
Malavarius King |

Malavarius casts the spell he promised, and Tsin's skin quickly hardens. He waves her on, "There, there! Go save the day and put that hammer to use!"
DR 10/adamantine, absorbs up to 110 damage before expiring
HP: 61/61
AC: 15 (11 T / 14 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/33 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 8/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [ ], shield [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [ ] [ ] [ ], scorching ray [X] [ ]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (3+1+1): dimension door [X] [ ], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ], teleport [X] [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 2/10
Ongoing Effects:
mage armor (self)
mage armor (Pemsworth)
greater magic weapon (Hektir)
stoneskin (Tsin)

Hektir the Tracksmage |
1 person marked this as a favorite. |

Round 3, Init 8
1d20 + 11 ⇒ (7) + 11 = 18 Fort
Zephtyr grunts as he slammed hard. He feels icky, but continues to slam at the ooze bit that has entrapped him.
1d20 + 15 - 3 - 2 ⇒ (4) + 15 - 3 - 2 = 14 to hit; (PA)
1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 magic damage.
1d20 + 15 - 3 - 2 ⇒ (10) + 15 - 3 - 2 = 20 to hit; (PA)
1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17 magic damage.
"Gah! Get of lode of this!"
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 82/113
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
1d20 + 15 + 2 + 2 - 3 ⇒ (10) + 15 + 2 + 2 - 3 = 26 to hit; (flank,BOF,-PA)
1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 magic damage.
+8 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (30) - 110 minutes
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 87/113 - DR5 piercing
[ dice]1d20+15+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+8 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (220 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements

Quinn Kestrel |

Quinn quickly calls up some healing energy from Cayden that excludes the enemy, then belches a mighty challenge at the crystal creatures. quick channel heal, then cast sound burst
Selective Channel Heal: 6d6 ⇒ (4, 6, 2, 5, 2, 6) = 25
Sound Burst, 10' radius: 1d8 ⇒ 6 sonic damage
DC 16 Fortitude save or stunned 1 round (Creatures that cannot hear are not stunned but are still damaged)

Tsin Windscar |
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Round 3, Init 10
AC = 21
HP = 112/126
Weapon Equipped = +1 Flaming Falchion
Condition(s) = Stoneskin(DR/Adamantium 110)
Tsin reorients from the sudden lurch out of the entanglement, glad to be out of striking distance, at least.
"Go get it, Tsin, you're doing great!"
When Quinn's hand caresses her backside, Tsin almost turns her hammer on the priest, until she places the gesture. It is a familiar one. One she's seen Quinn perform several times on Hektir. Her ire quickly refocuses on the true offense before them, and Malavarius's own tap helps her to dismiss earlier thoughts, as her skin becomes not unlike the crystal creatures she's about to re-engage.
She advances again, circling around to meet Hektir in flank.
Adamantine Warhammer, Power Attack, Flank: 1d20 + 16 - 2 + 2 ⇒ (12) + 16 - 2 + 2 = 28 for 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13 damage

