
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

"I am called Tryva," the raven responds. I am indeed one of Baba Yaga's prophets, but her Riders are of little concern to me. They are simply servants, blundering around doing her will, while I and my siblings are her confidantes and advisers."[/b]
As they converse, the humanoids open the doors, discovering a small, candlelit bedroom that is empty save for a plain wooden bed and a night table where a pale candle burns in an iron candleholder. The bed is perfectly made, but the sheets display an ominous, dark crimson stain in the middle of the bed.

Quinn Kestrel |

At the risk of incurring another headache, Quinn calls upon Cayden to show him the auras of magic in the small room.
detect magic, but stop if it hurts his head again as it did in the hut, not that it has any game mechanic, but Quinn would fear it and react that way

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

I'm a little unsure how to work detect magic, honestly. Technically, you guys are in an artifact. It should be an overwhelming aura that stuns you and not really ever let you discern anything. But that seems like it makes the spell completely useless anytime you're in the hut. At any rate, you don't detect anything extra here.

Quinn Kestrel |

Quinn clutches his head, "OOowwww!" After blinking away tears for a moment, he tests the softness of the bed and gently lays down upon the stain. "If anyone has to identify desire, that would be me! Wake me if I start bleeding or anything gross." Closing his eyes and getting comfortable, Quinn starts counting maidens a' milking to get to sleep.
totally fine with detect magic not functioning at all within an artifact, seems appropriate even

Hektir the Tracksmage |

Maybe Detect Magic could only function when directly looking at one item rather than a general scan. It doesn't make sense for old Yucky Baby to have to go outside her own piddlespotting hut when she wants to avoid a headache whenever she wants to ID something.
Hektir takes a gander around the room and under the bed, letting Quinn get comfy.
1d20 + 16 ⇒ (3) + 16 = 19 Perception
"Sweet dreams, Quinn," Hektir says. "If you need help falling asleep, just let me know." Hektir hefts his club to show how he's offering to help.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Heh. Like Baba Yaga's bothered by a little ol' artifact...
As Quinn moves into the room, the form of a humanoid woman rises from the stain on the bed. Her vaguely humanoid form continually morphs and distorts.
She appears to be a female Jadwiga, with a similar appearance to that of the current queen of Irrisen.
You actually recognizes her as Yelizaveta, the 13th daughter of Baba Yaga and former queen of Irrisen.
Hektir: 1d20 + 4 ⇒ (9) + 4 = 13
Malavarius: 1d20 + 1 ⇒ (13) + 1 = 14
Pemsworth: 1d20 + 8 ⇒ (3) + 8 = 11
Quinn: 1d20 + 3 ⇒ (19) + 3 = 22
Tsin: 1d20 + 5 ⇒ (15) + 5 = 20
Antagonist: 1d20 + 4 ⇒ (10) + 4 = 14
Quinn and Tsin up in Round 1/2

Quinn Kestrel |

Perception: 1d20 + 14 ⇒ (17) + 14 = 31
Knowledge Nobility - fail
Round 1
"Hey, that ghostly lady looks like one them Jadwiggy, like the Queen of the frosty tundra in Irrisen. Cayden protect us if she's half of that." Quinn calls upon a blessing from Cayden.
cast bless on the party
AC 24, touch 14, flat-footed 21
Fort +11, Ref +9, Will +12 (+2 vs enchantments)
CMD 21
HP 51/51
Resources Remaining
Bolts: 19
Door Sight: 4/6
Touch of Chaos: 6/6
Channel Energy: 6/6
Spells:
5/5 + 1/1 (first)
4/4 + 1/1 (second)
3/3 + 1/1 (third)
1/1 + 1/1 (fourth)
Temporary Effects
Bless
Constant Effects
Damage Resistance, Cold (2)
Blessing of Fervor
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Malavarius King |

"What?! A Jadwiga? Here?! Now?! Good grief but I'm getting tired of this hut and all these blasted witches and their witchy appearings!"
Intoning a spell, Malavarius quickens the steps of Tsin and others.
cast haste
HP: 40/40
AC: 12 (12 T / 10 FF) includes haste
Fort: +2 // Ref: +4 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) includes haste
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]
Protective Ward used: 0/8
Scorching Ray charges used: 41/42
Ongoing Effects:
haste: 1/7 rounds
----
Nice to meet you, Tryva! Did you know that a woman would appear when they went into that room? Is this part of their test?

