Motteditor's Fire Over Blackcrag (Inactive)

Game Master motteditor

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Yeah, the power level of Mythic seems kinda nutty (in a fun way)! I wasn't going to be able to sustain turns like that -- I burnt 2 MP -- but yeah. I haven't ever played a Cavalier before. It's clear that if she can charge she's way more powerful than when she can't...but then Mythic gives her a few new abilities that'll really increase the frequency with which she'll be able to charge.

"Holy Swallowtails! I knew we'd grown in power, but that was really impressive. Let's go to the mayor and let her know we're looking for a ride to Araku."


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

Lacsar gives the oracle a friendly pat on the shoulder. "Thanks. That is helpful to know."


Since Dorian never got his fist-induced reality check, I suppose he's still in 'drunk on power' mode.

Dorian was so exuberant that he didn't even bother to make a sardonic quip. He practically danced around the battlefield, grinning inanely. It was a far cry from the conservative, grumpy spellcaster who'd been wandering the coast this morning.

"Did you see that? We swept them away like so many old cobwebs! It barely felt like a battle at all! I don't know about all of you, but I feel ready to take on that goddess right now. Who's with me?"


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

"All thanks to the magnificent direction of the Amazing Tickdown Hardigree, folks!"


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

"Who's that?" Nic asks sincerely as he moves forward and kicks some of the ashes around with his toe.


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 deflates as Nic poses the question. "Well...it's...it's me! Tickdown Hardigree, Daredevil Extraoridnaire! And apparently leader of great in battle!"

He recovers his normal composure and flashes a bright smile at Nic.

"I'm sure ye've heard'a me...mayhaps I just hadn't been 'round your parts in a time!"


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

Nic turns to look at the halfling, "Oh, then I've probably heard of you."

He begins walking toward the mayor's office, putting his pipe back into his mouth. "I don't remember most people I've met."

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As the fight ends, you make your way to the mayor's office.

"Well," she asks eagerly, "were you able to find the oracle? Did you learn anything?"


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

Lacsar gets to the point, "Yes, we did. There is a way to prevent the catastrophe that is coming to Blackcrag, but we need a boat... now."


Al interjects, "More specifically, the oracle says we need to get to the island of Araku. Can you get a ship to take us there?"


Male Vampire Dwarf | HP: 170/170, AC 23 T 19 FF 17 | Rage: 24/31 | Ki Pool 7/7 | Grapple CMD: 40

Bognus hangs in the back of the crowd, still somewhat bewildered by the events of the last few hours. Their little company had all but annihilated that group of elementals before Bognus had even gotten his bearings enough to get into the fight, and that was definitely not something the veteran dwarf was used to.

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"I can see if I can find a ship, but many of the captains have fled for safer harbors," she says.

As you realize you don't actually know where the island is, she also summons any sages, scholars and ship captains she can find in search of an answer. It takes some time, but finally, a clerk staggers in bearing a moth-eaten roll of parchment. It describes a catastrophic eruption on an island southeast of Blackcrag Cove. The tattered manuscript lacks a date or name, but does tell of the miraculous cooling of the volcano’s fire.

One of the few captains still there, Amos Valgarave, speaks up

"I've heard of a dead volcano near that area, though them's mostly sailor's tails saying its shores are cursed and to stay away. They call it the Kraken’s Maw, though, not Arakau," he says, spitting on the wooden floors.


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

"Well, my salted and grizzled friend, I'm sure a sailor and captain of your talents—not unlike me and my talents—wouldn't have a problem taking us to the Kraken's Maw, amidst certain peril and possible loss of life or limb!" Tickdown says with gusto and what he hopes passes for inspiration in his voice.


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

The man in the mask approaches Captain Valgrave, taking his measure and letting himself be measured. "Whatever its name - we need to go there... And we need a Captain and crew with the stones to make the journey, regardless of the dangers. Are you that man, Captain? Do you have the iron it will take to pilot your ship into the abyss?"

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"Aye, The Nereid's Kiss can probably get you there, but I'm short crewed with all these troubles, so you lot'd need to help out as much as any landlubbers can. Anything happens, my lads'll probably be too busy to be much help in any fight."

