Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

"You foul smelling, mannish harpy!" Quinn screeches, then sees Tsin glance back at him. "No, not you, Tsin, that thing flying above you." Then ZephTyr exhales in indignation, "No, not you either, Hektir, keep attacking it!" Quinn loads and fires another bolt, hoping his physical attack at least finds its mark.

light crossbow, into melee: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17
damage: 1d8 ⇒ 1


retired (AP completed)

"Ooof! What the- Pemsworth? Pemsworth, what are you doing? Let go of me this instant! Nnnnnf! Zeno? Zeno! Help me, won't you? Get this grabby halfling off of me!"

Status:

HP: 44/44
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 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 [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [X], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [X] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]

Protective Ward used: 2/8

Ongoing Effects:
protection from energy (Quinn): 70 minutes

Unsure at this point if Malavarius is free to act as he wills or if he's still driven to get to the northwest corner of the room. If free to act, he'll call up his ward.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

"Mister Malavarius! You have to come to yourself! Wake up, sir! You're walking into danger!" If he's satisfied that Mal is awake, Pems turns and flings a snowball at the flying horny-goat man!

Snowball Ranged Touch!: 1d20 + 8 ⇒ (20) + 8 = 28 dealing 5d6 ⇒ (2, 6, 6, 2, 5) = 21 cold damage and causing a Fort save DC 16 or staggered for one round!

Possible crit?: 1d20 + 8 ⇒ (14) + 8 = 22 for an additional 5d6 ⇒ (1, 5, 1, 3, 3) = 13 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal, you're acting under a suggestion spell, which doesn't expire, so I'd say your action will be to try to free yourself this round. Pems, you're acting twice in the round (grabbing Mal and then throwing the snowball). If you want to save the snowball rolls for next round, you can.

Round 1:

Pemsworth: 9
Quinn: 9
Malavarius: 3
Hektir: 20
Tsin: 20
Antagonist: 13

Pems grabs Malavarius, trying to keep him from reaching the pile of fungus. The old man is able to free himself, however, and continues on, toward the northwest corner of the room.

Quinn fires an arrow toward the winged creature, but it's blown off-target by the wind elemental, which tries to buffer the piper with no success.

Tsin charges forward, racing past Mal toward the tendriculos, her flaming ranseur hissing as it makes contact. She's able to fend off its tentacles, but its teeth clamp closed on her arm. 14 hp damage, plus grappled

The winged creature carefully casts, and a cold, cloying miasma of greasy darkness suddenly spreads over Mal, Hektir and Tsin. 16 hp damage, plus sickened 1 round for Ma; 8 hp to Hektir and Tsin. DC 19 Will save for half damage and to not be sickened if you're Mal.

Mechanics:

Mal CMB: 1d20 + 3 ⇒ (13) + 3 = 16

T bite: 1d20 + 11 ⇒ (12) + 11 = 23
2d6 + 7 ⇒ (3, 4) + 7 = 14
T tentacle: 1d20 + 6 ⇒ (11) + 6 = 17
T tentacle: 1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 19 ⇒ (9) + 19 = 28

Fly: 1d20 + 15 ⇒ (8) + 15 = 23
Concentration: 1d20 + 13 ⇒ (13) + 13 = 26
4d8 ⇒ (1, 1, 6, 8) = 16
1d4 ⇒ 1

Tendriculos: 25

Tsin and the flying critter are occupying the same square, but Tsin's on the ground and the flying guy is 20 feet up.


retired (AP completed)

What type of damage is it? Cold? Untyped?

Will Save (DC 19): 1d20 + 9 ⇒ (9) + 9 = 18 Ahhh nuts!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Untyped.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 3, Init 20

1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18 Will vs. DC 19 FU fey!

ZephTyr 5' flaps at the piper, slamming it with airy, magical, fisty slams.

1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25 to hit; (power attack)
1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10 slam damage.

1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21 to hit; (power attack)
1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12 slam damage.