Tsin Windscar |
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Tsin watches with no little repulsion as Quinn tries to lay down on the filthy bed. I have heard tales of Shoanti who name their warriors over great deeds, or telling events. From now on, I think we should call Quinn 'Sleeps on Stains'. Very fitting, don't you think? Not his first time, either, by how gracefully he succumbs without a thought..."
Men...
...
Round 1/2, Init 20
AC = 21
HP = 64/64
Weapon Equipped = Unarmed
Condition(s) = Bless
Perception: 1d20 + 13 ⇒ (20) + 13 = 33
"Jadwiga, Queen, and, yes, eerily similar, I must admit." Tsin feels a shiver, which reminds her to think on Winter, bringing her robe's affect to bear on her skin. She waits, half-expecting the ghost to show her desire by attacking the priest. We'll have our answer at least.
"We're... not here to fight, spirit." Really? "We need to know your desire, says the raven. Please tell us."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

1d20 - 1 ⇒ (7) - 1 = 6
1d20 + 17 ⇒ (13) + 17 = 30
"Ha! Quote to the raven, nevermore shall I tell you my desires!" the creature responds as Quinn calls down his blessing.
It reaches out and touches the cleric, who feels pain wrack his body! 32 hp negative energy, plus need a DC 21 Will save
1d20 + 16 ⇒ (4) + 16 = 20
6d8 ⇒ (7, 8, 6, 1, 3, 7) = 32
Mechanics: Each round, you can make an attempt to get her to tell you her desire, which will require an opposed Bluff check. If you are successful, she'll answer your question...
Entire party is up now. Mal, I can use your posted actions or you can revise...

Pemsworth Smith, Esq. |

"Holy sh...!" Pems calls out as the ghost-dream manifests. When it wracks Quinn with terrifying pain. Pems gulps, swallowing the unease at seeing a living dream manifest.
Bluff: 1d20 + 6 ⇒ (12) + 6 = 18 "Of course it doesn't have desires: IT'S NOT A REAL PERSON!"
Not sure if the Bluff counts as an action or not. If it doesn't, then Pems..
Pems crooks his hand, and tries to send the dream back to sleep with a new trick Flash taught him! Slumber hex, Will Save DC 17 to resist!

Tsin Windscar |

Round 1, Init 20
AC = 21
HP = 64/64
Weapon Equipped = +1 Falchion
Condition(s) = Bless
Knowledge(...Arcana?...Religion?), Monster Lore: 1d20 + 3 ⇒ (11) + 3 = 14 +7 Arcana, +5 Religion
Tsin quickly dismays at even trying to speak to the horror, as it drains Quinn with its touch. She moves to the right of the bed, and lashes out with her falchion. Tsin's voice slips into a low thrum, and she brings forth a destructive touch to her blade. Destruction Judgment, +2 sacred bonus to damage rolls
+1 Falchion, Bless, Power Attack: 1d20 + 11 + 1 - 2 ⇒ (14) + 11 + 1 - 2 = 24 for 2d4 + 7 + 6 + 2 ⇒ (4, 1) + 7 + 6 + 2 = 20 damage

Hektir the Tracksmage |

Round 1, Init 13
Hektir yells as the ghostly woman dares to attack his best wingman.
"Hey hey! I know you what you want! It's a warm body to lie with, huh? He was trying to give it to you!"
1d20 - 1 ⇒ (6) - 1 = 5 Bluff
Edited.

