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Continuing deeper into the forest of pillars you arrive at what you think must be the center of the Demon's Teeth.
The earth chalice stands enshrined at the center of two concentric circles of knife-like spires resembling vicious fangs. Each spire ranges from 50 to 60 feet in height and is 5 feet by 5 feet at the base, tapering to about 2 feet by 2 feet at the top.
A finished octagonal pillar of stone stands in the center of the two circles, 5 feet across and 50 feet high. Unlike the other spires, the sides of this column have been polished to a smooth finish. A niche is carved 10 feet below the pillar’s peak, and is open on four sides. Inside this shrine sits a humble cup of rock, slightly larger than two cupped hands.
Map is not letting me update it; will have to do that from home.
| Dorian Kendrick |
Dorian regarded the (seemingly) unguarded chalice with understandable scepticism. This scene rang a lot of alarm bells in his head. He turned to his companions.
"I trust that I'm not alone in suspecting a trap here. Whoever goes up there should proceed with extreme caution. Speaking of which, do we have a volunteer?"
| Tickdown Hardigree |
Tickdown rolls up the sleeves on either arm and spits into his calloused hands. Rubbing said hands together he says, "Ole Tickdown never turned down a challenge of dextrous wonderment that could be potentially life threatening. That's why I'm in the Daredevilry business! I ain't met a trap yet that bested me."
| Nic. |
The mask man regards the alcove near the top of the pillar. "Nic, can you use your mystical sight to see if anything is amiss?"
Mott - is the platform on which the chalice rests large enough to stand upon?
Nic nods once, then bends down as his shadowy wings pour from his back like a fog. He then launches himself upwards, opening hsi mind to the arcane secrets the pillar and chalice may hold... but without getting too close.
Activate wings to fly within 30ft of the chalice, then use Detect Magic.
If it is magical.. Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
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Nic flies into the outer circle of spires, where the air feels oddly heavy, as if something were pulling him downward.
Casting, he detects the presence of magical auras. Be another couple rounds before the Spellcraft comes into effect; want to see if you react to the odd "weight" and what everyone else is doing.
| Nic. |
Nic seems to shudder in the air, "Dammit! It's heavy up here!"
Do i need to make some kind of check to stay airborne?
Also, does Nic have any clue what could cause this type of sensation/effect?
Knowledge roll: I have the following modifiers (feel free to pick the applicable one: Planes +10; Arcana +4)
1d20 ⇒ 11
| Tickdown Hardigree |
Tickdown's scratching his head trying to figure out what he could do.
Tickdown starts slowly climbing one of the stone "pillars" to see if he can spot anything.
Climb: 1d20 - 1 ⇒ (7) - 1 = 6
He gets about five feet up and slips, landing hard on his backside. "Well...guess I WON'T be takin' a looksee up there."
| Lacsar of Senara |
The masked archer watches Tick's efforts. "I should be able to get up there without a problem. The issue is whether the route is trapped. If you can spy for traps, that would be a blessing. Also, if one of our spell-slingers have some magic to pull the cup down to us... that would be grand. I'd rather not trigger whatever defenses are likely protecting that goblet."
| Nic. |
Nic flies in a slow circle, staying as far away from the pillar and chalice as he can while keeping his magic detection spell trained on it.
Basically, I want to determine what magic schools Nic is seeing.
As he flies, he begins pulling out his crossbow, unloading acid bolt, and loading a standard bolt.
| Nic. |
"I see transmutation." He looses the bolt into the chalice's nook, "It's strong."
Let's see what happens if I try to shoot a bolt into that little nook holding the cup. I'm not trying to hit the cup directly; just shoot something into it's area (and hopefully have it bounce around there to see if there are any proximity triggers).
Do you need an attack roll from me? Or is it a simple enough shot.
IF so… 1d20 + 8 ⇒ (12) + 8 = 20
| Lacsar of Senara |
I'm assuming that means nothing happened when the arrow hit, so...