Anyone want to do anything before departing?


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

I'm good to go.

Lacsar nods, "You tell us what needs doing and we'll do it, Cap'n. 'Landlubbers' or no, we're not without skills to help on the crossing."


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

Nic nods as he follows the conversation, he seems oddly unaware of his own hands doing a full check on his own gear.

I'm good to go. :D
Let's go a-sailing!


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 pats his pockets for a moment...then looks at the rest of the group and the captain. "Well, captain, it looks like I'm ready to help the voyage out in any way I can! Which should be a good amount whether entertaining or working!"


Ready and waiting.

"Thanks to my new revelations on the nature of magic, you need not worry about being short-handed. Just provide me with an ample supply of...

...then again, perhaps not. Never mind."

Dorian had been on the verge of saying 'spare corpses'. He'd almost forgotten that not everyone shared his pragmatic attitude to necromancy. Given this area's superstitions about strange magic, it was just possible that raising a literal 'skeleton crew' might go down badly with the locals. In deference to good manners, Dorian decided to respect the local customs (backward as they may be).


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

Is anyone actually injured? And am I carrying our only Wand of CLW? Or do we have more?


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

I've got a CLW Wand as well.


As have I.


"Thank you captain, I'm ready to depart."

I bought a CLW wand when I created Big Al. I vaguely recall offering to have someone who could use it (Tickdown or Nic?) carry it, but don't remember if we did that. If we didn't the offer still stands. I don't have UMD.

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The crew is summoned and The Nereid's Kiss departs Blackcrag Cove in short order. A trip of about 180 miles, Capt. Valgarave expects it to take about three days, assuming the weather remains good.

The crew, at first seemingly skittish of you, warms up as you help out with duties on the ship, and by the start of the second day, you have a good rapport going.

The smooth ride is interrupted shortly after dawn of the third day, however, as the ship suddenly lurches! It begins to tip precariously to one side -- you see four crew go flying into the water, one of whom lies there motionless -- but Capt. Valgarave yanks hard on the wheel and is able to keep the Kiss upright.

In the waves below, you can see what looks like a huge shell, water cresting off it as it prepares to attack again.

Knowledge (arcana) DC 19:

You believe the shell belongs to a dragon turtle.

Mechanics:

Alemarra: 1d20 + 12 ⇒ (9) + 12 = 21
Bognus: 1d20 + 10 ⇒ (9) + 10 = 19
Dorian: 1d20 + 0 ⇒ (6) + 0 = 6
Lacsar: 1d20 + 14 ⇒ (1) + 14 = 15
Nic: 1d20 - 1 ⇒ (14) - 1 = 13
Tickdown: 1d20 + 7 ⇒ (1) + 7 = 8
Antagonist: 1d20 + 15 ⇒ (10) + 15 = 25

1d4 ⇒ 4
1d100 ⇒ 33
1d100 ⇒ 96
1d100 ⇒ 76
1d100 ⇒ 58

Initiative:

Alemarra: 1d20 + 5 ⇒ (11) + 5 = 16
Bognus: 1d20 + 5 ⇒ (16) + 5 = 21
Dorian: 1d20 + 13 ⇒ (7) + 13 = 20
Lacsar: 1d20 + 7 ⇒ (16) + 7 = 23
Nic: 1d20 + 13 ⇒ (1) + 13 = 14
Tickdown: 1d20 + 14 ⇒ (11) + 14 = 25
Antagonist: 1d20 + 4 ⇒ (12) + 4 = 16

Everyone but Nic is up. However, need a DC 20 Reflex save to not have been knocked over when the turtle hit the boat.


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

Lacsar is tumbled by the collision but quickly rolls to his feet and runs to the gunn'l drawing his bow. He stares down in the water at the strange mollusk or whatever in the nine Hells it is. He looses an experimental arrow at the shell's joint with flipper, foot, or pseudopod that is churning below the water's surface. He watches to see if his arrow can even prick this monster.

