Motteditor's Fire Over Blackcrag (Inactive)

Game Master motteditor

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RPG Superstar 2012 Top 16

Technically, yes, I think so. Considering the nature of the PBP, though, if she'd like to continue playing, I'm fine with saying you got her just in the nick of time.


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

WE'RE MYTHIC!!!! OF COURSE WE SAVED HER!!! :)


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Tickdown barely notices the tyrranical lizard's death. He sinks to his knees, back to the beast, and puts his head in his hands. Soft sobbing can be heard every few moments. "Al...no."


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

”HAAAAAAAA!” Nic yells when Lacsar brings the creature down. It’s a roar half of victory and half of desperation. He spins a 180 turn from his intended retreating flight path and dives on the huge lizard… slamming to a stop against its belly and slamming two beams of black fire into its gut, cutting and searing flesh as he burrows to its stomach.

”HOLD ON, ALLEMARA!” he screams as the smell of burnt animal fills the air, guts exploding from the gaping wound and covering the tall Samsaran. At the first sight of anything that could be the halfling, he reaches frantically with his mind into the depths of the small black stone, holding to a desperate hope that the stone can keep his teammate alive.

Fly back to melee. Hit it with a Scorching Ray in the abdomen to expose its stomach, then use Relentless Healing (1 MP) as a free action to hit Big Al with a Mythic Cure Serious Wounds (1 MP). All this is doable in one round.
Mythic Cure Serous Wounds: 6d8 + 14 ⇒ (6, 5, 1, 5, 5, 6) + 14 = 42

Hey! 42 brings her back to 0! BOOYAH, DEATH! WHERE IS YOUR STING?!


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Also, this may be a dumb question, but does Relentless Healing actually use up the spell/ability used to heal the target? Or is the Mythic cost all that is required? Basically, did Nic just use up a slot for Cure Serious Wounds or not?


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

Not trusting the beast to stay down, the archer threads a chain of arrows into the beast's gut, perforating the monster in preparation for Nic's cutting attack.

FULL: FOB
SWIFT: Ki Arrow

BOOM:
FULL: Bow (crit: 20/3x)
MODS: Planar, FOB, Deadly Aim, Good Hope, Haste
Arrow #1 HIT: 1d20 + 13 + 5 - 2 + 2 + 1 ⇒ (16) + 13 + 5 - 2 + 2 + 1 = 35
Arrow #1 DAM: 1d8 + 6 + 5 + 2 - 10 ⇒ (5) + 6 + 5 + 2 - 10 = 8

Arrow #2 HIT: 1d20 + 13 + 5 - 2 + 2 + 1 ⇒ (20) + 13 + 5 - 2 + 2 + 1 = 39 Crit?
CONFIRMATION: 1d20 + 13 + 5 - 2 + 2 + 1 ⇒ (4) + 13 + 5 - 2 + 2 + 1 = 23 Probably
Arrow #2 DAM: 3d8 + 18 + 15 + 6 - 10 ⇒ (7, 2, 7) + 18 + 15 + 6 - 10 = 45

Arrow #3 HIT: 1d20 + 13 + 0 - 2 + 2 + 1 ⇒ (6) + 13 + 0 - 2 + 2 + 1 = 20
Arrow #3 DAM: 1d8 + 6 + 5 + 2 - 10 ⇒ (7) + 6 + 5 + 2 - 10 = 10

Ki Arrow HIT: 1d20 + 13 + 5 - 2 + 2 + 1 ⇒ (3) + 13 + 5 - 2 + 2 + 1 = 22
Ki Arrow DAM: 1d8 + 6 + 5 + 2 - 10 ⇒ (8) + 6 + 5 + 2 - 10 = 11

Haste Arrow HIT: 1d20 + 13 + 5 - 2 + 2 + 1 ⇒ (1) + 13 + 5 - 2 + 2 + 1 = 20 Miss
Haste Arrow DAM: 1d8 + 6 + 5 + 2 - 10 ⇒ (8) + 6 + 5 + 2 - 10 = 11

Most likely 74 DAM after DR.