ZephTyr Status:

AC 3 NA + 2 dex + 2 dex + 1 ring +3 barkskin +4 mage armor= 25
HP 75/83
Mage Armor (7 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)

Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 2, Init 20

Status:

AC = 19
HP = 56/74
Weapon Equipped = +1 Ranseur
Condition(s) = Grappled
Pharasma's Blessings = 2-1, 2-2

Will Save v DC 16: 1d20 + 12 ⇒ (12) + 12 = 24

Tsin immediately convulses as the tendriculos and satyr align their sapping attacks to bring her both the frustration of restricted movement and sickness. The flaming ranseur, now all but useless to her, falls to the ground, as she reaches for her more dependable falchion.

"Don't kill it, the Deer-Ass! I want to see the light behind his eyes while my blade sinks deep..."

She thinks on Winter, and brings the Hyperboreal Robe's cold to her skin, encouraging the tendriculos to release her from the biting pain. Free Action to activate

Cold Damage: 1d6 ⇒ 1 Not sure if this continues each round...

She takes full swings on the plant, despite all her encumbrances.

+1 Falchion, Grappled, Sickened: 1d20 + 13 - 2 - 2 ⇒ (4) + 13 - 2 - 2 = 13 for 2d4 + 8 - 2 ⇒ (2, 2) + 8 - 2 = 10 damage

+1 Falchion, Grappled, Sickened: 1d20 + 8 - 2 - 2 ⇒ (8) + 8 - 2 - 2 = 12 for 2d4 + 8 - 2 ⇒ (3, 3) + 8 - 2 = 12 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin, you're not sickened. Only Mal could have been sickened, plus you made your save.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Ah, good then. Half damage already sussed out, very glad to not be sickened...


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 2

Quinn moves forward 20 feet and expels the healing energy of Cayden. "Buurrrpp"

Channel Heal, selective: 4d6 ⇒ (3, 2, 1, 2) = 8


retired (AP completed)

Malavarius continues to trundle onward toward his destination, sure that once he gets there something will make sense. "Quit all that racket, the lot of you! I can hardly thinking with all the noise in here, for pity's sake."

And, if anyone should try and restain him, CMB: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2

Status:

HP: 36/44 (-16, +8)
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 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 [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [X], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [X] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]

Protective Ward used: 2/8

Ongoing Effects:
protection from energy (Quinn): 70 minutes
sickened: –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

I'll save the snowball until I can be sure Mal isn't walking into danger!

CMD 16 old man. Good try. Pems continues to dig in and hold the old kook from walking into danger.


retired (AP completed)

Mott rolled a CMB check for me to escape last round, Pems and, nefarious and tricksy GM that he is, I succeeded! So, you'll need to re-grapple me, sir!


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Curse you, old man! CURSE YOU!

Pems grabs at the old kook yet again! CMB: 1d20 + 2 ⇒ (11) + 2 = 13

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin, my reading is it continues every round until you deactivate it.

Round 2:

Pemsworth: 9
Quinn: 9
Malavarius: 3
Hektir: 20
Tsin: 20
Antagonist: 13

Pems manages to barely grab Mal again, preventing his headlong effort to reach the tendriculos, this time able to hold on despite the old man's ineffectual slapping at his hands.

Swirling around that epic battle, Quinn heals his companions as Hektir slams the winged goat man, though the buffets seem to have less impact than he'd expected DR!.

Below, small tentacles form on the tendiculos' maw, as Tsin hacks uselessly away at it ... until it suddenly swallows her whole! 18 pts. damage

Swallowed:

A swallowed creature keeps the grappled condition. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, or it can just try to escape the grapple. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.