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

No effect that you could tell, Pems. Sorry about not making that clear. Also, just realized I haven't been making full attacks with Baknarla; sorry about that too!
Hektir: 8
Malavarius: 5*
Baknarla: 28
Pemsworth: 20
Quinn: 14
Tsin: 10
Antagonist: 10
Hektir slams the crystal holding him as Baknarla jabs furiously at the one entrapping her, both knocking a few more crystals off.
Quinn's healing power washes over them, followed seconds later by a loud boom, which shatters both creatures -- one falls into shards that cease moving, but the other splits down the middle, still large enough that they pose a threat.
Tsin rushes in and hits a blow on one of the remaining fragments that continues to clutch Hektir, though it seems to only crack a few facets, while Pems moves into position -- though Baknarla still blocks his bolt's path.
The crystal continues to squeeze Hektir, flowing even further over his airy form 36 hp, also need a DC 22 Fort save or become helpless as the crystal entraps you, while the other reacts to Tsin's presence, slamming her. 52 hp! Plus DC 22 Fort save or be entangled.
Fort: 1d20 + 11 ⇒ (6) + 11 = 17
Baknarla: 1d20 + 19 - 2 ⇒ (15) + 19 - 2 = 32
1d8 + 7 ⇒ (7) + 7 = 14
Baknarla: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
1d8 + 7 ⇒ (8) + 7 = 15
Baknarla: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
1d8 + 7 ⇒ (7) + 7 = 14
Crystal 2: 1d20 + 18 ⇒ (19) + 18 = 37
7d8 + 9 ⇒ (4, 4, 1, 2, 7, 1, 8) + 9 = 36
Crystal 3: 1d20 + 18 ⇒ (7) + 18 = 25
7d8 + 9 ⇒ (7, 5, 8, 5, 8, 4, 6) + 9 = 52
Crit?: 1d20 + 18 ⇒ (3) + 18 = 21
7d8 + 9 ⇒ (4, 3, 6, 7, 3, 1, 4) + 9 = 37
CC2/4: 20
CC3/4: 23
B: 22

Pemsworth Smith, Esq. |

Pems growls in frustration as his hex fails and he cannot hit both crystals in a single bolt. Instead, he steps to the side and fires at the one eating Barknarla! Lightning!: 10d6 ⇒ (3, 5, 2, 1, 4, 4, 4, 3, 6, 1) = 33 Reflex DC 19 half!

Tsin Windscar |

Round 3, Init 10
AC = 21
HP = 85/126
Weapon Equipped = Adamantine Warhammer
Condition(s) = Stoneskin (100)
Not a good sign, when the GM places an exclamation point of glee next to hp damage... too much glee...
Fortitude Save v DC 22: 1d20 + 16 ⇒ (16) + 16 = 32
Tsin bears down on the crystal in flank with Hektir, seeking to destroy it in retribution for the broken hip bone she currently sports.
Adamantine Warhammer, Power Attack, Flank: 1d20 + 16 - 2 + 2 ⇒ (9) + 16 - 2 + 2 = 25 for 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18 damage
Iterative: 1d20 + 11 - 2 + 2 ⇒ (20) + 11 - 2 + 2 = 31 for 1d8 + 6 + 6 ⇒ (3) + 6 + 6 = 15 damage
Confirm Critical?: 1d20 + 11 - 2 + 2 ⇒ (1) + 11 - 2 + 2 = 12 for 2d8 + 12 + 12 ⇒ (4, 3) + 12 + 12 = 31 damage

Hektir the Tracksmage |

Round 4, Init 8
1d20 + 11 ⇒ (8) + 11 = 19 Fort
Zephtyr grunts and doesn't do much else.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 82/113
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
1d20 + 15 + 2 + 2 - 3 ⇒ (3) + 15 + 2 + 2 - 3 = 19 to hit; (flank,BOF,-PA)
1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15 magic damage.
+8 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (30) - 110 minutes
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 87/113 - DR5 piercing
[ dice]1d20+15+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+8 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (220 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements

Malavarius King |

Malavarius, rescue wizard, now rushes to Hektir's side and vanishes with the gassy tracksmage in another flash of feathers and smoke.
If I can shift Hektir to a position where he'll still have flank or can be a 5-ft step away from flanking, I'll do that. Flank can be with either Tsin or Baknarla, whichever one seems to be working on the crystal nearest to being smashed. =)
HP: 61/61
AC: 15 (11 T / 14 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/33 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 8/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [ ], shield [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [ ] [ ] [ ], scorching ray [X] [ ]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (3+1+1): dimension door [X] [X], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ], teleport [X] [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 2/10
Ongoing Effects:
mage armor (self)
mage armor (Pemsworth)
greater magic weapon (Hektir)
stoneskin (Tsin)