Status:
HP: 57 / 57 | AC:23
Ki Pool (7): xx
Perfect Strike (7): x
Mythic Power (9): xxxx
Spell Effects:
Good Hope - +2
Haste - +1 HIT, +1 AC, +30' Move, +1 Reflex
Snake Style


< moments earlier >

Big Al realizes with a dreamy start that she's only a soul now, departing, drawn by a new gravity toward Desna's domain on the North Star. An Azata with a voice like chimes in the wind is welcoming her...when she feels the tug from Nic to return. She freezes momentarily. The Azata speaks without words: It is your choice, Alemarra Redthistle. The Queen of the North Star is ready to welcome you if you choose.

For a timeless moment she's tempted...but she knows she still has work to do. Big Al lets go of the pull of the heavens and cleaves to Nic's voice.

With a sputter and a start suddenly she's embodied again. In barely a whisper, she says "Ugghh. You...saved...me. Thank...you." She lifts her head just an inch, and feels herself almost pass out from the effort. Willing herself to last just a minute longer she turns her head to look at Nightsong, Tickdown, Lacsar, and Dorian. A small smile emerges through the pain and exhaustion. "It's...good...to...see...you...again,...friends." And with that she lays her head back down and closes her eyes to rest.


Dorian appeared out of thin air next to the dinosaur's open stomach. Completely ignoring his usual cleanliness, he reached into the bloody wound and desperately pulled Al's form from within it. As she opened her eyes and spoke, he looked down upon her in wonder.

"She's alive! How in Irori's name is she alive?!"

RPG Superstar 2012 Top 16

It's nearly night time again; considering Big Al's condition, resting for the evening? Also want to give you guys time to role play this out.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

When Allemara comes to, Nic grins at her. "There it is," he says quietly as he slowly stands up, seemingly unaware of how covered in dino-guts he is. When he reaches his full height, he sways a bit before steadying himself.

"No. No. No," he says to the air in front of his face. "He didn't have anything to do with it. I don't know." He shrugs, whether to the group or to his invisible conversation partner is anyone's guess. "Though that took more than I expected, but I've got some kick left in me today if we need to continue."


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Anyone else? Also, it's evening. We resting or moving on?


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Tickdown's sobbing quiets down and he wipes his face with the back of his sleeve. He stands up shakily and looks around to find his companions. "Alright...let's just finish this and then we can build a statue for...big...AL!!!!!!" He sprints over to her and wraps his arms around her in a tight hug.

"You're...alive. YOU'RE ALIVE!!!!!!"

After a time, he disengages and says "We should rest again...but we need to get away from this carcass. Something's bound to come hungry."


Big Al is currently at 0 HP. Why don't we have Nic and/or Tick heal her a few more times, and then Nightsong can carry her to a good place to rest for the night. She still has a few MP so she can burn one when they lay down, which means she'll be back to 100% of everything except MP after an hour, and get the MP back by dawn.


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Cure Serious: 3d8 + 7 ⇒ (1, 6, 4) + 7 = 18

RPG Superstar 2012 Top 16

After resting, you begin your journey back to the shore, where the ship hopefully awaits.

As you travel, Lacsar suddenly notices four vines that don't look quite right as you travel through a stretch of jungle with heavy round fruit weighing down the palmlike trees.

Perception:

Alemarra: 1d20 + 12 ⇒ (1) + 12 = 13
Dorian: 1d20 + 0 ⇒ (19) + 0 = 19
Lacsar: 1d20 + 14 ⇒ (18) + 14 = 32
Nic: 1d20 - 1 ⇒ (9) - 1 = 8
Tickdown: 1d20 + 7 ⇒ (1) + 7 = 8

Initiative:

Alemarra: 1d20 + 5 ⇒ (1) + 5 = 6
Dorian: 1d20 + 13 ⇒ (13) + 13 = 26
Lacsar: 1d20 + 7 ⇒ (2) + 7 = 9
Nic: 1d20 + 13 ⇒ (13) + 13 = 26
Tickdown: 1d20 + 14 ⇒ (12) + 14 = 26
Antagonist: 1d20 ⇒ 7

Lacsar can act in the surprise round.

Know (nature} DC 14:

You think they look like assassin vines but they look bigger than any you've seen before.

Know (nature} DC 19:

You believe the magic of the island has enhanced them, making them nigh invulnerable. Mythic invincible assassin vines!