The archer shoulders his bow and tests a foot against the smooth surface of the pillar experimentally. Satisfied, Lacsar runs straight up the pillar and catches onto the lip of the chalice niche. With a moment of hesitation, he grasps the chalice and drops, slowing his fall with a deft hand along the pillar and landing crouched in a small puff of dust from the slap of his feet - unharmed.
Climb (to grab a handhold) 1d20 + 12 ⇒ (8) + 12 = 20
Acrobatics (v DC:15 to reduce the fall damage) 1d20 + 12 ⇒ (20) + 12 = 32
I'm taking the fast way down to save my actions as the fall and acro checks are free so the second round of actions would be:
MOVE: Grab Chalice
FREE: Fall and Acro
Leaving me a STANDARD action in case all Hell breaks loose. :D
| motteditor RPG Superstar 2012 Top 16 |
And now things get fun!
As Lacsar suddenly races up the side of the column, four gargoyles seem to suddenly burst into action, surrounding the masked man and clawing at him. The surprised Lacsar is helpless to avoid their claws, which nearly fatally tear and rend at his diseased flesh. 55 hp damage total
1d6 + 16 + 2 + 2 ⇒ (2) + 16 + 2 + 2 = 22
1d6 + 8 + 1 ⇒ (5) + 8 + 1 = 14
1d6 + 16 + 2 + 2 ⇒ (1) + 16 + 2 + 2 = 21
1d6 + 8 + 1 ⇒ (6) + 8 + 1 = 15
1d6 + 16 + 2 + 2 ⇒ (4) + 16 + 2 + 2 = 24
1d6 + 8 + 1 ⇒ (5) + 8 + 1 = 14
1d6 + 16 + 2 + 2 ⇒ (4) + 16 + 2 + 2 = 24
1d6 + 8 + 1 ⇒ (3) + 8 + 1 = 12
SG1: 1 mythic use; 1/13
SG2: 1 mythic use; 1/13
SG3: 1 mythic use; 1/13
SG4: 1 mythic use; 1/13
Alemarra: 1d20 + 5 ⇒ (8) + 5 = 13
Dorian: 1d20 + 13 ⇒ (20) + 13 = 33
Lacsar: 1d20 + 7 ⇒ (11) + 7 = 18
Nic: 1d20 + 13 ⇒ (17) + 13 = 30
Tickdown: 1d20 + 14 ⇒ (14) + 14 = 28
Antagonist: 1d20 + 7 ⇒ (11) + 7 = 18
And just so you know, the gargoyles are using Opportunistic Movement (Ex) A mythic gargoyle can rapidly move to take advantage of an opponent’s weakened defenses. When an opponent within 30 feet takes an action that provokes an attack of opportunity, as an immediate action the mythic gargoyle can expend one use of mythic power to move up to 40 feet, ending its movement next to the creature that provoked the attack of opportunity and making an attack of opportunity against that creature. The gargoyle’s movement from this ability doesn’t provoke attacks of opportunity.
There's also another bonus they're getting that, well, you're not aware of (just in case you're looking at the mechanics).
Looks like everyone but Lacsar and Al are up at the top of Round 1
| Nic. |
Round 1
Nic's reaction is nearly instantaneous. His black eyes lock on Lacsar, and he roars a few syllables, making a wiping gesture with the outstretched palm of his right hand. Lacsar immediately disappears from view.
Lacsar (having just grabbed the cup) should be within 30 feet of Nic, meaning Faith's Reach allows Nic to cast Invisibility on Lacsar without moving (duration 7 minutes).
Then Nic barks out a laugh as he flies away, dodging between the pillars to avoid immediate reprisal… yelling out in his dark tongue as he goes.
Fly to N.10, dropping 15 feet in altitude (leaving him at 35 feet up, if I have my bearings right)
| Nic. |
I believe Resist Energy: Acid should still be acive on everyone. It had a 10 minute duration for us all.
.
Good Hope had a 7 minute duration, is it still active since he cast it at the beginning of last fight? I hope so as our actions didn't seem to be 7 minutes worth, but let me know either way, Mott.