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

Hektir: 8
Malavarius: 5*
Baknarla: 28
Pemsworth: 20
Quinn: 14
Tsin: 10
Antagonist: 10
Hektir can do nothing as the crystal continues to engulf him, threatening to encase him like a fly in amber -- until Mal arrives and pulls him from the stony mass, teleporting both of them to the south. Nowhere I could see that fit your desire to land, so I just put you nearby.
Baknarla stabs at the nearest crystal, shattering a few more facets off, before Tsin slams it with her hammer, nearly breaking it in twain again. Pems maneuvers into position, expecting his lightning bolt to finish the thing off -- only to have the electricity seem to merely flicker through it without any effect other than a momentary rainbow-hued light show.
Quinn's healing power washes over the group I moved you a bit south, to make sure you healed everyone as the remaining crystal creatures turn their attention to Tsin, the swordswoman nearly falling under their blows as the crystal creeps over her. 38 and 71 hp, plus need two DC 22 Fort saves to avoid being entangled.
Stab: 1d20 + 19 ⇒ (12) + 19 = 31
1d8 + 9 ⇒ (4) + 9 = 13
Stab: 1d20 + 19 ⇒ (11) + 19 = 30
1d8 + 9 ⇒ (5) + 9 = 14
Stab: 1d20 + 19 ⇒ (19) + 19 = 38
1d8 + 9 ⇒ (3) + 9 = 12
1d20 + 18 ⇒ (8) + 18 = 26
7d8 + 9 ⇒ (2, 7, 4, 2, 5, 4, 5) + 9 = 38
1d20 + 18 ⇒ (19) + 18 = 37
7d8 + 9 ⇒ (3, 8, 7, 3, 6, 1, 4) + 9 = 41
Crit: 1d20 + 18 ⇒ (17) + 18 = 35
7d8 + 9 ⇒ (2, 4, 1, 1, 4, 8, 1) + 9 = 30
CC2/4: 42
CC3/4: 23
B: 7

Malavarius King |

"What the- Tsin! Blast it, girl!" Tugging on his beard, the old wizard then shouts in a surprisingly commanding voice, "All of you link hands! And someone on the end grab Tsin! We're getting out of this mess!"
I'll delay until we've got a chain of linked hands at which point I'll cast teleport and pop us 200 yards away from the crystals. Quinn can get us back on our feet and then we can either finish the dang things off or continue on our way.
google docs render terribly on my phone, but it looks like we can get a full chain of linked hands with just a few 5-ft steps. Tsin would be between Quinn and Baknarla?

Tsin Windscar |

Tsin's most recent last conscious thought... Diamonds are anything but a girl's best friend...
I'm surprised the multi-faceted bastards don't hit any less harder when their size has been compromised in the shattering... bad news...

Hektir the Tracksmage |

Round 5, Init 8
Zephtyr grunts slams twice again (around cover) and then 5' flaps higher/back to get out of their melee range.
1d20 + 15 - 3 - 4 ⇒ (7) + 15 - 3 - 4 = 15 to hit; (PA)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.
1d20 + 15 - 3 - 4 ⇒ (10) + 15 - 3 - 4 = 18 to hit; (PA)
1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 60/113
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
1d20 + 15 + 2 + 2 - 3 ⇒ (16) + 15 + 2 + 2 - 3 = 32 to hit; (flank,BOF,-PA)
1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17 magic damage.
+8 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (30) - 110 minutes
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 87/113 - DR5 piercing
[ dice]1d20+15+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+8 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (220 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements