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

Lacsar puts an arrow into one of the vines either one bracketing the path, testing whether a piercing arrow will have much effect.

STAND: Bow (crit: 20/3x)
MODS: Planar, PBS, Deadly Aim
HIT: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26
DAM: 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18


Knowledge (Nature): 1d20 + 14 ⇒ (19) + 14 = 33

Dorian had perked up considerably after yesterday's encounter. He spent most of the journey talking cheerfully with his fellow group members (particularly Al and Nick). Unfortunately, this change of heart came at a price. Because Dorian wasn't as focused on his usual paranoid scenery scanning, he completely failed to notice the deadly vines. Such was the price of happiness...

RPG Superstar 2012 Top 16

Let me know what if anything you'd like to know about the vines.

The arrow hits the vine, ripping a chunk out of it with surprising force for such a small shaft.

The four strange plants suddenly writhe into motion as you get close, tendrils lashing out at Dorian, Nic, Alemarra and Tickdown. Big Al manages to avoid the lash, but the others are less lucky, as they are hit with surprising force, the vines wrapping around them. 9 hp to Dorian, grappled; 14 hp to Nic, grappled; 12 hp to Tickdown, grappled

Mechanics:

1d2 ⇒ 1
1d20 + 7 ⇒ (4) + 7 = 11

AV1: 1d20 + 7 ⇒ (10) + 7 = 17
1d8 + 7 ⇒ (2) + 7 = 9
AV2: 1d20 + 7 ⇒ (7) + 7 = 14
1d8 + 7 ⇒ (7) + 7 = 14
AV3: 1d20 + 7 ⇒ (1) + 7 = 8
AV4: 1d20 + 7 ⇒ (17) + 7 = 24
1d8 + 7 ⇒ (5) + 7 = 12

AV1 grab: 1d20 + 7 ⇒ (12) + 7 = 19
AV2 grab: 1d20 + 7 ⇒ (4) + 7 = 11
AV3 grab: 1d20 + 7 ⇒ (10) + 7 = 17
AV4 grab: 1d20 + 7 ⇒ (17) + 7 = 24

1d100 ⇒ 50

AV1 (Dorian):
AV2 (Nic): 18
AV3 (Al):
AV4 (Tickdown):


The vines had barely begun to tighten around Dorian, when he teleported out of their grasp. From a few feet away, he shouted out a warning.

"I believe these Assassin Vines to be far stronger and more resilient than the standard variety! We should try to get past them, rather than fighting a pointless battle!"

Dorian uses 'Shift' to teleport 15 feet backwards. For the knowledge check, I'd prefer information on the vines' offensive and tactical capabilities; In particular, whether they're capable of following us.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Immediate action triggered when Nic was grabbed:
Liberating Command on himself for a free escape artist check with a +14 bonus; also using Surge for an additional 1d6.
Escape Artist: 1d20 + 19 + 1d6 ⇒ (5) + 19 + (6) = 30

Let me know if that frees Nic.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Concentration DC 24: 1d20 + 21 ⇒ (12) + 21 = 33

Nic responds to Dorian's words the same way he had to all of the mage's recent attempts at friendly conversation... He ignored them.

With a muttered arcane word, Nic slips free of the vines' grasp. With a few more barked words, he disappears, invisibly skirting the threats as he watches how the team fares in their own actions.

Defensively cast Invisibility on himself, then move either 30 feet north or south (whichever direction we're heading), but far enough to clear their reach.


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Tickdown winces as the vines dig in to him and start to tighten around him. He wriggles a bit in an attempt to get out of the vines...

Escape Artist: 1d20 + 18 ⇒ (12) + 18 = 30

RPG Superstar 2012 Top 16

Waiting on Al and Lacsar.


"Friends, can we get away from these...things? If we can simply escape them, I agree with Dorian. Our mission isn't to clean up this island. I don't relish the thought of getting grabbed again...but I'm hear to attack them if that's our best means of escape."

A moment later, she says, "And oh -- bother -- can someone translate for poor dear Nic?"

Big Al holds her action, looking to see if her comrades get clear. If they don't -- and if no one volunteers a way to get them clear -- she'll attack the vines.


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

The archer focuses fire on his previous target, sending three more arrows into the vine beside the road.