~ Round 1 ~

MOVE: Move to Rail and draw bow
STAND: Arrow

Knowledge: Arcana v DC:19 1d20 + 8 ⇒ (1) + 8 = 9 It's a rock!
Reflex Save v DC:20 1d20 + 8 ⇒ (13) + 8 = 21

STAND: Bow (crit: 20/3x)
MODS: Planar, PBS, Deadly Aim
HIT: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
DAM: 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16

Status:
HP: 57 / 57 | AC:22
Ki Pool (7):
Perfect Strike (7):
Mythic Power (9):
Spell Effects:--


Big Al is thrown off guard by the impact and spills to the ground. Collecting her senses she gets up off the deck and leaps onto Nightsong's back. She draws her slingstaff and focuses her will on the behemoth, preparing to strike, and then -- with the amazing haste she's only barely getting used to -- she uses both hands to sling at the monster as it next breaches the water, smacking it in it's eye.

"Captain, do you know what this is, or how to best fight it? Comrades, do any of you have the ability to get me to move freely underwater, so that I can meet it where it lives?"

_________________

Reflex: 1d20 + 6 ⇒ (1) + 6 = 7

Hit: 1d20 + 12 ⇒ (20) + 12 = 32 (+7 BAB +2 STR +2 challenge +1 size)
Confirm crit?: 1d20 + 12 ⇒ (6) + 12 = 18 Barely. YAHOO!
Damage: 3d6 + 21 ⇒ (1, 3, 5) + 21 = 30 (+7 STR x3 Crit)

Mott, would I be able to hit it from the side of the boat with a 10' lance, next time it comes to attack? Or am I limited to a ranged weapon as long as I'm out of the water? Also (with my sling) do I need to ready for it to appear about the water or is it staying exposed all the time?


Move: stand from prone
Stnd: hop on Nightsong and draw slingstaff
Swft: challenge the turtle
Free: amazing initiative for an extra...
Stnd: fire at the turtle (delaying until it breaches, if needed)

stats:

AC 20, touch 14, flat-footed 18 (+6 armor, +2 Dex, +1 size, +1 deflection)
hp 77/82
Mythic Power 10/11
Fort +9, Ref +6, Will +7; +2 vs. fear, +2 Morale bonus vs. fear when beneath banner
Special Attacks cavalier's charge, sword's challenge (2/3)


"Big Al" Redthistle wrote:
"Captain, do you know what this is, or how to best fight it? Comrades, do any of you have the ability to get me to move freely underwater, so that I can meet it where it lives?"

"This particular beast is known as a 'Dragon Turtle'. And yes, I have just the spell to help you dispose of it."

Dorian picked himself up from the deck (into which he'd been unceremoniously thrown). Resisting the urge to check his clothing for dirt, he rushed over to Allemara. A quick tap of her shoulder was all it took to impart the appropriate spell upon her.

"There. Your swimming proficiency is now on par with the mermaids themselves; Though I'm afraid the same cannot be said for your steed."

Spoiler:

Move Action: Stand from prone.
Move Action: Move adjacent to Allemara.
Swift Action: Use 'Wild Arcana' to cast 'Ride the Waves' on her.


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

Reflex DC 20: 1d20 + 7 ⇒ (2) + 7 = 9

Nic crashes to the deck, momentarily stunned.

Status:
HP 60/60
AC 16 T 13 FF 13
CMD 18 FF 15
F/R/W +5/+7/+6
---> +2 vs. death, negative energy, removing negative levels
.
Effects/Conditions None

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Huh. Apparently your saves aren't so mythic. : )

It's staying at surface level, so far, so no need to ready attacks. However, I'm going to say it's 15 feet below, so no to the lance. Just waiting on Bognus and Tickdown.


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 + Surge...why not: 1d20 + 10 + 1d6 ⇒ (9) + 10 + (2) = 21

OOOO good thing!!!!

Tickdown laps up the laughter he gets from crewmembers as he capers on the railing of the ship. When it lurches out from under him he sways and falls towards the deck. At the last possible second he tucks his shoulder and comes to a rolling stand, "Taaadaa!"

He looks back over his shoulder at the men thrown over. Without hesitating he runs towards the railing and grabs a mooring rope. With the rope in one hand he jumps over the railing and dives towards the nearest sailor.