At the same time, it lashes out at Mal, its tentacles wrapping painfully around the old man. 10 pts. damage total, grappled even more

The flying goat man laughs at the sudden disappearance of one of your companions, and continuing to hover in space, carefully casts, a burst of fear suddenly running through Hektir. Become panicked for 8 rounds; DC 19 Will save to instead become shakened for 1 round

Mechanics:

T swallow: 1d20 + 19 ⇒ (20) + 19 = 39
2d6 + 7 ⇒ (6, 5) + 7 = 18

1d2 ⇒ 1
1d20 + 6 ⇒ (16) + 6 = 22
1d6 + 3 ⇒ (1) + 3 = 4

1d2 ⇒ 1
1d20 + 6 ⇒ (5) + 6 = 11
1d6 + 3 ⇒ (3) + 3 = 6

Grab: 1d20 + 19 ⇒ (9) + 19 = 28
Grab: 1d20 + 19 ⇒ (10) + 19 = 29

Fly: 1d20 + 13 ⇒ (7) + 13 = 20
Concentration: 1d20 + 13 ⇒ (17) + 13 = 30

P: 12
T: 25


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 4, Init 20

1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19 Will vs. DC 19 FU fey!

ZephTyr 5' flaps at the piper, slamming it with airy, magical, fisty slams.

1d20 + 12 - 1 ⇒ (10) + 12 - 1 = 21 to hit; (power attack)
1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14 slam damage.

1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15 to hit; (power attack)
1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15 slam damage.

ZephTyr Status:

AC 3 NA + 2 dex + 2 dex + 1 ring +3 barkskin +4 mage armor= 25
HP 83/83
Mage Armor (7 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)

Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.


retired (AP completed)

Is the suggestion still in effect after being struck by the creature and watching it devour Tsin whole? Suggestion ends automatically if the act is 'obviously harmful' - and walking into a tendriculos' gullet seems like that might qualify =P

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yeah, I'd say you've fulfilled the obligation of the suggestion.


retired (AP completed)

Pems and Quinn are up before me, so this'll only fly if Pems releases the grapple.
EDIT: Nevermind, didn't realize I was also grappled by the tendriculos too.

"Ooof! What the- Tsin? Tsin?! Oh good heavens! Unhand me you brutish plant!!" Malavarius flails pitifully to free himself.

CMB: 1d20 + 3 ⇒ (5) + 3 = 8

Status:

HP: 26/44 (-10)
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 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 [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [X], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [X] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]

Protective Ward used: 2/8

Ongoing Effects:
protection from energy (Quinn): 70 minutes
grappled


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Can I use the snowball now but aim it at the plant thing?

Pems cries out as Mal gets snagged! He starts to pull at Mal, but instead sets his jaw and launches a ball of snow and ice at the plant monster!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Seems a little hinky, but sure, Pems. :)


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 3, Init 20

Status:

AC = 19
HP = 38/74
Weapon Equipped = +1 Ranseur
Condition(s) = Grappled, Swallowed
Pharasma's Blessings = 2-1, 2-2

First the ranseur, now my falchion... this is decidedly a black situation... Tsin watches with grim fascination as the tendriculos brings her entire body into its awaiting maw. Futile thoughts of extrication play behind eyes that finally lock shut, unwilling to swim in the creature's digestive liquids.

The spriggan knife so recently offered and declined by the Witch Tree snaps into her hand, and the butcher tries her best to slash her way free.

Butcher's Knife: 1d20 + 11 ⇒ (3) + 11 = 14 for 1d4 + 5 ⇒ (1) + 5 = 6 damage

Butcher's Knife, Iterative: 1d20 + 6 ⇒ (10) + 6 = 16 for 1d4 + 5 ⇒ (1) + 5 = 6 damage

Her Robe continues to punish the creature from within.

Cold Damage: 1d6 ⇒ 3

She 'hngs' loudly, encouraging those not currently swallowed to see her set free...


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 3

As Tsin is swallowed whole, Quinn leaps into the fray. Or rather, he leaps through the fray. With a burst a yellowish light, like looking through a pint glass at the afternoon sun, Quinn disappears and flashes back into being in front of the plant creature, his hands already slapping at the beast. "Unhand her, you brute of a vegetable!"

Dimensional Hop to space in front of plant creature, followed by Slap of Chaos

Slap of Chaos: 1d20 + 8 ⇒ (1) + 8 = 9 vs touch AC ...stinky DiceBot!

The Hop twists his senses and the cleric appears facing the wrong direction, slapping wildly at the air before spinning to face the plant creature.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

LOL. Classic Quinn...