SWIFT: Snake Style
FULL: FOB

BOOM:
FULL: Bow (crit: 20/3x)
MODS: Planar, FOB, Deadly Aim, Good Hope, Haste
Arrow #1 HIT: 1d20 + 13 + 5 - 2 + 2 + 1 ⇒ (10) + 13 + 5 - 2 + 2 + 1 = 29
Arrow #1 DAM: 1d8 + 6 + 5 + 2 - 10 ⇒ (4) + 6 + 5 + 2 - 10 = 7

Arrow #2 HIT: 1d20 + 13 + 5 - 2 + 2 + 1 ⇒ (15) + 13 + 5 - 2 + 2 + 1 = 34
Arrow #2 DAM: 1d8 + 6 + 5 + 2 - 10 ⇒ (8) + 6 + 5 + 2 - 10 = 11

Arrow #3 HIT: 1d20 + 13 + 0 - 2 + 2 + 1 ⇒ (19) + 13 + 0 - 2 + 2 + 1 = 33
Arrow #3 DAM: 1d8 + 6 + 5 + 2 - 10 ⇒ (5) + 6 + 5 + 2 - 10 = 8

RPG Superstar 2012 Top 16

Round 1:

Alemarra: 6*
Dorian: 26
Nic: 26
Tickdown: 26
Lacsar: 9
Antagonist: 7

Dorian disappears, moving backward, as he escapes the vine's clutches. He realizes while they can move, they're slow, and the group is likely to be able to outrun them. Offensively, you don't think they're much more dangerous than the normal variety of assassin vines, which can lash out and grab people, squeezing them to death. They also can animate nearby plants, to grasp at things, which Dorian realizes is suddenly happening to the area around him. Reflex save DC 13 or be entangled. Seconds later, the areas around Big Al and Tickdown suddenly do the same!

xxx

Nic disappears as he skirts his way out of the vine's grasp; Tickdown's similarly successful, and moves to put space between himself and the plants. Moved Tickdown 20 feet, out of reach of the vines. He is however in difficult terrain now.

Lacsar's arrows rip into the injured vine and pull it from its mooring on the tree. It twitches a few times but then lies still.

The vines, unhampered by the grasping undergrowth advance, one attacking Lacsar, Big Al and Tickdown. The three heroes are easily able to fend off the tendrils, however, despite the hampering effects of the writhing vegetation.

Mechanics:

1d2 ⇒ 2
1d20 + 7 ⇒ (5) + 7 = 12
1d8 + 7 ⇒ (7) + 7 = 14

1d20 + 7 ⇒ (9) + 7 = 16
1d8 + 7 ⇒ (3) + 7 = 10

1d2 ⇒ 2
1d20 + 7 ⇒ (3) + 7 = 10
1d8 + 7 ⇒ (5) + 7 = 12

AV1 (Dorian):
AV3 (Al):
AV4 (Tickdown):

Moved Big Al's actions to the top of Round 2, so she can attack there.


Reflex save: 1d20 + 5 ⇒ (12) + 5 = 17

Abyssal:
"Allemara and I believe escape to be our first priority. We must maximise our chances of returning with the chalice."

"My spells will allow even the least agile of us to get past these vines. If you wish to do so, just come to my side."

Dorian glanced down at the tangled undergrowth which was trying (unsuccessfully) to ensnare him.

"...Or if that's not possible, I'll come to you."


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

Nic's disembodied, dark words seem to come from the area north of the group.

Abyssal:
"How smart are these things and what do they eat?"

Delay until I get an answer to my question (or until just before the plants's turn, if no one answers)


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Tickdown makes an impressive series of flips and tumbles to get through the vines towards the north.

Acrobatics if needed: 1d20 + 20 ⇒ (6) + 20 = 26


Resisting the grasp of the undergrowth isn’t hard...but looking around Big Al sees she’s in easy reach of all three vines. It occurs to her that she’s not likely to get herself out of this without a bit of a fight. Sighing, she calls, ”Dorian, did you have a way to get me away from these things? If not, I suppose it’s time to fight my way out!”

With that she takes a step closer to the vines in front of her and gives them two quick thrusts with her lance, while Nightsong rips at it with her teeth.