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

Hektir: 8
Baknarla: 28
Pemsworth: 20
Quinn: 14
Tsin: 10
Malavarius: 5*
Antagonist: 10
As Malavarius moves into position and barks out his orders, Hektir and Baknarla ignore him, the windbag knocking a few more facets off the nearest crystal creature while the adlet shaman finally manages to shatter the nearest one to her into a million pieces.
Tsin walks, face on the icy floor, as Quinn's healing energy washes over all of you again.
Mal, frustrated that half the group didn't listen to his plan, stops his feet.
"Blasted youth. Never do what their elders say, even though we know bast. Blast them!"
He then suits actions -- sort of -- to words and casts a spell, sending a trio of scorching rays toward the remaining crystal. The flame seems to catch in the facets, causing a brilliant display of reds and oranges, before finally overwhelming it, as it explodes in a spray of glittering ice and dust.
1d20 + 19 ⇒ (11) + 19 = 30
1d8 + 9 ⇒ (2) + 9 = 11
1d20 + 14 ⇒ (10) + 14 = 24
1d8 + 9 ⇒ (3) + 9 = 12
1d20 + 9 ⇒ (12) + 9 = 21
1d8 + 9 ⇒ (4) + 9 = 13
1d20 ⇒ 12
4d6 ⇒ (5, 4, 4, 4) = 17
1d20 ⇒ 16
4d6 ⇒ (5, 5, 3, 6) = 19
1d20 ⇒ 17
4d6 ⇒ (2, 3, 6, 4) = 15
CC3/4: 34
B:
Sorry, I knew the fight was that close to over, depending on Baknarla's rolls, so when Hektir ignored the teleport idea, I figured I'd just change actions and finish it off. Mal, you're down a scorching ray instead of a teleport.

Hektir the Tracksmage |

Zephtyr slams the oozy ooze a few more times, making sure its icy dust and not going to re-emerge again.
"I didn't like that. Mal, thank you for your rescue...I feared that I was going to end up as a woman's best friend, but not in the good way, but on her finger when that thing was done with me."
Zeph is down about 53, will take 11 hits off wand of CLW.
Zephtyr shakes his head.
"Mal, what was that about holding hands?"

Quinn Kestrel |

Quinn heals the worst of Tsin's damage, then assess the remaining damage to the party before calling upon Cayden for further healing.
Hek down 53, Tsin down 111, Quinn, Mal, Pems and Barknarnia all healthy, did I miss anything?
Cure Moderate Wounds, Tsin: 2d8 + 10 ⇒ (3, 3) + 10 = 16
Cure Serious Wounds, Tsin: 3d8 + 10 ⇒ (5, 2, 2) + 10 = 19
Cure Critical Wounds, Tsin: 4d8 + 10 ⇒ (7, 7, 1, 3) + 10 = 28
63 healed for Tsin, so now at 48 damage

Malavarius King |

Malavarius whacks Zephtyr atop the airy noggin with his staff as the wizard himself fumes, "I was trying to save all our behinds, you bloated gasbag! Lucky for you that blasted devilrock didn't shrug off fire as easily as it did lightning!" Frowning as he considers another application of noggin-knocking, he adds, "If you're going to ignore me like that, well then, you can deal with the devilrocks on your own next time! Hah! Thrice-blasted idiot youths and their foolishness. Harumpf!" He throws his hands up in the air and stomps off, ranting and gesticulating as he laments the darkness of the days to Zeno.
HP: 61/61
AC: 15 (11 T / 14 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/33 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 8/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [ ], shield [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [ ] [ ] [ ], scorching ray [X] [X]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (3+1+1): dimension door [X] [X], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ], teleport [X] [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 2/10
Ongoing Effects:
mage armor (self)
mage armor (Pemsworth)
greater magic weapon (Hektir)
stoneskin (Tsin)

Tsin Windscar |

"Remind me again, gentlemen." Tsin slowly pushes herself from the icy floor, slipping twice in the process. "Why are we doing this? Something about eternal winter. On another planet. And witches." She gains her feet, squeezing Quinn's hand for the greatly appreciated healing.
"My fire is close to extinguished. It needs kindling." She looks down on the shattered crystal, finding nothing in it except mindless violence. Nothing to hate here. She needs to look elsewhere.
She waits, not keen on advancing just yet. Every shiny surface in the crevasse has just become a source of paranoia.

Hektir the Tracksmage |

Zephtyr looks at Mal as he storms off, looking at Pems and Quinn for an explanation.
"What was that all about? Did he want to hold hands and sing kumbaya?" Zephtyr asks innocently.

Pemsworth Smith, Esq. |
1 person marked this as a favorite. |

Pems nods and gestures for him to come closer. In a low voice he tells him "Mal is laboring under the delusion that Quinn and you might be his long lost children. Have you noticed how he's been getting more and more protective of you as time passes?" He nods conspiratorially.