Swim if needed: 1d20 + 1 ⇒ (4) + 1 = 5

ERG! WAIT MYTHIC!

Daredevil class ability Scoundrel's Fortune to reroll: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
2nd dice from Mythic Strong Comeback Feat: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23

YEEHAW! OK, so Scoundrel's Fortune allows a reroll, Strong Comeback gives me a +2 circumstance bonus when I'm allowed to reroll, and Mythic Strong Comeback allows me to roll twice taking the higher result before adding the +2.

As he clears the railing, you can hear his voice, "You better pull me back up!!!!"


Sorry to nitpick, but I'm not sure if any of that works. First, Surge is an immediate action: So it can't be used while you're flat-footed (as we presumably would be against a surprise lurch); Second, doesn't Scoundrel's Fortune need to be declared before you make the roll? From the way it's phrased, it seems to be a pre-emptive (not reactive) ability; And third (again, sorry for piling on like this), if Scoundrel's Fortune is indeed not a reroll ability, then Strong Comeback doesn't interact with it.

...Erm, sorry. I know I've already said that twice, but...

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I think surge is fine: You can take immediate actions when it's not even your turn, so I wouldn't think it would matter if you're flat footed. I think Dorian's probably correct about scoundrel's fortune, though.


motteditor wrote:
I think surge is fine: You can take immediate actions when it's not even your turn, so I wouldn't think it would matter if you're flat footed.

It does matter:

SRD wrote:
Spoiler:
Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.

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Huh. OK, well, so much for that. Odd, though considering you can use one when it's not your turn.


Male Vampire Dwarf | HP: 170/170, AC 23 T 19 FF 17 | Rage: 24/31 | Ki Pool 7/7 | Grapple CMD: 40

Knowledge (arcana): 1d20 + 2 ⇒ (5) + 2 = 7 Iceberg!

Reflex Save: 1d20 + 3 ⇒ (1) + 3 = 4

"Gah!" As the boat heaves, it flings Bognus into the air, his usual dwarven stability failing him as his boots leave the deck entirely. He lands with a whump, and immediately starts scrabbling back to his feet and towards the rail. His chest thumps up against it heavily, scowling at the monster and the waves below equally.

"Blood an' thunder, do there have ta be monsters in every blasted ocean I try ta sail on?" Following Tickdown's example, the grumbling dwarf snatches up a rope from the deck, but starts to tie it around his waist first, figuring he'll at least need both hands down in the water.

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Round 1:

Tickdown: 25
Lacsar: 23
Bognus: 21
Dorian: 20
Alemarra: 16
Antagonist: 16
Nic: 14

Springing amazingly quickly back to his feet, Tickdown grabs a rope and leaps into the surging waves as Bognus stands up and grabs another line, intending to do the same thing.

Lacsar and Alemarra rush to the railing, where the former's arrow and latter's sling bullet catch the sea beast, causing it to let loose an ear-splitting roar. Note that you didn't crit, Al. Its AC is 23. so only 8 hp damage.

Realizing the threat, Dorian steps up to Alemarra and casts, giving her the ability to meet the dragon turtle on her own terms.

Injured and frustrated that the ship remained upright, the turtle swims 30 feet away and turns around, breathing out a cone of steam that envelops everyone on the ship. 45 hp fire damage to all; Reflex DC 20 for half. Everyone but Tickdown gets +2 for having cover from the ship, while Nic gets +4 total for also being prone. Several of the sailors scream as the blast catches them, the cries of pain cutting off suddenly as the superhot steam becomes too much.

Mechanics:

12d6 ⇒ (2, 2, 6, 1, 5, 6, 5, 6, 5, 3, 2, 2) = 45
1d4 ⇒ 1

Dragon turtle: 24

Note it's 30 feet away now.


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 ⇒ (13) + 10 = 23

Thank you oh mighty dice roller!

Still...YEOUCH!!