Quinn Kestrel |

Will save: 1d20 + 12 ⇒ (11) + 12 = 23 (+2 vs enchantments)
Round 2
"OOoowww!" Quinn hollers a second time in the last minute. "That was downright unkind of you!" The cleric shifts back while praying for healing.
cure moderate wounds: 2d8 + 7 ⇒ (6, 4) + 7 = 17
AC 24, touch 14, flat-footed 21
Fort +11, Ref +9, Will +12 (+2 vs enchantments)
CMD 21
HP 36/51
Resources Remaining
Bolts: 19
Door Sight: 4/6
Touch of Chaos: 6/6
Channel Energy: 6/6
Spells:
4/5 + 1/1 (first)
3/4 + 1/1 (second)
3/3 + 1/1 (third)
1/1 + 1/1 (fourth)
Temporary Effects
Bless
Haste
Constant Effects
Damage Resistance, Cold (2)
Blessing of Fervor
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Tsin Windscar |

As Tsin's blade passes through the woman's form, she studies what damage she was able to gain on it. "My blade is only working so well, thanks to Mal's strengthening. Unless your weapon's laced with magic, it won't work. I think it will also resist attacks with magic, as well." DR and SR

Malavarius King |

I'll let the haste stand. I suspect we'll be able to cut the dream down before we'll win a bluff check.
Malavarius calls up an old, familiar spell and sends a crackling likeness of Zeno, his tail feathers ablaze, crashing into the dream-witch. "How does one beat a dream? I hope one of you young troublemakers knows the answer, because this is quite beyond my experience. Dream witches indeed! Harumpf."
Caster Level Check: 1d20 + 9 ⇒ (10) + 9 = 19
Snapdragon Fireworks (fire): 1d4 ⇒ 1 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition
HP: 40/40
AC: 12 (12 T / 10 FF) includes haste
Fort: +2 // Ref: +4 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) includes haste
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]
Protective Ward used: 0/8
Scorching Ray charges used: 41/42
Ongoing Effects:
haste: 2/7 rounds
snapdragon fireworks: 1/7 rounds

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Malavarius: 14
Hektir: 13
Pemsworth: 11
Quinn: 22
Tsin: 20
Antagonist: 14
"His body shall lie here forever for disturbing me," the dream replies to Hektir's taunt, adding "I'm as real as your corpses will be," to Pems.
Mal's spell catches the creature, though most of the flame seems to just pass through her form, while Quinn heals his new wounds.
Tsin's blade passes through the creature's form, a spray of dream stuff trailing along with it. She passes out to touch the former butcher's apprentice, and her body is wracked with pain. 21 hp, plus need a Will save
1d20 + 17 ⇒ (5) + 17 = 22
Reflex: 1d20 + 8 ⇒ (13) + 8 = 21
touch: 1d20 + 16 ⇒ (2) + 16 = 18
6d8 ⇒ (3, 5, 1, 3, 5, 4) = 21
AD: 11

Quinn Kestrel |

"If I lie here for forever, then forever I will disturb you. Is that what you want, to be constantly disturbed, or perhaps you are not real, as my friend suggests?" Quinn hopes this ghost can be easily confused.
Bluff check to aid Pems: 1d20 + 3 ⇒ (4) + 3 = 7

Tsin Windscar |

Round 2, Init 20
AC = 22, Hasted
HP = 43/64
Weapon Equipped = +1 Falchion
Condition(s) = Blessed, Hasted, Destruction Judgment
Will Save v DC 21: 1d20 + 11 ⇒ (6) + 11 = 17
Will Save v DC 21: 1d20 + 11 ⇒ (17) + 11 = 28 Improved Iron Will... thank the gods
Tsin groans softly as the dream strikes her with the negative energies. She uses the speed bestowed by Mal to strike out twice.
+1 Falchion, Bless, Hasted, Power Attack: 1d20 + 11 + 1 + 1 - 2 ⇒ (18) + 11 + 1 + 1 - 2 = 29 for 2d4 + 7 + 6 + 2 ⇒ (4, 3) + 7 + 6 + 2 = 22 damage
Haste Attack: 1d20 + 11 + 1 + 1 - 2 ⇒ (16) + 11 + 1 + 1 - 2 = 27 for 2d4 + 7 + 6 + 2 ⇒ (3, 4) + 7 + 6 + 2 = 22 damage
edit:
Confirm Critical?: 1d20 + 11 + 1 + 1 - 2 ⇒ (8) + 11 + 1 + 1 - 2 = 19 for 2d4 + 7 + 6 + 2 ⇒ (1, 2) + 7 + 6 + 2 = 18 damage