Round 3:

Pemsworth: 9
Quinn: 9
Malavarius: 3
Hektir: 20
Tsin: 20
Antagonist: 13

Pems releases his hold on Mal and quickly casts, sending a snowball slamming into the tendriculos. It staggers for a moment, but you can see the damage to the plant healing almost as quickly.

Quinn appears in front of it a moment later as Mal struggles futilely to free himself, one of the creature's viny tentacles crushing the old man's ribs, though the other slips loose 7 hp. It bites at the cleric, who manages to duck out of its way as he spins around to face it.

Above, the battle rages, AirTir hitting the creature once, though again doing less damage than he thinks he should. The creature responds by dropping his pipes and lashing out with fangs, claws and horns, though only the last makes contact with the tracksmage's airy form. 6 hp

Inside the tendriculos, the acid burns into Tsin's flesh, and she can feel her limbs stiffen in the strange mucus. 8 pts. acid damage, plus DC 18 Fort save or be paralyzed 9 rounds

Mechanics:

T Fort save: 1d20 + 10 ⇒ (10) + 10 = 20

P Fly: 1d20 + 15 ⇒ (20) + 15 = 35
bite: 1d20 + 9 ⇒ (1) + 9 = 10
claw: 1d20 + 9 ⇒ (8) + 9 = 17
claw: 1d20 + 9 ⇒ (6) + 9 = 15
gore: 1d20 + 9 ⇒ (16) + 9 = 25
1d6 + 5 ⇒ (1) + 5 = 6

Bite (Quinn): 1d20 + 11 ⇒ (7) + 11 = 18
2d6 + 7 ⇒ (1, 5) + 7 = 13
Grab: 1d20 + 19 ⇒ (16) + 19 = 35

tentacle 1 (Mal): 1d20 + 19 ⇒ (10) + 19 = 29
1d6 + 3 ⇒ (4) + 3 = 7
tentacle 2 (Mal): 1d20 + 19 ⇒ (1) + 19 = 20
1d6 + 3 ⇒ (3) + 3 = 6

2d6 ⇒ (4, 4) = 8
3d6 ⇒ (2, 5, 2) = 9

P: 21
T: 58 (5)


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 4, Init 20

Status:

AC = 19
HP = 30/74
Weapon Equipped = Butcher's Knife
Condition(s) = Grappled, Swallowed
Pharasma's Blessings = 2-1, 2-2

Fortitude Save v DC 18: 1d20 + 13 ⇒ (7) + 13 = 20 Whew...

Tsin continues her assault from within, increasingly agitated, both mentally and physically.

Butcher's Knife: 1d20 + 11 ⇒ (19) + 11 = 30 for 1d4 + 5 ⇒ (2) + 5 = 7 damage

Butcher's Knife, Iterative: 1d20 + 6 ⇒ (19) + 6 = 25 for 1d4 + 5 ⇒ (3) + 5 = 8 damage

edit:

Confirm Critical 1?: 1d20 + 11 ⇒ (20) + 11 = 31 for 1d4 + 5 ⇒ (1) + 5 = 6 damage

Confirm Critical 2?: 1d20 + 6 ⇒ (12) + 6 = 18 for 1d4 + 5 ⇒ (3) + 5 = 8 damage


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 4, Init 20

ZephTyr keeps on the piper, slamming it with airy, magical, fisty slams.

1d20 + 12 - 1 ⇒ (1) + 12 - 1 = 12 to hit; (power attack)
1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13 slam damage.

1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24 to hit; (power attack)
1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13 slam damage.

ZephTyr Status:

AC 3 NA + 2 dex + 2 dex + 1 ring +3 barkskin +4 mage armor= 25
HP 77/83
Mage Armor (7 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin (160 minutes)
Greater Longstrider (8 hours)

Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 4

Quinn shifts back from the creature and picks up the ranseur dropped by Tsin. Struggling with the awkward weapon, the priest strikes at the plant, trying to cut his companion free. "Hang on, Tsin, we'll have you out soon! or I'll be joining you."

ranseur, untrained: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10

status:

AC 21, touch 14, flat-footed 18
Fort +12, Ref +9, Will +13 (+2 vs enchantments)
CMD 22
HP 58/58