Tickdown, seeing the thing draw back and breathe in screams at the sailors in the water, "Everybody under!!!!!" He takes as deep a breath as his lungs can hold and dives down. The steam passes over him, but the water starts to feel like it's boiling around him. He involuntarily gives a shout of pain underwater which causes angry bubbles to burst up to the surface.

When his head clears the water again he takes stock of the sailors in the water.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

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None of the sailors are moving other than with the motion of the waves.


Reflex save: 1d20 + 7 ⇒ (19) + 7 = 26


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

Reflex DC 20: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13 really dice? Really?!

Nic shrieks as the steam boils him where he lies on the deck. As quick as he can, he flips over on the deck like a fish on the ground, but his now-black eyes are filled with a determined rage. He makes a sweeping gesture that seems to encompass all of his friends, grabbing the stone in his pocket as he roars out dark syllables. His fellow combatants all feel something happen to their feet as the samsaran roars out instructions to anyone who can understand… then he crawls to find cover.

Abyssal:
"The water is now ground! Tell the halfling and the dwarf to kick it's ass!"

Round 1
STANDARD: Use Inspired Spell (2 mythic points) to cast Water Walk on all team members within 30 feet (which should be everyone, even Big Al's wolf.. hint hint). Usually it's a touch spell, but Faith's Reach means he can do it at range. :)
MOVE: to crawl to more cover

Status:
HP 15/60
AC 16 T 13 FF 13
CMD 18 FF 15
F/R/W +5/+7/+6
---> +2 vs. death, negative energy, removing negative levels
.
Effects/Conditions Prone, Water Walk (90 minutes)


Dorian was fortunate enough to see the blast coming. Thanks to that, he got away with being only lightly cooked. Of course, even 'lightly cooked' can put a serious crimp in your day. While the steam cleared, he muttered a resistance incantation (which would have been more useful had it been cast a few seconds earlier); Then he attempted to make the turtle reflect on the errors of its ways. As an afterthought, he also hit the deck.

Spoiler:
Standard action: Cast 'Resist energy (fire)'
Swift action: Use 'Wild Arcana' to cast 'Overwhelming Grief' on the turtle {DC 21}
Move action: Drop prone.


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

Dorian/Lacsar: Could you spread the good word that everyone can walk on the water now? :)


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

Lacsar feels his flesh cook in the super-heated steam from the monster critically wounding him. The only bright note is that his intial arrow seems to have bitten it. His bow sings constantly as he sends 5 arrows streaking at the beast. Two shatter on the turtle's shell, but the other three bite.

He growls, "You can all run on the water. Put it to good use."

~ Round 2 ~

SWIFT: Ki Arrow
FULL: FOB
FREE: Mythic Power to get STAND
STAND: Single Arrow

Reflex Save 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 Fail

BOOM:
FULL: Bow (crit: 20/3x)
MODS: Planar, FOB, PBS, Deadly Aim (Mythic)
Arrow #1 HIT: 1d20 + 13 + 5 + 1 - 2 ⇒ (11) + 13 + 5 + 1 - 2 = 28
Arrow #1 DAM: 1d8 + 5 + 1 + 6 ⇒ (6) + 5 + 1 + 6 = 18

Arrow #2 HIT: 1d20 + 13 + 5 + 1 - 2 ⇒ (10) + 13 + 5 + 1 - 2 = 27
Arrow #2 DAM: 1d8 + 5 + 1 + 6 ⇒ (2) + 5 + 1 + 6 = 14

Arrow #3 HIT: 1d20 + 13 + 0 + 1 - 2 ⇒ (1) + 13 + 0 + 1 - 2 = 13
Arrow #3 DAM: 1d8 + 5 + 1 + 6 ⇒ (7) + 5 + 1 + 6 = 19

Ki Arrow HIT: 1d20 + 13 + 5 + 1 - 2 ⇒ (7) + 13 + 5 + 1 - 2 = 24
Ki Arrow DAM: 1d8 + 5 + 1 + 6 ⇒ (6) + 5 + 1 + 6 = 18

STAND: Bow (crit: 20/3x)
HIT: 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 16
DAM: 1d8 + 6 + 6 ⇒ (5) + 6 + 6 = 17