Quinn Kestrel |

Quinn heals up the rest of the injuries.
Cure Serious Wounds, Tsin: 3d8 + 10 ⇒ (6, 6, 8) + 10 = 30
Cure Serious Wounds, Tsin: 3d8 + 10 ⇒ (1, 2, 5) + 10 = 18
Cure Serious Wounds, Hektir: 3d8 + 10 ⇒ (1, 4, 1) + 10 = 16
Cure Moderate Wounds, Hektir: 2d8 + 10 ⇒ (3, 8) + 10 = 21
Cure Light Wounds, Hektir: 1d8 + 5 ⇒ (3) + 5 = 8
Cure Light Wounds, Hektir: 1d8 + 5 ⇒ (2) + 5 = 7
48 healing for Tsin and 52 healing for Hektir
Door Sight: 6/6
Touch of Chaos: 6/6
Chaos Blade: 1/1
Channel Energy: 2/6
Dimensional Hop, 5 foot increments: 19/22
5th (1+1/day) Air Walk Communal, Flame Strike DC 19 + Teleport
4th (2+1/day) Blessing of Fervor, Holy Smite DC 18, Terrible Remorse DC 18 + Chaos Hammer DC 18
3rd (4+1/day) Dispel magic, Neutralize Poison, Searing Light, Stunning Barrier Greater DC 17 + Fly
2nd (5+1/day) Silence, Sound Burst DC 16, Spear of Purity DC16, Water Walk Communal + Locate Object
1st (5+1/day) Air Bubble, Bless, Endure Elements, Liberating Command, Protection from Evil + Expeditious Retreat
0ish (at will) Create Alcohol, Detect Magic, Guidance, Light

Tsin Windscar |

"Mal, be careful. The universe seems to have a way of making those things possible, and we've already encountered such creatures. I do not need to know of the Triaxian version."
"Quinn, remind me to purchase something potable the next time we find harbor in our storm. Cayden be blessed."
Fully restored, Tsin pushes north, down the branch of the crevasse as yet unvisited, as soon as the rest are ready to move.
Perception: 1d20 + 17 ⇒ (7) + 17 = 24

Hektir the Tracksmage |

We have wands (link) to use so let's use them. Quinn save your spells.
Zephtyr charges: 11, Tsin 20 charges (the full 111), Barklava?
Wand 1: 19/50 charges left.
Healed, Zephtyr is ready to move on...continuing on the path as directed by Baknarla. Zephtyr is still 20' up and scouting ahead (about 30').

Quinn Kestrel |

Quinn still has all the good stuff at 4th and 5th, plus he still has other abilities and 2 channels, so may as well use those lower spells and save the wand. Maybe save the Neutralize Poison and use 3 wand charges instead of 31?
"I hope nothing else sneaks up upon us, this land is thick with snowy perils."
Perception: 1d20 + 24 ⇒ (12) + 24 = 36

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

Where were you Percepting, Tsin and Quinn?
Remembering that Baknarla has told you at least twice that she's never been in this crevasse before, you simply follow the icy gash, moving into another frozen chamber deep below the surface of Triaxus.
Carefully moving forward, nothing seems apparent until Quinn suddenly realizes a slight tremor is shaking some of the powder on the ice. He just barely has time to call out a warning when the ice erupts, revealing a massive white worm with a single circular eye in the center of its head. Wisps of icy fog waft up from between its mandibles.
Before you can react any further, you see the sides of the thing expand as it inhales and a cone of freezing cold covers you. 62 points cold damage; Reflex DC 23 half.
Hektir: 1d20 + 4 ⇒ (18) + 4 = 22
Malavarius: 1d20 + 1 ⇒ (5) + 1 = 6
Pemsworth: 1d20 + 8 ⇒ (1) + 8 = 9
Quinn: 1d20 + 3 ⇒ (5) + 3 = 8
Tsin: 1d20 + 5 ⇒ (9) + 5 = 14
Antagonist: 1d20 + 7 ⇒ (15) + 7 = 22
Baknarla: 1d20 + 14 ⇒ (6) + 14 = 20
1d20 + 14 ⇒ (11) + 14 = 25
1d4 ⇒ 4
15d6 ⇒ (4, 1, 6, 4, 5, 6, 6, 6, 2, 6, 2, 1, 3, 5, 5) = 62
Ah, if only this thing had swallow whole (I debated replacing it with a purple worm). :) That would've been perfect... Party's up for Round 1.