________________

Reflex: 1d20 + 6 ⇒ (10) + 6 = 16

Lance: 1d20 + 12 ⇒ (3) + 12 = 15 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack)
Damage: 1d6 + 17 ⇒ (1) + 17 = 18 (+7 STR +6 power attack +4 risky strike)

Lance: 1d20 + 7 ⇒ (15) + 7 = 22 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack)
Damage: 1d6 + 17 ⇒ (1) + 17 = 18 (+7 STR +6 power attack +4 risky strike)

Nightsong's Bite: 1d20 + 9 ⇒ (18) + 9 = 27 (+4 BAB +6 STR -1 size)
Damage: 1d8 + 9 ⇒ (3) + 9 = 12


Nic. wrote:

Nic's disembodied, dark words seem to come from the area north of the group.

** spoiler omitted **

Delay until I get an answer to my question (or until just before the plants's turn, if no one answers)

If Dorian knows this information (I.E, if his Knowledge check allows it), he'll answer.

"Big Al" Redthistle wrote:
Sighing, she calls, ”Dorian, did you have a way to get me away from these things? If not, I suppose it’s time to fight my way out!”

"Indeed I do, Miss Redthistle. Hold tight..."

Dorian proceeded to fling Allemara and Nightsong over the vines with a quick burst of telekinesis.

Dorian casts 'Telekinetic Charge' on Nightsong (thus bringing Allemara along for the ride). He'll send them over the plants in an arc high enough to avoid AoO, then set them down near Nic.


"WHEEEEEE!!!!"

RPG Superstar 2012 Top 16

It proves to be easy enough to escape the vines with your assorted talents and you quickly move past them, continuing on to the shore.

There, you make a rendezvous with the Nereid's Kiss and being your journey back to Blackcrag Cove.

The sailors continue to seem to try to avoid you, but other than that, the first two days of the journey pass smoothly enough, clear skies keeping the sea relatively calm.

Toward the end of the second day, an ominous plume of smoke can be seen
over the horizon. By the next morning, ash falls from the sky, continuing to rain down day and night.

When the Nereid’s Kiss finally reaches Blackcrag Cove, the town stands mostly intact, though several buildings have burned to the ground.

As Captain Valgarave maneuvers the ship into the harbor, a powerful tremor shakes the ground. Moments later, scorching hot rocks rain down over the ship and town. DC 13 Reflex save or take 5 pts. bludgeoning, 3 points fire damage

Mayor Kostya meets the ship at the dock, a look of grave concern across her face. She tells you many townsfolk have already fled and others have died in the fires.

"The rest waited, confident you would return. Please, you must go to Theana immediately and stop this!"

The volcano looms menacingly 10 miles northwest of town. Ash continues to rain down even as she speaks.


Big Al feels the hot rocks sear her thigh and surveys the scene, nodding gravely to the mayor. "I'm glad we've still got time. Of course we'll be off immediately! Dorian, shall we ride or do you have a way to get us there faster?"

__________

reflex: 1d20 + 6 ⇒ (4) + 6 = 10


Reflex save: 1d20 + 5 ⇒ (14) + 5 = 19

Dorian quickly activated a fire resistance ('Resist Energy') spell before answering.

"Of course. I know of a spell which should get us there easily. Just give me a minute to...to..."

Confusion marred his face. He looked like a man who was trying (and failing) to grasp a half-remembered dream. Eventually he spoke again.

"...It seems that my new improvisational abilities have their limits. Try as I might, I can't summon this particular spell from the aether. It looks like we'll have to travel the old fashioned way."

Embarrassed, he rushed over to the nearest horse and spurred it into motion.

Dorian attempts to cast 'Communal Phantom Steed' via Wild Arcana, but is foiled by the new errata.


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Reflex: 1d20 + 10 ⇒ (19) + 10 = 29

Tickdown steps to the side of the rocks as they thud to the ground. He chuckles at mother nature's aim.

He turns and looks at everyone, "I'm fleet enough on me feet but *ahem* magically speaking I only got tricks that can get me there quicker."

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With no other options, you ride toward the volcano, the noxious smoke, black ash and deadly debris only getting thicker as you get closer.

Soon enough, you find yourself at the base of the volcano, the top looming more than a mile above.