EDIT: to add question bout Good Hope.
| Nic. |
Cool. I'll update Nic's status, then.
AC 16 T 13 FF 13
CMD 19 FF 16
F/R/W +5/+7/+6
---> +2 vs. death, negative energy, removing negative levels
.
Effects/Conditions Resist Energy: Acid (30 of 100 rds), Wings (4 of 10)
| Lacsar of Senara |
Unless I'm mistaken, that should be 40 DAM to Lacsar. A '1' (the second attack) always misses regardless of any other modifiers.
Ki Pool (7): xxx
Perfect Strike (7):
Mythic Power (9):
Spell Effects:Resist Energy - Acid 10 (10 minutes)
| Tickdown Hardigree |
"Heh....Tickdown ain't too impressed...I slipped was all. Shouldn't happen...WHAT IN THE HELLS!?"
Tickdown yells out at one of the gargoyles, "You don't know who your messin' with here. The Great Tickdown and friends don't take names...they just kick arse. Now, if one of you'd be so kind as to be a volunteer from the audience..." He gestures wildly and points at one of the gargoyles.
Cast charm monster. DC 18 Will save.
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Dorian: 33
Nic: 30
Tickdown: 28
Antagonist: 18
Lacsar: 18
Alemarra: 13
Dorian's spell washes over the gargoyles, two of them immediately slowing but two seeming to just ignore the magic, as Nic casts and Lacsar disappears from sight. Tickdown casts moments later, the third spell going off in quick succession, but again the gargoyles seem to just ignore it, continuing their assault.
The two slowed gargoyles claw at where they last saw Lacsar, but can't seem to hit as the invisibility does its job.
Nic pays the price, though, as one of the remaining two soars after him, its claws finding the young oracle, and drawing blood. 11 hp
The final one, which resisted Tickdown's attempts to charm him, flies to the nearest spire and looking down at the three allies, sprays a cone of acid toward you. 25 hp acid damage; Reflex DC 19 for half
Will save: 1d20 + 10 ⇒ (5) + 10 = 15
Will save: 1d20 + 10 ⇒ (13) + 10 = 23
Will save: 1d20 + 10 ⇒ (10) + 10 = 20
Will save: 1d20 + 10 ⇒ (1) + 10 = 11
1d2 ⇒ 2
Will save: 1d20 + 10 ⇒ (20) + 10 = 30
SG1 (Lacsar): 1d20 + 16 - 1 ⇒ (13) + 16 - 1 = 28
Miss chance: 1d100 ⇒ 26
1d6 + 8 ⇒ (5) + 8 = 13
SG2 (Nic): 1d20 + 16 ⇒ (2) + 16 = 18
1d6 + 8 ⇒ (3) + 8 = 11
SG3 breath weapon: 6d6 ⇒ (5, 4, 2, 5, 6, 3) = 25
1d4 ⇒ 3
SG4 (Lacsar): 1d20 + 16 - 1 ⇒ (1) + 16 - 1 = 16
Miss chance: 1d100 ⇒ 36
1d6 + 8 ⇒ (1) + 8 = 9
SG1: 1 mythic use; 2/13; slow 1/7
SG2: 1 mythic use; 2/13
SG3: 1 mythic use; 2/13; 3 rounds for bw
SG4: 1 mythic use; 2/13; slow 1/7
Lacsar: 18
Alemarra: 13
Dorian: 33
Nic: 30
Tickdown: 28
Antagonist: 18
| Dorian Kendrick |
Dorian flung himself out of the acid's path. In response to this desperate desire, the ring on his finger glowed slightly, and granted him a burst of speed. Like Dorian himself, that little item had grown beyond its former self. Thanks to its timely intervention (along with Nic's 'Resist Energy'), he was able to escape unharmed.
Now to deal with some of these enemies: Specifically, the ones which were hovering near Lacsar. In Dorian's eyes, his first priority was keeping the archer conscious.