Malavarius King |

I may have worded Malavarius' griping in that fashion specifically to tempt you to that end, mott =)
Knowledge (???): 1d20 ⇒ 4 (+21 arcana, planes // +20 local, religion // +12 nature)
"Gadzooks!"
Does the breath hit all of us? Presuming it does...
Reflex (DC 23): 1d20 + 4 ⇒ (6) + 4 = 10
Malavarius' teeth chatter and the top of his staff flashes brightly as the frigid breath gusts over him, turning his beard to a shimmering blanket of icicles.
HP: 41/61
AC: 15 (11 T / 14 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 33/33 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 8/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [ ], shield [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [ ] [ ] [ ], scorching ray [X] [X]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (3+1+1): dimension door [X] [X], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ], teleport [X] [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 2/10
Ongoing Effects:
mage armor (self)
mage armor (Pemsworth)
greater magic weapon (Hektir)
stoneskin (Tsin)
You nearly one-shotted me just now, sir! Sheesh!

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

Whoops, sorry. It's a frost worm. It has no special defenses that you're aware of, or spell resistance. It does have a dangerous breath weapon, but it usually can't use it more than once an hour, so you should be safe from that again. However, they tend to explode when slain in a massive blast of cold and gore. They can also trill, which may potentially fascinate any nearby creatures.
And, yes, all of you were in the 60-ft. cone. Not my fault old wizards are squishy. :)

Pemsworth Smith, Esq. |

Reflex: 1d20 + 9 ⇒ (6) + 9 = 15 Cold Resistance 10
HP 14/66
"Holy frozen balls of fury, Mr. Malavarius!" Poor Pems looks half frozen! He EVIL EYEs the thing's Saves! Will DC 19 or -4 to all saves for 7 rounds! 1 round on a failed save! He scrambles 20 feet away to get far from the terrible maw!

Malavarius King |

"J-j-je-je-JEHOSHAPHAT! F-F-Fuh-Frost w-wu-worm! Th-they explode i-in th-their d-d-death th-throes! Brrrrrrr! B-blast w-w-was th-that e-ever c-co-cold!" The old wizard zips along behind Pemsworth, following the halfling's lead as he walks atop the snow and ice. Turning before the others have a chance to close on the beast, Malavarius hurls a little gleaming bead of red through the air with a grunt. As the spell explodes into a bloom of fire and light, Malavarius is busy looking down at his beard, brushing the ice and frost from his chest. "Blasted worm! My old bones don't like the cold enough as it is! Harumpf."
Fireball (fire): 10d6 ⇒ (4, 2, 2, 5, 1, 2, 6, 2, 4, 5) = 33 Ref Save DC 20 for 1/2 damage
HP: 41/61
AC: 15 (11 T / 14 FF)
Fort: +3 // Ref: +4 // Will: +9 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 33/33 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 8/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [ ], shield [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [ ] [ ] [ ], scorching ray [X] [X]
Level 3 Prepared (4+1+1): dispel magic* [ ], fireball [X] [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (3+1+1): dimension door [X] [X], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (2+1+1): break enchantment* [ ], dismissal [ ], teleport [X] [ ]
Level 6 Prepared (1+1+1): greater dispel magic* [ ] [ ] [ ]
Protective Ward used: 2/10
Ongoing Effects:
mage armor (self)
mage armor (Pemsworth)
greater magic weapon (Hektir)
stoneskin (Tsin)
Tsin, stokeskin should still be up for you! Seems like that might be relevant in the very near future =P

