| Will Cooper RPG Superstar 2012 Top 16 |
Warning: blatant self promotion follows.
The entries for Round 2 of RPG Superstar 2012 are up. Please visit my organisation, the Stormsworn Company, and let me know what you think. The rest of the competition is all decided by public voting, so please consider me for one of your eight votes. Many thanks!
| Aubrey the Demented/Malformed |
Confused and hurt by Sandswimmer's sudden appearance and attack, the id fiend concentrates its attack on the spirit. Then it unleashes its psionic powers on the nearest of the adventurers, conjuring their own mortal terrors to assail them.
First off, it gets two attacks on Sandswimmer as a standard action.
Quick Slash: 1d20 + 6 ⇒ (11) + 6 = 17 v AC, damage 1d6 + 5 ⇒ (6) + 5 = 11 and the id fiend shifts one square.
Snapping Jaws: 1d20 + 6 ⇒ (6) + 6 = 12 v AC, damage 2d6 + 5 ⇒ (3, 2) + 5 = 10 and the target is slid 1 square - I just checked whether shaman spirits are affected by slides, pulls etc. and it doesn't say they aren't, so I'll assume Sandswimmer is. It it hits, Sandswimmer is slid to M11, assuming he is dispelled by the above attacks.
Next it fires off an action point to hit Jareen, Calla and Gorad with a fear/illusion effect as another standard action. On a successful hit, a target is slowed (move rate is reduced to 2) and dazed (only a single action can be taken each round, and you offer combat advantage) until the end of the fiend's next round. Recharge roll 1d6 ⇒ 3.
Attack v Jareen: 1d20 + 4 ⇒ (12) + 4 = 16 v Will
Attack v Calla: 1d20 + 4 ⇒ (17) + 4 = 21 v Will
Attack v Gorad: 1d20 + 4 ⇒ (12) + 4 = 16 v Will
Next it targets Calla with a psychic effect as a minor action.
Fearful Torment: 1d20 + 4 ⇒ (5) + 4 = 9 v Will, 1d6 + 5 ⇒ (5) + 5 = 10 psychic damage and Calla is immobilised and takes -2 to hit until the end of the fiend's next turn.
Finally, it moves gingerly down the slope as its move action.
EDIT: based on that, I think Sandswimmer is dispelled for the moment.
| Aubrey the Demented/Malformed |
| Gorad Bender |
you are correct sandswimmer dispelled after first hit did exactly enough to do it since I'm level 1 I take 5 dmg 23/28 hps from the forceful dispel From everything I've read the spirits can be moved like anything else via powers and actually can hover/fly etc. not constrained by anything but don't gain additional movement for it
| Arakan |
Arakan steps a little down the trail, his fear in facing a creature that exploits such weakness, is kept in check. He yells, first is rage at the beast, and next is tactics to the group. "Get out of here you bastard! Jareen and Gorad, move back from it, so Calla can get into position!" as he draws his newfound dagger.
Move, 1 sq to K3
Standard, Shout of Triumph, close blast 3, corners of J4 to L6. Attack 1d20 + 4 ⇒ (17) + 4 = 21 vs Fort, damage 1d6 + 4 ⇒ (6) + 4 = 10 and push the target 1 sq (down on the map 1 sq).
Effect: Slide each ally in the blast 1 sq (Jareen to J3, Calla to K6, Gorad to J5).
Minor, draw dagger.
| Jareen |
Jareen has a will of 16, which I think mean's he's unaffected? If so...
Jarren mutters a few words, makes a motion at the fiend.
SA: Excise from site, with minor to slide the ID: 1d20 + 4 ⇒ (19) + 4 = 23 vs Will DMG: 1d10 + 4 ⇒ (6) + 4 = 10 if it hits it also cannot see Calla.
MA: Move back to J2
| Arakan |
If Calla's Speed of Thought goes off before I go, then she is still in the range of my effect and I will slide her 1 sq down to K7 to keep her with the Id Fiend.
| Aubrey the Demented/Malformed |
Jareen has a will of 16, which I think mean's he's unaffected? If so...
Jarren mutters a few words, makes a motion at the fiend.
SA: Excise from site, with minor to slide the ID: 1d20+4 vs Will DMG: 1d10+4 if it hits it also cannot see Calla.
MA: Move back to J2
No, I'm afraid 16 is the DC he needs to affect you, so you are dazed and slowed. So you are limited to a single action, or two if you spend an action point. Up to you. Your rolled attack hits, by the way.
| Irivis |
Curse Id Fiend. Blast Id Fiend.
1d20 + 5 ⇒ (1) + 5 = 6
Miss Id Fiend entirely.
Move at least 3 squares further away and gain concealment. I'll determine where once the map updates.
Irivis panics comprehensively and blasts nothing but sand.
Oh, and probably breaks her rod. Since that was a natural 1.
Nevynxxx
|
Jareen wrote:No, I'm afraid 16 is the DC he needs to affect you, so you are dazed and slowed. So you are limited to a single action, or two if you spend an action point. Up to you. Your rolled attack hits, by the way.Jareen has a will of 16, which I think mean's he's unaffected? If so...
Jarren mutters a few words, makes a motion at the fiend.
SA: Excise from site, with minor to slide the ID: 1d20+4 vs Will DMG: 1d10+4 if it hits it also cannot see Calla.
MA: Move back to J2
Okey doke, in that case, ignore the move/minor actions.
| Gorad Bender |
looks like we are back to me?
Gorad seems to shake off the dazing effects of the Id fiend with ease. use incredible toughness No Action Personal You start your turn: You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.