Total DAM: 50

Status:
HP: 12 / 57 | AC:22
Ki Pool (7): x
Perfect Strike (7):
Mythic Power (9): x
Spell Effects:--


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

Big Al, Bognus... he's 30 feet away and you have room to charge... LIGHT THIS TERD UP! >:D

RPG Superstar 2012 Top 16

I'm not sure that's really playing in the spirit of your class' limitations. :)


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

Oof. Message received. I guess I assumed it as fine since Lacsar had relayed the message, but I can abide. :)


Big Al turns Nightsong away from the brunt of the steam, but ends up facing it head on herself, as she feels her skin burn and blister. Ach! I don't know that I could survive another blast like that!

Hearing Lascar's translation she nods briefly in his direction, grateful that someone can interpret for their odd companion, and then (squeezing Nightsong’s flanks) leads her to leap into action. And leap she does...over the rail and thirty feet into the air before they land atop the enormous turtle dragon. She strikes true, causing the monstrous reptile to scream. Nightsong then takes a bit at the beast as they continue to charge past it.

______________

Full: standard charge action, spending 1 MP for Aerial Assault
Aerial assault jump, ending 30' past the turtle

Nightsong’s acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13

Lance: 1d20 + 19 ⇒ (10) + 19 = 29 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack +1 morale +4 charge +2 challenge)
Damage: 3d6 + 63 + 3d6 ⇒ (3, 1, 6) + 63 + (6, 1, 4) = 84 (+5 STR +4 power attack +4 risky strike +1 enhancement +7 challenge >> x3 for charge, +3d6 from Aerial assault)

Nightsong's bite: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d8 + 9 ⇒ (2) + 9 = 11

Note to Bognus (or anyone else that charges). Big Al's banner, waving from Nightsong's back, gives a +1 morale bonus to hit when charging, and a +2 morale bonus on saving throws against fear

EDIT: Forgot my & Nightsong's saves,
Al's Reflex: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 Ouch!
Nightsong's Reflex: 1d20 + 14 ⇒ (15) + 14 = 29 Substituting my ride skill for her Reflex, per Indomitable Mount

stats:

AC 23, touch 14, flat-footed 21 (+6 armor, +3 shield, +2 Dex, +1 size, +1 deflection)
hp 37/82
Mythic Power 10/11
Fort +9, Ref +6, Will +7; +2 vs. fear, +2 Morale bonus vs. fear when beneath banner
Special Attacks cavalier's charge, sword's challenge +7 (2/3)

Nightsong's hp 41/63


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

Well...I know about the steam breath now!

"Tickdown ain't too happy with your steamy breathin'. Watch, and despair, as the great Tickdown Hardigree shows how little hope you have of leavin' this place in one piece."

Assuming I am also affected by water walk

Casting crushing despair. DC 18 will save.

If I am not subject to water walk...
Concentration Check: 1d20 + 5 ⇒ (20) + 5 = 25

RPG Superstar 2012 Top 16

Nic, no worries. I was mostly teasing (and hadn't noticed Lacsar's translation).

Round 2:

Nic: 14
Tickdown: 25
Lacsar: 23
Bognus: 21
Dorian: 20
Alemarra: 16
Antagonist: 16

A flurry of prayers and arcane words cross the area around the ship as the creature shrugs off spells from Tickdown and Dorian. Then, as Nic's magic grabs hold of the group, Lacsar fires a series of arrows into it and Alemarra leaps over the side, charging past it, her lance ripping the creature's head off as she goes. Again, ouch!

A dozen seconds after the ship nearly became so much flotsam, calm returns to the area again, the monster vanquished as if it were no more than an ordinary sea turtle.

Mechanics:

Will: 1d20 + 9 ⇒ (17) + 9 = 26
Will: 1d20 + 9 ⇒ (20) + 9 = 29


Astride Nightsong, Big Al runs and jumps back to the deck of the boat to assess the damage.

"Cap'n, I'm grieved by that attack on your crew and vessel. I'm no healer -- though Nic there is -- but let me know if there's anything an unskilled strong arm could help with right now."

_________________

How many crew are dead? Is the ship damaged?

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