Resources Remaining
Bolts: 18
Door Sight: 6/6
Touch of Chaos: 5/6
Chaos Blade: 1/1
Channel Energy: 5/6
Dimensional Hop, 5 foot increments: 11/14

Cleric Spells Prepared (CL 7):
4th (2+1/day) Blessing of Fervor, Terrible Remorse DC 17 + Chaos Hammer DC 17
3rd (4+1/day) Dispel magic, Prayer, Protection from Energy Communal, Wrathful Mantle DC 16 + Fly
2nd (4+1/day) Drunkard's breath, Hold person, Spear of Purity DC15, Summon Monster II + Locate Object
1st (5+1/day) Endure Elements, Bless, Protection from Evil, Sun Metal, Unbreakable Heart + Expeditious Retreat
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)

Spells used:
4th (2+1/day): 0/0
3rd (4+1/day): 0/0
2nd (4+1/day): 0/0
1st (5+1/day): 0/0

Temporary Effects
none

Constant Effects
Damage Resistance, Cold (2)


retired (AP completed)

Malavarius continues to grunt and struggle against the tendriculos' inescapable grip.

CMB: 1d20 + 3 ⇒ (9) + 3 = 12

Status:

HP: 19/44 (-7)
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 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 [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [X], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [X] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]

Protective Ward used: 2/8

Ongoing Effects:
protection from energy (Quinn): 70 minutes
grappled


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems cries out and unleashes another cold spell! Flurry of Snowballs: 4d6 ⇒ (3, 2, 5, 3) = 13 cold damage; Reflex DC 17 for half!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 4:

Pemsworth: 9
Quinn: 9
Malavarius: 3
Hektir: 20
Tsin: 20
Antagonist: 13

Pems hits the tendriculos with another set of snowball, causing small chunks of vegetation to fall off. It's not enough to put the thing down, though, and it's tentacle lashes out and hits Quinn in the head as he reaches for the ranseur. His slap at the beast does no damage, but does manage to prevent it from wrapping its tentacle around him. 9 hp

Mal struggles futilely to free himself, when suddenly a wet ripping sound comes from the creature, and Tsin -- dripping wet in paralytic digestive fluids -- emerges from the massive plant's gullet, splitting the creature into two. Even as she does, it begins to knit itself back together, though for the moment doesn't move.

Above, Hektir hits the flying fiend once more, though its claws rip back to him in response. 12 hp total

Mechanics:

Reflex: 1d20 + 4 ⇒ (6) + 4 = 10
AoO: 1d20 + 6 ⇒ (20) + 6 = 26
1d6 + 3 ⇒ (6) + 3 = 9
Confirm: 1d20 + 6 ⇒ (12) + 6 = 18
grab: 1d20 + 19 ⇒ (2) + 19 = 21

P Fly: 1d20 + 15 ⇒ (19) + 15 = 34
bite: 1d20 + 9 ⇒ (7) + 9 = 16
claw: 1d20 + 9 ⇒ (19) + 9 = 28
1d4 + 5 ⇒ (1) + 5 = 6
claw: 1d20 + 9 ⇒ (16) + 9 = 25
1d4 + 5 ⇒ (1) + 5 = 6
gore: 1d20 + 9 ⇒ (11) + 9 = 20

P: 29
T: 90


retired (AP completed)

"Tsin? Tsin! Oh my word, you look positively dreadful! Don't just stand there, girl, keep cutting!"

I take it I'm still grappled then? If so,
CMB: 1d20 + 3 ⇒ (17) + 3 = 20

Edit: In that case...

For his part, Malavarius is finally able to struggle free from the creature's viny tentacle even as he calls after Tsin. "Ah ha! Ah ha! I'm loose! Take that you miserable pile of compost!" He stomps one foot onto the tentacle then jumps back several feet as it twitches. Fumbling for his staff, he sends a sparking, crackling likeness of Zeno darting into the center of its mass, chasing behind Tsin's mighty strikes.