Malavarius King |

Malavarius starts at Pemsworth's question, "Goodness gracious, how can anything prove itself to be real? The thing it's trying to prove itself to might itself not be real, mighten it? It's all so existentially befuddling, don't you think? Gadzooks, it makes my eyes water and gives me a headache!" As he verbally questions the base assumptions of reality and existance, another sparking Zeno zips into the dream-witch.
Aid Another (DC 10): 1d20 + 1 ⇒ (14) + 1 = 15
Snapdragon Fireworks (fire): 1d4 ⇒ 1 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition
HP: 40/40
AC: 12 (12 T / 10 FF) includes haste
Fort: +2 // Ref: +4 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) includes haste
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]
Protective Ward used: 0/8
Scorching Ray charges used: 41/42
Ongoing Effects:
haste: 3/7 rounds
snapdragon fireworks: 2/7 rounds

Tsin Windscar |

If the hyperboreal robe's gift of coldskin has any bearing on the dream, then its touch attack triggers 1d6 ⇒ 4 in cold damage :)

Hektir the Tracksmage |

Round 2, Init 13
Hektir realizes his club is going to be useless and focuses his attention on the amulet on his chest. Hektir begins to walk in a circle, building up his primal rage and focusing it inward. He hoots and grunts, focusing himself into a new old form: Apetir.
Apetir beats his chest, giving the jadwiggy dream something to dream about: or nightmare about.
ApeTir
AC: 16 (1 dex, 4 NA, 1 Deflection)
Str: 23 (19 base + 4) (+6)
Dex: 12
Con: 16
Low Light Vision, Scent
Attack: +4 BAB +6 Str +1 Amulet =+11
Bite: +11, 1d6+7
Claws x2: +11, 1d4+7 + grab
Space 10 ft.; Reach 10 ft.
Speed 30 ft., Climb 30 ft.;
HP 73/73
Endure Elements (24 hours)

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Thanks, Tsin
Malavarius: 14
Hektir: 13
Pemsworth: 11
Quinn: 22
Tsin: 20
Antagonist: 14
Mal's flaming bird again catches the animate dream, though again, seems to barely touch it as it concentrates on Pems' verbal jabs.
"Desires? I shall have my freedom first, and then my true desire shall ... NO!" it screeches.
It seems even more enraged as it realizes it has given something away; it steps backward, form flowing through the bed, and seems to hurl something invisible at Pems!
You see a horribly fearsome beast charge toward you -- literally the most fearsome creature you can imagine -- and fear fills you.
You can get DC 19 Will save to recognize the image as unreal. If that save fails, the beast touches you, and you must succeed on a DC 19 Fortitude save or die from fear. Even if the Fortitude save is successful, you take 3d6 ⇒ (1, 5, 4) = 10 points of damage.
Reflex: 1d20 + 8 ⇒ (2) + 8 = 10
SM: 1d20 + 17 ⇒ (4) + 17 = 21
AD: 36

Pemsworth Smith, Esq. |
4 people marked this as a favorite. |

Will Save: 1d20 + 8 ⇒ (13) + 8 = 21
Pems nearly falls backward as a beast from his childhood nightmares, the unholy marriage of a wolf and a boar, bursts at him.
'No, mommy, no! I'll be good, I'll be good! Don't let the boar-wolf take me away! nononono Mommy! NO!' The young halfling screams as his mother tosses him out the door. The night is dark and cold, but he can hear the snuffling, the hoof-claws striking the ground. 'I won't tell Daddy about anything, I won't say anything about the Baker and his visits, I promise, I promise, Mommy!' The beast is close, a dark shape in the night, a terrible smell of rotten meat and hot flesh, then the door is open and his mother hauls him inside as the beast hits the closed door. 'Make damn sure you don't, you little mistake,' she hisses and Pems cries, cries a long, long time as his mother walks away.
Then he sees the beast is shadowy, not real. He straightens up and glares at the dream. "You're not real, you piece of garbage. You'll never have freedom. Because that's what you want, isn't it? You want to be free. Free of who? The Witch, is that it? Did the Baba Yaga trap you here, you filthy piece of dirt?"
Bluff: 1d20 + 6 ⇒ (18) + 6 = 24

