the group is ready he suggests the upper door (where he is standing on the combat map) as their next destination. "We should assume everyone in here is Skum, or scum I think. Not good."

Scimitar out, he'll open the door.


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

Al will use one charge from the CLW wand instead of the potion

CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Al stands guard with Kyffin while the others search the rooms.

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