Snapdragon Fireworks (fire): 1d4 ⇒ 2 + dazzled for 1 round; Reflex Save DC 18 for 1/2 damage + negates dazzled condition

Status:

HP: 19/44
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 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 [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [X], scorching ray [ ], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [X] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]

Protective Ward used: 2/8

Ongoing Effects:
protection from energy (Quinn): 70 minutes
snapdragon fireworks: 1/8

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

No, you are free, Mal. The creature is dead, but regenerating.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 5, Init 20

Status:

AC = 19
HP = 30/74
Weapon Equipped = +1 Falchion
Condition(s) = Free at Last, Free at Last...
Pharasma's Blessings = 2-1, 2-2

The light from the chamber gives her enough confidence to open her eyes more widely, as the canvas-like hide opens to let her out. "Pharasma, take me now... this smell is enough to..."

Mal wrote:
"...keep cutting!"

As the skin of the tendriculos starts to knit together again, Tsin drops her saving grace knife, to bring both hands to bear on her falchion again. "Yes, right. Keep... cutting..." She barely gets her bearing, before her arms get moving again.

+1 Falchion: 1d20 + 13 ⇒ (2) + 13 = 15 for 2d4 + 8 ⇒ (4, 2) + 8 = 14 damage

+1 Falchion, Iterative: 1d20 + 8 ⇒ (9) + 8 = 17 for 2d4 + 8 ⇒ (4, 4) + 8 = 16 damage


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 5

Quinn hacks at the knitting plant with the ranseur.

don't fumble: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 2d4 + 5 ⇒ (1, 1) + 5 = 7

"Mal, Pems, burn this thing, burn it good, it's already pulling itself back together!"


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 5, Init 20

Hektir takes only 2 damage as ZephTyr's resinous skin gives him DR/5 piercing.

ZephTyr slams the piper with airy, magical, fisty slams.

1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25 to hit; (power attack)
1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10 slam damage.

1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24 to hit; (power attack)
1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12 slam damage.

ZephTyr Status:

AC 3 NA + 2 dex + 2 dex + 1 ring +3 barkskin +4 mage armor= 25
HP 75/83
Mage Armor (7 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)

Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems snarls, seeing the stupid plant monster still reknitting itself together. He fumbles for something, seeing as his cold didn't do much good and his hand hits the skull lantern that burns on his hip. He pulls it up and aims it at the monster!

Fire: 5d4 ⇒ (1, 4, 2, 4, 4) = 15 damage! Using the grim lantern to burn that mofo!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Fastest round of combat ever...

Round 6:

Pemsworth: 9
Quinn: 9
Malavarius: 3
Hektir: 20
Tsin: 20
Antagonist: 13

Pems, Quinn and Tsin hack and burn the tendriculos, the accumulated damage finally seeming to be too much for the plant creature, which ends its attempts to regrow itself.

Mal turns his attention instead to the creature above, sending a flaming Zeno in his direction, only to see it fizzle out as it hits the creature. Hektir, seemingly becoming more accustomed to his new form, has more luck, two windy fists hitting home.

Undaunted -- he shoots an evil grin at the Mal: "You'll have to do better than that, old man!" -- the creature continues its assault on Hektir, slamming horns into him. 7 hp, that your silly DR that shouldn't count since you have no skin as an elemental is pierced by!

Mechanics:

Spellcaster check: 1d20 + 18 ⇒ (1) + 18 = 19
P Fly: 1d20 + 15 ⇒ (12) + 15 = 27
bite: 1d20 + 9 ⇒ (9) + 9 = 18
claw: 1d20 + 9 ⇒ (14) + 9 = 23
claw: 1d20 + 9 ⇒ (11) + 9 = 20
gore: 1d20 + 9 ⇒ (18) + 9 = 27
1d6 + 5 ⇒ (2) + 5 = 7

P: 42


retired (AP completed)

Malavarius frowns at the flying satyr. "Better you say? Is something like this what you had in mind?" He then sends a pair of fiery bolts lancing through the air toward the goat-like devil.