Hektir the Tracksmage |

Round 2, Init 13
Apetir begins to flail at the dream with amulet enhanced tooth and claw.
1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28 to hit (bite);
1d6 + 7 ⇒ (3) + 7 = 10 damage.
Haste Bite:
1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14 to hit (bite);
1d6 + 7 ⇒ (2) + 7 = 9 damage.
1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 to hit (claw);
1d4 + 7 ⇒ (2) + 7 = 9 damage.
1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 to hit (claw);
1d4 + 7 ⇒ (1) + 7 = 8 damage.
Apetir roars in sadness...not just for the queen, but for Pems and his upbringing.
ApeTir
AC: 16 (1 dex, 4 NA, 1 Deflection)
Str: 23 (19 base + 4) (+6)
Dex: 12
Con: 16
Low Light Vision, Scent
Attack: +4 BAB +6 Str +1 Amulet =+11
Bite: +11, 1d6+7
Claws x2: +11, 1d4+7 + grab
Space 10 ft.; Reach 10 ft.
Speed 30 ft., Climb 30 ft.;
HP 73/73
Barkskin (1 hour)
Resinous Skin (1 hour)
Endure Elements (24 hours)
Resist Energy (1 hour)

Quinn Kestrel |

Absolutely determined to beat the witchy ghost, Quinn turns to his best abilities to sway the encounter in the party's favor. Shifting north to shield Pems and lay a healing hand on Tsin, Quinn offers himself as a target of negative graspings and mental anguish in the place of his companions. "Grab it again, Queeny, I dare you!"
Cure Moderate Wounds, Tsin: 2d8 + 7 ⇒ (1, 8) + 7 = 16
AC 24, touch 14, flat-footed 21
Fort +11, Ref +9, Will +12 (+2 vs enchantments)
CMD 21
HP 36/51
Resources Remaining
Bolts: 19
Door Sight: 4/6
Touch of Chaos: 6/6
Channel Energy: 6/6
Spells:
4/5 + 1/1 (first)
2/4 + 1/1 (second)
3/3 + 1/1 (third)
1/1 + 1/1 (fourth)
Temporary Effects
Bless
Haste
Constant Effects
Damage Resistance, Cold (2)
Blessing of Fervor
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Malavarius King |

Spellcraft: 1d20 + 17 ⇒ (7) + 17 = 24
Recognizing the heinous spell the dream-witch just used upon Pemsworth, Malavarius' face goes white for a second before he realizes Pemsworth resisted it. Not wanting to risk it a second time, he holds a spell ready to counter it should she try it again. As he does so, another Zeno explodes in the dream's face.
Counterspell (dispel magic): 1d20 + 7 ⇒ (6) + 7 = 13
Snapdragon Fireworks (fire): 1d4 ⇒ 1 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition
HP: 40/40
AC: 12 (12 T / 10 FF) includes haste
Fort: +2 // Ref: +4 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) includes haste
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 0/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]
Protective Ward used: 0/8
Scorching Ray charges used: 41/42
Ongoing Effects:
haste: 4/7 rounds
snapdragon fireworks: 3/7 rounds
Did I break the diceroller? Did I transmute d4's into d1's?

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Malavarius: 14
Hektir: 13
Pemsworth: 11
Quinn: 22
Tsin: 20
Antagonist: 14
Mal prepares a counterspell, his firework again barely brushing the dream, as Mal and Tsin push forward to try to end the threat. The ape's attacks seem to pass through the creature, though they seem to rip wisps away, as does Tsin's sword.
Pems' jape again seems to strike home, and the dream roars, enraged: "Yes, it was Baba Yaga and I shall have my revenge! I want to destroy her and make her suffer as I have suffered!"
Again, enraged she lashes out, touching Tsin again, again wracking her body with pain. 25 hp; plus need another Will save
Reflex: 1d20 + 8 ⇒ (3) + 8 = 11
1d20 + 17 ⇒ (3) + 17 = 20
Tsin: 1d20 + 11 ⇒ (19) + 11 = 30
2d4 + 15 ⇒ (4, 1) + 15 = 20
Tsin: 1d20 + 11 ⇒ (17) + 11 = 28
2d4 + 15 ⇒ (4, 3) + 15 = 22
Incorporeal creatures are immune to critical hits...
1d20 + 16 - 1 ⇒ (2) + 16 - 1 = 17
6d8 ⇒ (8, 8, 1, 4, 3, 1) = 25
AD: 67