Gorad summons Sandswimmer back to N7 to flank with Calla
Sandswimmer lashes out to attack the Id Field
1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10vs will protecting strike
1d8 + 5 ⇒ (1) + 5 = 6
| Aubrey the Demented/Malformed |
As Calla moves up on the fiend, it lashes out with its tail. Sandswimmer emerges from the dirt once more.
Immediate action: 1d20 + 6 ⇒ (2) + 6 = 8 v AC, on a hit damage 1d8 + 5 ⇒ (4) + 5 = 9 and Calla falls prone.
I think Irivis and Gorad are slightly out of initiative order, but then again Calla now has a flanking partner - Calla, then the fiend.
Initiative and conditions:
Gorad 20
Calla 19 (dazed, slowed)
Id fiend 14
Arakan 12
Jareen 10 (dazed, slowed)
Irivis 2
| Calla the Quick |
Calla, confused that the beast has started ignoring her, tries to get it's attention. She fights through the fog in her mind and whirls her spear in its face, striking its deformed muzzle.
Whirling defense. Hit: 1[W] + Constitution modifier damage (1d8+5), and you mark the target until the end of your next turn. Attack: 1d20 + 7 ⇒ (16) + 7 = 23 vs AC; damage 1d8 + 5 ⇒ (4) + 5 = 9.
EDIT: looking upthread I see that my blatant self promotion was in the game thread not the discussion thread as intended :( Am embarrased, didn't mean to break the flow :( Sorry.
| Aubrey the Demented/Malformed |
No worries on the blatant self-promotion front - and congrats, you seem to be doing well.
Calla's strike hits home, and the id fiend is certainly aware of her again. But it still can't see her, its snout questing for its invisible assailant. It attacks furiously
Two attacks on Calla as a standard action:
Quick Slash: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20 v AC, damage 1d6 + 5 ⇒ (4) + 5 = 9 and the id fiend shifts one square.
Snapping Jaws: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20 v AC, damage 2d6 + 5 ⇒ (6, 2) + 5 = 13 and the target is slid 1 square
Oops, forgot the fiend's Perception check to know which square to attack. Minor action: Perception check 1d20 + 3 ⇒ (14) + 3 = 17 v Calla's Stealth (since she isn't trying to be stealthy, I'll just assume she takes 10); EDIT: that seems to be enough.
Initiative and conditions:
Gorad 20
Calla 19 (invisible)
Id fiend 14 (marked by Calla)
Arakan 12
Jareen 10
Irivis 2
| Arakan |
Arakan worries what would happen if that big ugly thing managed to get too close to him, and his only recourse is to get Calla back in its face to stay. More importanly, he needs to get that thing to fear them. "Look at you, you fat lump. All you can do is thrash and flail wildly? You aren't as impressive as your girth suggests." hoping upon hope that it at least understands what he's saying, but it doesn't appear to even notice him.
At that he can at least motivate Calla to stand resolute, "You got him worried, I can tell, get back in there and give him something more to worry about." and backs up to stand beside Irivis.
Standard, Vicious Mockery, 1d20 + 4 ⇒ (6) + 4 = 10 vs Will.
Minor, Majestic Word, Calla gets a surge+4 and I slide her to K7.
Move, to K1.
| Aubrey the Demented/Malformed |
| Aubrey the Demented/Malformed |
2d6 ⇒ (6, 5) = 11
The creature howls and thrashes as Jareen turns the tables, tormenting it with conjured inky claws enhanced by Gorad's angry spirits. It lashes out with it mental powers. At the same time, Jareen's previous power ends, and Calla reappears.
Conratulations, you've bloodied it! Sadly, it gets to use its brain-zapping power as a free action. Everyone except Calla is caught in the blast.
Arakan: 1d20 + 4 ⇒ (9) + 4 = 13 v Will, on a hit you are slowed and dazed
Irivis: 1d20 + 4 ⇒ (19) + 4 = 23 v Will, on a hit you are slowed and dazed
Jareen: 1d20 + 4 ⇒ (20) + 4 = 24 v Will, on a hit you are slowed and dazed
Gorad: 1d20 + 4 ⇒ (14) + 4 = 18 v Will, on a hit you are slowed and dazed
Initiative and conditions:
Gorad 20 (dazed, slowed)
Calla 19
Id fiend 14 (marked by Calla, bloodied)
Arakan 12 (dazed, slowed)
Jareen 10 (dazed, slowed)
Irivis 2 (dazed, slowed)
Irivis.
| Aubrey the Demented/Malformed |
The dazed and slowed effect is until the end of its next turn. However, you will be glad to know it has fairly bad reflexes. Please roll damage, and add 3d6 for the final effect of Gorad's power.
Irivis' blast of power scores the creature's side, and the spirits of the earth summoned by Gorad also rise up to assault it one final time. The fiend is beginning to look worn down by the fight.
| Calla the Quick |
Calla lashes at the beast with her spear, and uses her trained mind to try and shield her companions from its power.
Renewed focus - Hit: 1[W] + Constitution modifier damage (1d8+5). You and allies within 5 squares of you are no longer marked or slowed, and cannot be marked or slowed until the end of your next turn. Attack: 1d20 + 7 ⇒ (11) + 7 = 18; damage: 1d8 + 5 ⇒ (2) + 5 = 7. One power point used.
| Arakan |
With the Mul's reassurance of the safety of the meat, Arakan moves in with his obsidian blade and begins the turn the thing to gut it. "At least this slope will aid in the draining of its blood."
| Aubrey the Demented/Malformed |
Please make a Nature check (which can be assisted). For each multiple of 5 (rounded down) you derive one survival day's worth of id fiend meat. Also, if the roll is 20 or more, you sucessfully extract, slice and dry its brain - that's worth money (I haven't decided how much yet).
OK, another triumph! Where next?