"Alright then, let's head up unless anyone has something they'd like to do first. It looks like there's no time to waste!"

Can we keep riding out horses?
How long does it seem it'll take to get to the top?
Any other recent signs of instability/explosions?

RPG Superstar 2012 Top 16

Sure, assuming they can survive the volcano's dangers.

It's a steep slope with difficult terrain, so you're moving 1/4 speed. Barring any difficulties it'll probably take about half an hour.

There are certainly signs of pyroclastic activity -- you can see a dull red glow reflected on the clouds of black ash and soot that are obscuring the top of Theana.


"Wait. Given recent events, I think it prudent that our front-line fighter be better protected this time around. Miss Redthistle, please hold still."

Dorian lightly touched Al's shoulder, and began to recite a dizzying litany of incantations. A little over 20 seconds of chanting later, he stepped back.

"There. Now we can proceed."

Dorian casts 'Stoneskin', 'Protection from Energy (fire)', 'Magic Circle Against Evil', and 'Endure Elements' on Al. All these spells are cast via his own slots, rather than Wild Arcana. He also puts an 'Endure Elements' on himself as an afterthought.


Big Al nods gratefully to Dorian and then says "Alright, let's get going!"


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

Reflex Save vs DC13 1d20 + 8 ⇒ (5) + 8 = 13

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Preparations done, you begin your ascent up the volcano. After a short time, as you reach about 200 feet up, the mountain rumbles and Lacsar suddenly notices a massive wave of ash cascading down the slopes.

You all have 5 rounds to make preparations. Please give me five rounds of action (or let me know if you're not doing anything in those rounds).

Perception:

Alemarra: 1d20 + 12 ⇒ (9) + 12 = 21
Dorian: 1d20 + 0 ⇒ (11) + 0 = 11
Lacsar: 1d20 + 14 ⇒ (16) + 14 = 30
Nic: 1d20 - 1 ⇒ (9) - 1 = 8
Tickdown: 1d20 + 7 ⇒ (16) + 7 = 23


HP: 56/57 - AC: 22|19|20 - F:+6 | R:+8 | W:+12 - Per:+16 Init:+7

How fast is the pyroclastic flow moving and how high is it?

The masked archer seems troubled, "I think Dorian's shelter, with the doorway facing downhill might be a good haven... Or if one of you has a phase-shifting ability - that would not go amiss."

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It's not moving that fast -- you've got 30 second before it gets to you -- but it's long enough that you think it would take more like a couple minutes to fully flow past you. The cloud is about six feet high, though you don't think it's very dense (i.e. you probably don't have to worry about getting buried)...


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

My apologies once again for slow or lack of posting. It’s not intentional; just busy these days.
.
Here’s my (late) reflex save:
Reflex DC 13: 1d20 + 7 ⇒ (17) + 7 = 24; success.

Nic had become progressively quieter on the return voyage… or maybe overly distracted. And it continued as they moved towards the volcano and began thier ascent. (just flavoring my absence, nothing big)

The on-rushing wave of ash snaps him out of it quickly enough, though, and he squats low in a long-legged, prepared stance. It’s like looking at a daddy long-legged bending down.

”I don’t have any tricks like that.” he shrugs as he watches the onrushing wall, ”I have my usual tricks. That’s about it.”

Unless someone knows a trick that I’m not seeing, the best I could do is give myself some flight and give the group Good Hope to try to shrug off whatever effects this thing brings on us.
.
So unless I hear otherwise, Nic will use Good Hope and Wings of Darkness as it gets closer.


Mott, can we tell how far to the right or left we'd have to go to get out of the way? Is there anything in sight that looks like it'll stick up above it as it comes down?


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20) Halfling Bard (Daredevil) 7 / Marshal 3

Does this event list how hot the ash is? I have an idea using tiny hut...

RPG Superstar 2012 Top 16

Big Al, it seems to be covering the whole mountainside. Tickdown, you have no idea how hot the ash is. Also, don't forget you've all got mounts.


HP 60/60 :: AC 16 T 13 FF 13 :: Fort +7 Ref +9 Will +8 :: Per -1 Init +13

I think Mott is suggesting we stand on our mounts to save ourselves. :D

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