Hektir the Tracksmage |

Round 3, Init 13
Apetir begins to flails at the dream with amulet enhanced tooth and claw.
1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27 to hit (bite);
1d6 + 7 ⇒ (6) + 7 = 13 damage.
Haste Bite:
1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29 to hit (bite);
1d6 + 7 ⇒ (6) + 7 = 13 damage.
1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13 to hit (claw);
1d4 + 7 ⇒ (2) + 7 = 9 damage.
1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 to hit (claw);
1d4 + 7 ⇒ (2) + 7 = 9 damage.
ApeTir
AC: 16 (1 dex, 4 NA, 1 Deflection)
Str: 23 (19 base + 4) (+6)
Dex: 12
Con: 16
Low Light Vision, Scent
Attack: +4 BAB +6 Str +1 Amulet =+11
Bite: +11, 1d6+7
Claws x2: +11, 1d4+7 + grab
Space 10 ft.; Reach 10 ft.
Speed 30 ft., Climb 30 ft.;
HP 73/73
Endure Elements (24 hours)

Pemsworth Smith, Esq. |

Pems' face gets angrier. "Get in line, woman! Look at us! We never asked for any of this! We didn't set out to save the Witch! We set out to stop winter in our summer lands and an old man staggered out of a portal and died and we agreed to help him AND NOW WE CAN'T GET AWAY FROM THE WITCH OR HER DAMNABLE HUT! So pardon me if I don't step aside and let you kill the Witch! First we have to find her so she can remove this mantle. Then you can do as you please. Enough, everyone. We have what we came for. Leave the ghost here to mull its vengeance."

Tsin Windscar |

Round 4, Init 20
AC = 22, Hasted
HP = 34/64
Weapon Equipped = +1 Falchion
Condition(s) = Blessed, Hasted
Will Save v DC 21: 1d20 + 11 ⇒ (16) + 11 = 27
Tsin feels the tension in her muscles, and the pain of the dream's touch. She decides to lash out again, hearing Pems's counsel too late.
+1 Falchion, Bless, Haste, Power Attack: 1d20 + 11 + 1 + 1 - 2 ⇒ (12) + 11 + 1 + 1 - 2 = 23 for 2d4 + 7 + 6 + 2 ⇒ (4, 2) + 7 + 6 + 2 = 21 damage
Haste Attack: 1d20 + 11 + 1 + 1 - 2 ⇒ (12) + 11 + 1 + 1 - 2 = 23 for 2d4 + 7 + 6 + 2 ⇒ (2, 3) + 7 + 6 + 2 = 20 damage
"Can it be destroyed, this dream? Or is it not that lucky?"

Quinn Kestrel |

Again healing Tsin...
Cure Moderate Wounds, Tsin: 2d8 + 7 ⇒ (6, 5) + 7 = 18
...Quinn pleads Pems case, "Let's get out of here!", although he stays by Tsin's side.
AC 24, touch 14, flat-footed 21
Fort +11, Ref +9, Will +12 (+2 vs enchantments)
CMD 21
HP 36/51
Resources Remaining
Bolts: 19
Door Sight: 4/6
Touch of Chaos: 6/6
Channel Energy: 6/6
Spells:
4/5 + 1/1 (first)
1/4 + 1/1 (second)
3/3 + 1/1 (third)
1/1 + 1/1 (fourth)
Temporary Effects
Bless
Haste
Constant Effects
Damage Resistance, Cold (2)
Blessing of Fervor
Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Tsin Windscar |

"I'll not argue with that. Thank you, Quinn." She looks down at her falchion, almost expecting some sort of residue to remain on the blade, from all the wisps. She follows when the others depart.
HP:52/64

Hektir the Tracksmage |

The primate, Apetir, picks up the bed and looks around the room for things of interest, not yet ready to depart and feeling quite manly apely in his defiance.
1d20 + 16 ⇒ (20) + 16 = 36 Perception about the room
If nothing is found, Apetir will put the bed back and follow the group out...but not before grasping Mal by the arm.
Apetir looks at Mal, points to the man's spellpouch, then points to Tsin's armor, then points to himself. He repeats the process again in case the daft wizard doesn't understand.
If Mal doesn't get it, he tries it twice with Zeno. If that fails to register, he pulls out his pearl of power and drops it in Mal's hand.
Apetir taps his foot expectantly.