Caster Level Check: 1d20 + 8 ⇒ (17) + 8 = 25
Scorching Ray 1: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13for: 4d6 ⇒ (3, 2, 6, 4) = 15
Scorching Ray 2: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19for: 4d6 ⇒ (6, 1, 5, 3) = 15

Status:

HP: 19/44
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 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 [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [ ] [ ], resist energy* [X], scorching ray [X], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [X] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]

Protective Ward used: 2/8

Ongoing Effects:
protection from energy (Quinn): 70 minutes
snapdragon fireworks: 1/8


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 6, Init 20

ZephTyr slams the piper with airy, magical, fisty slams.

1d20 + 12 - 1 ⇒ (5) + 12 - 1 = 16 to hit; (power attack)
1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12 slam damage.

1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15 to hit; (power attack)
1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15 slam damage.

ZephTyr Status:

AC 3 NA + 2 dex + 2 dex + 1 ring +3 barkskin +4 mage armor= 25
HP 69/83
Mage Armor (7 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)

Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems lines up his shot and waits until the flying Hektir is out of the way, then launches a lightning bolt! ELECTRICAL: 7d6 ⇒ (6, 1, 6, 6, 1, 4, 6) = 30 damage! Reflex Save DC 17 for half!


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 6

The plant beastie no longer knitting, Quinn expels a burst of healing energy for his companions while carefully excluding their foes.

Channel Heal, selective: 4d6 ⇒ (2, 4, 3, 2) = 11

status:

AC 21, touch 14, flat-footed 18
Fort +12, Ref +9, Will +13 (+2 vs enchantments)
CMD 22
HP 58/58

Resources Remaining
Bolts: 18
Door Sight: 6/6
Touch of Chaos: 5/6
Chaos Blade: 1/1
Channel Energy: 5/6
Dimensional Hop, 5 foot increments: 11/14

Cleric Spells Prepared (CL 7):
4th (2+1/day) Blessing of Fervor, Terrible Remorse DC 17 + Chaos Hammer DC 17
3rd (4+1/day) Dispel magic, Prayer, Protection from Energy Communal, Wrathful Mantle DC 16 + Fly
2nd (4+1/day) Drunkard's breath, Hold person, Spear of Purity DC15, Summon Monster II + Locate Object
1st (5+1/day) Endure Elements, Bless, Protection from Evil, Sun Metal, Unbreakable Heart + Expeditious Retreat
0ish (at will) Light, Detect Magic, Guidance, Purify Food and Drink (DC 13)

Spells used:
4th (2+1/day): 0/0
3rd (4+1/day): 0/0
2nd (4+1/day): 0/0
1st (5+1/day): 0/0

Temporary Effects
none

Constant Effects
Damage Resistance, Cold (2)


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 6, Init 20

Status:

AC = 19
HP = 30/74
Weapon Equipped = +1 Falchion
Condition(s) = Free at Last, Free at Last...
Pharasma's Blessings = 2-1, 2-2

Tsin studies the plant for a moment, making sure there is no sign of knitting, before turning on the satyr, and launching a javelin with malicious intent.

Cold Iron Javelin: 1d20 + 8 ⇒ (12) + 8 = 20 for 1d6 + 5 ⇒ (1) + 5 = 6 damage

"Piper, come closer, otherwise your charm is useless."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal, don't forget Spell Penetration.

Round 6:

Pemsworth: 9
Quinn: 9
Malavarius: 3
Hektir: 20
Tsin: 20
Antagonist: 13

Pems' bolt of electricity hits the winged creature and, like the flaming Zeno moments before, simply fizzles out harmlessly, drawing another cruel laugh from the opponent. Dodging furiously, it manages to escape the first of Mals' fiery blasts and Hektir's attempts to pummel it, but the second hits it -- though like Hektir's windy blows, does less harm than you think it should. Tsin's javelin bounces off its armor, and it continues its attack on the elemental, though none of its blows penetrate the column of hot air.

Quinn's healing power washes over each of you, healing wounds caused by the two foes in the room.