Dorian casts 'Sheet Lightning' {DC 20 fort} on the two Gargoyles at F10 and F12.
| Lacsar of Senara |
The invisible archer drops silently to the ground and tumbles away even as he tosses the chalice into his pack. He rolls to his feet below the aerial clash between Nic and the gargoyle. He pulls his bow off his shoulder, knocks an arrow, and takes careful aim at the gargoyle's groin. As his arrow is loosed, the archer becomes visible. The archer's flesh begins to knit over his grievous wounds as gargoyle bits sprinkle down.
FREE: Acrobatics + Slow Fall
MOVE: Pocket the Chalice
MOVE: Move to O11 and draw bow
SWIFT: 1 MP Fleet Charge (No move) - Gargoyle @ M9
FREE: 1 MP to get additional STAND action
STAND: Wholeness of Body (7 HP Heal)
STAND: Bow (crit: 20/3x) - using Perfect Strike
MODS: Planar, PBS, Deadly Aim
HIT: 1d20 + 14 - 2 + 3 ⇒ (4) + 14 - 2 + 3 = 19 OR
HIT: 1d20 + 14 - 2 + 3 ⇒ (13) + 14 - 2 + 3 = 28 <-- Winner!
DAM: 1d8 + 6 + 6 + 7 ⇒ (1) + 6 + 6 + 7 = 20 Bypasses ALL DR, Fickle Attack turns the roll of a '1' to an '8' - hence the +7
If I'm reading everything correctly, the gargoyle absorbs that full damage since Fleet Charge bypasses its DR. Also, I'm not subject to an AoO - Point Blank Master - as I am allowed to fire a bow in combat range.
20 DAM on M9 - no DR.
Ki Pool (7): xx
Perfect Strike (7): x
Mythic Power (9): xx
Spell Effects: Invisibility (ended)
| Tickdown Hardigree |
Reflex: 1d20 + 10 ⇒ (5) + 10 = 15
"Ugh...that's disgusting...AND IT BURNS!!! AHHH!!!" Tickdown screams as the acid affects him.
| Nic. |
POSTED FOR BIG AL
The gargoyle recoils from Lacsar's 'up-the-skirt' shot, but never even sees the halfling cavalier coming.
Nightsong rushes across the ground towards the only opponent in jumping range, then the great wolf makes a heroic vault. Big Al steadies her lance and slams its piercing head not once, but twice into the airborne gargoyle. She turns to survey her damage as Nightsong's padded feet smack the stone ground fifteen feet beyond the gargoyle.
Okay, I'm a little unsure of the specifics of these attacks, but I'll do my best.
.
FULL: Charge to P.6, using Aerial Assault (1 Mythic used to add 30 feet to the vertical movement of the Acro check) and Ride-By Attack to strike at N.9 twice on the way by.
Nic is at 35' altitude, and the gargoyle hit him, meaning that gargoyle is at most 40 feet in the air.
(31 / 4) + 30 = 37 total height reached… which means 3d6 additional damage on the charge attacks.
It also means that Big Al (astride a Large Nightsong's back) should be able to hit a target up to 47-52 feet up in the air… easily enough to hit the gargoyle. >:D
.
Charge 1d20 + 14 + 4 - 2 ⇒ (17) + 14 + 4 - 2 = 33
---> Damage 6d6 + 30 - 10 ⇒ (2, 6, 1, 5, 1, 2) + 30 - 10 = 37
.
Ride-by Attack #1 1d20 + 14 + 4 - 2 ⇒ (15) + 14 + 4 - 2 = 31
---> Damage 6d6 + 30 - 10 ⇒ (4, 1, 4, 3, 2, 2) + 30 - 10 = 36
So Nightsong's Acro gets him in range for the charge to be successful, and Ride-by means Big Al hits 2 charges for 73 combined damage (including DR). SHe ends her turn in P.6.
Let me know if I've gotten anything wrong or miscalculated anything.
| Nic. |
And now Nic… Round 2
When the gargoyle pounces, Nic curls his wings, letting the impact of the attack force him downward… where he plummets like a smoky stone. Just feet before impact, he un-tucks. His inky wings billow and claw at the air, and Nic finds himself rushing along the ground, the rocks and dust rushing just inches below his face and chest and kicking up little dust-devils in his wake.