Malavarius King |
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Malavarius assumes a calming tone as the ape-that-once-was-Hektir begins gesticulating from himself to Tsin. "Hektir, lad. If this attraction you suddenly feel has anything to do with Tsin's earlier advances, I'm sorry to tell you, my boy, but she'd fallen under the influence of dark magic at the time." He pats the ape consolingly on the back, then returns the pearl. "It's a fine proposal offer, Hektir, but it loses something of its heft if you have someone else do it for you, I'm afraid. Maybe you should hold on to this for a little while longer yet, hmm?"

Hektir the Tracksmage |

Apetir smacks his forehead with his large apy hand and looks to Zeno, aka the smart one, for assistance.
He mimics Mal's casting of a spell, then points to himself.
We had a deal, Mal! A DEAL!! /me beats chest.

Malavarius King |
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Zeno turns from Tryva and titters, shaking his head. "He wants you to use your magic to protect him like Tsin's armor protects her, you floppy-hatted old fool!"
"He wants what?" Malavarius turns to Hektir, "You want what? Oh! Well, lad. That I can certainly do. Ha. I was afraid you wanted a love potion or spell or somesuch." The wizard shudders involuntarily, not at the thought of Hektir and Tsin in magically induced wedlock, but at the thought of leaning on enchantment magics like the witches of Irrisen. The idea is plainly revolting to the wrinkled old mage.
Stroking his beard and scratching his head through his hat, Malavarius then intones a spell, and a shimmering curtain of light surrounds Hektir before taking semi-solid shape around his hunched and muscled form. At the end of the spell, a sparkle enters the eye of the wizard and he adds a tiny skull-cap atop the ape's head, with a single long feather like brave knights used to have in old tales. The armor and helmet, similar to the curtain of protective magics he calls up regularly, shimmers like water.
HP: 40/40
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/21 absorbed
Pearl of Power I: 1/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], hydraulic push [ ], protection from evil* [ ], mage armor [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [ ], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [ ] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]
Protective Ward used: 0/8
Scorching Ray charges used: 41/42
Ongoing Effects:
mage armor (Hektir): 7 hours

Tsin Windscar |
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"Those weren't advances, Mal, it was the creature's desire, not mine." Tsin watches the pearl move from monkey's paw, to mummy's hand, and back. "Hektir's more of a fool than I thought if he takes you for an expert player of charades."
She observes Mal weaving his magics from the Pearl's power, glad of his ability to ensorcel. She is entirely caught off-guard when the skullcap comes to light. A quite audible snort echoes in the room, her hand unable to move to her mouth and nose quickly enough.
...
Tsin watches Pems approach the Raven, expecting him to answer correctly.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

The raven's head bobs in affirmation: “So be it. Seek now the sisters three who are one: Mother, Maiden, Crone. But know that the Maiden is elusive, and may only be caught with the waxing moon.”
She flaps over to the halfling, dropping an amulet in his hand. She crows three times and then flies into the pool. There is no splash when she touches the surface. Instead, she seems to pass into another world and wings off into a glorious sunrise, her form growing smaller and smaller until it disappears.
The iron amulet is engraved with a strange rune.
The rune is Iobarian, and means Artrosa.
You recognize this as the name of a trio of giant, carved figures in northeastern Iobaria, also known as “The Three Who Watch.”

Malavarius King |

Knowledge (geography): 1d20 + 16 ⇒ (15) + 16 = 31
"So long there, raven. You might want to practice your riddle-making-" The raven vanishes into the distance of the pool's horizon before Malavarius can finish. "Oh bother. That was a bit rude, wasn't it?" He turns to Pemsworth as the halfling examines the amulet and starts, "Artrosa? Did you say 'Artrosa', Pemsworth? Oh my. That's way off in northeastern Iobaria. Enormous stone statues, carved in the distant wilderness."