Mechanics:

Pems caster level check: 1d20 + 8 ⇒ (4) + 8 = 12

P Fly: 1d20 + 15 ⇒ (15) + 15 = 30
bite: 1d20 + 9 ⇒ (2) + 9 = 11
claw: 1d20 + 9 ⇒ (15) + 9 = 24
claw: 1d20 + 9 ⇒ (12) + 9 = 21
gore: 1d20 + 9 ⇒ (1) + 9 = 10

P: 47


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 7, Init 20

ZephTyr slams the piper with airy, magical, fisty slams.

1d20 + 12 - 1 ⇒ (1) + 12 - 1 = 12 to hit; (power attack)
1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10 slam damage.

1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18 to hit; (power attack)
1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13 slam damage.

ZephTyr Status:

AC 3 NA + 2 dex + 2 dex + 1 ring +3 barkskin +4 mage armor= 25
HP 81/83
Mage Armor (7 hours)
Endure Elements (24 hours)
Resinous Skin (160 minutes)
Barkskin(160 minutes)
Greater Longstrider (8 hours)

Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [dice]1d6+7 /dice] slam damage.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 7, Init 20

Status:

AC = 19
HP = 41/74 (Thank you, Quinn)
Weapon Equipped = +1 Falchion
Condition(s) = Free at Last, Free at Last...
Pharasma's Blessings = 2-1, 2-2

Tsin pulls back at the last moment, realizing that Hektir is still flying about the satyr. She tries to calculate her trajectory a little more firmly for a second throw. Alas, it seems that she'd rather not risk skewering the cloud.

Javelin: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13 for 1d6 + 5 ⇒ (3) + 5 = 8 damage


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Seeing his spell fizzle, Pems conjures another flurry of snowballs, aiming it to avoid Hektir! COLD: 4d6 ⇒ (5, 4, 4, 4) = 17, Reflex DC 17 for half!


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 7

Quinn draws and loads his crossbow as he calls to the tracksmage to clear the demon. "Give us an opening, Hektir, just a little bit of space to blast that beastie!"


retired (AP completed)

Frowning further at the flying goatdevil, Malavarius brings a sparkling cloud of golden particles into being around their foe. "Ha! Try that one you haughty piper!"

glitterdust, no SR, Will Save DC 18 or be blinded
Also, obviously conjuring the cloud behind the satyr so as to not affect Hektir/ZephTir/FarTir

Status:

HP: 30/44
AC: 11 (11 T / 10 FF)
Fort: +2 // Ref: +3 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/24 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 [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): create pit [ ], glitterdust [X] [ ], resist energy* [X], scorching ray [X], spontaneous immolation [ ]
Level 3 Prepared (2+1+1): dispel magic* [X] [ ], fireball [ ], haste [X]
Level 4 Prepared (1+1+1): stoneskin* [ ] [ ], wall of fire [ ]

Protective Ward used: 2/8

Ongoing Effects:
protection from energy (Quinn): 70 minutes

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 7:

Pemsworth: 9
Quinn: 9
Malavarius: 3
Hektir: 20
Tsin: 20
Antagonist: 13

THe winged creature avoids the worst of Pems' attack, and the cold seems to have little more effect on him than Mal's fire. Ducking and weaving in mid-air, he avoids the worst of the glitterdust too, even as he also lets Hektir's blows impact harmlessly on his well-muscled arms.

Tsin's javelin is deflected by the elemental's airstream, and Hektir's able to avoid most of his foe's counterattack, though one claw does get in, scratching the tracksmage's resinous, airy skin. 9 hp before DR; he also 5-foot flapped to get out of the dust cloud.

Mechanics:

Reflex: 1d20 + 10 ⇒ (19) + 10 = 29
Will: 1d20 + 9 ⇒ (15) + 9 = 24

P Fly: 1d20 + 15 ⇒ (14) + 15 = 29
bite: 1d20 + 9 ⇒ (3) + 9 = 12
claw: 1d20 + 9 ⇒ (8) + 9 = 17
claw: 1d20 + 9 ⇒ (19) + 9 = 28
1d4 + 5 ⇒ (4) + 5 = 9
gore: 1d20 + 9 ⇒ (13) + 9 = 22

P: 47

This seems to be a very evenly matched fight...

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