With a flip of his wings and a twisting motion, he corkscrews in the air. For a moment he is rushing across open air—back to the ground and only his momentum keeping him aloft—as he cackles madly and points back once more at Lacsar with the same wiping gesture.
Once again the archer winks from view as Nic completes his mid-air rotation… his wings spreading flaring just in time to catch him just before he crashes into the rocky ground… laughing and shouting the whole time.
MOVE: Drop straight down to ground level (35ft movement that provokes for moving away from Gargoyle N.9), using Acro to try to nullify the AoO. Then skim along the ground to P.12.
STANDARD: Cast Invisibility on Lacsar from range via Faith's Reach
Acro (to avoid AoO): 1d20 + 3 ⇒ (4) + 3 = 7 <-- Hmmm.. not likely a success.
AC 16 T 13 FF 13
CMD 19 FF 16
F/R/W +5/+7/+6
---> +2 vs. death, negative energy, removing negative levels
.
Effects/Conditions Resist Energy: Acid (rd 91 of 100), Wings (5 of 10)
| Tickdown Hardigree |
Tickdown grits his teeth and growls, "Now listen here to the Great Tickdown Hardigree. The wonderful, magical, almost godly daredevil in acrobatorial skill is speaking. Swoon and keen over impossible flips and come to me as my biggest fan!"
Whilst saying this he tumbles from a one-handed handstand to the other hand, pushing and launching himself to a last-second tucked flip, landing on his feet.
Casting reckless infatuation on Gargoyle in J15, with Tickdown as the target of infatuation.
| motteditor RPG Superstar 2012 Top 16 |
Nic, thanks for playing the absent PCs. Really saves me a ton of time and is very much appreciated. I think Al's correct though that you only get to hit once.
Lacsar: 18
Alemarra: 13
Dorian: 33
Nic: 30
Tickdown: 28
Antagonist: 18
Lacsar suddenly appears again below Nic, his arrow catching the gargoyle from below despite the shot seeming to fall short of where he expected it go to, though it seems to barely notice the wound. It does seem to notice as Al hits it, roaring in pain. "You'll pay for that, little mortal," it hisses.
Dorian's spell hits two of the gargoyles, one of them blinking rapidly at the brilliant light, though the other lets out a small cry of pain as its muscles seem to seize. Still, even as the wizard watches, the minor wounds the spell causes seems to close up.
Nice dives away, trails of blood following him as the gargoyle's claw catches him mid-plummet and a second gargoyle seems to appear as quickly as if it had teleported, its claws also coming up crimson as they flash toward the oracle 13 hp and 15 hp, and Lacsar disappears a second time.
The creature laughs as Tickdown tries to cast: "Not likely, little creature. Worship me, instead, and perhaps I'll let you live!"
Despite his boasts, he sits atop one of the spires, looking around at the fight, even as the two remaining gargoyles not incapacitated by pain breath acid once again toward Dorian and Nic. 25 hp acid for Dorian; 17 for Nic; DC 19 Reflex for half
Fort save: 1d20 + 11 ⇒ (8) + 11 = 19
Fort save: 1d20 + 11 ⇒ (18) + 11 = 29
Gargoyle AoO: 1d20 + 16 ⇒ (13) + 16 = 29
1d6 + 8 ⇒ (5) + 8 = 13
Gargoyle AoO: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23
1d6 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Will save: 1d20 + 10 ⇒ (13) + 10 = 23
6d6 ⇒ (1, 6, 6, 4, 4, 4) = 25
1d4 ⇒ 1
6d6 ⇒ (3, 3, 4, 4, 2, 1) = 17
1d4 ⇒ 2
SG1: 1 mythic use; 2/13; slow 1/7
SG2: 52, 1 mythic use; 2/13; 1 round for bw
SG3: 2 mythic use; 2/13; 2 rounds for bw
SG4: 1 mythic use; 2/13; slow 1/7; 2 rounds for bq