Hektir the Tracksmage |

Motte, is Zephtyr's scouting (30' ahead of the party and 20' up) just not going to be helpful/used (his last post)? Might Zeph have a perception check to avoid surprises like this?
Round 1, Init 22
1d20 + 6 ⇒ (15) + 6 = 21 Reflex vs. DC 23 (w/Resist Cold 30)
Zephtyr grunts as he slammed by cold, but at least its not the freakin' crystal entrapment.thing. He cirlcles around to the backside and uses his reach to slam the wurmthing. To the northside of the creature.
1d20 + 15 - 3 - 2 ⇒ (17) + 15 - 3 - 2 = 27 to hit; (PA)
1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 81/113
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
1d20 + 15 + 2 + 2 - 3 ⇒ (6) + 15 + 2 + 2 - 3 = 22 to hit; (flank,BOF,-PA)
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19 magic damage.
+8 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (30) - 110 minutes
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 113/113 - DR5 piercing
[ dice]1d20+15+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+8 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (220 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements

Tsin Windscar |

Round 1, Init 14
AC = 21
HP = 66/126
Weapon Equipped = +1 Flaming Falchion
Condition(s) = Stoneskin(80)
Reflex Save v DC 23: 1d20 + 7 ⇒ (10) + 7 = 17
From the single attack, Tsin debates any further delving into this hellhole of an icy crevasse. "What could it possibly be hunting in this cavern?! Why isn't it out there, drawn to the activity on the surface??"
She charges it, flicking her hand at it to avoid another nasty attack. Swift Action- Litany of Sloth, Will Save DC 14, or be denied an AoO
+1 Flaming Falchion, Power Attack, Charge: 1d20 + 18 - 2 + 2 ⇒ (18) + 18 - 2 + 2 = 36 for 2d4 + 13 + 6 + 1d6 ⇒ (3, 4) + 13 + 6 + (6) = 32 damage, including fire
Confirm Critical?: 1d20 + 18 - 2 + 2 ⇒ (5) + 18 - 2 + 2 = 23 for 2d4 + 13 + 6 ⇒ (1, 1) + 13 + 6 = 21 damage, including fire

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

Hektir: 22
Baknarla: 20
Tsin: 14
Pemsworth: 9
Quinn: 8
Malavarius: 6
Antagonist: 22
Moving quick, Hektir moves behind the thing, punching it with a mighty blow that seems to rock it for a moment.
Despite her usual swift movement, Baknarla is caught by the full brunt of the creature's cold, though the chill doesn't seem to penetrate her furry hide. She tries to move forward, barely ducking under the creature's jaws as it snaps wildly at her. Man, two 1s on attack rolls.
Tsin follows in close pursuit, her spell failing -- and her reflexes as the creature's maw closes on her and nearly cut her in half. 53 hp, 9 of which is from cold The close quarters give her perfect vantage to swing, and her blade cuts deep into the thing, causing it to flinch back. Didn't confirm the crit, though.
Quinn, seeing the carnage the thing is already causing, channels healing energy over the group quickly and then intones a second prayer. Let's start using massive damage after this fight, just so we can keep things moving. Going to DMPC you, and considering that opening salvo, going with a quickened channel and then blessing of fervor. +26 hp to all.
Pems tries to curse the thing as he falls back, with Mal following suit after casting a fireball that washes over the creature and causes an inhuman screech of pain!
Retreating from Tsin's sword, the creature snaps at Hektir, jaws closing on the airy form. 59 total damage; 17 of which is from cold
Bak Reflex: 1d20 + 19 ⇒ (1) + 19 = 20
Bak Acrobatics: 1d20 + 15 ⇒ (9) + 15 = 24
AoO: 1d20 + 25 ⇒ (1) + 25 = 26
Will: 1d20 + 10 ⇒ (20) + 10 = 30
AoO: 1d20 + 25 ⇒ (14) + 25 = 39
4d10 + 15 + 4d6 ⇒ (8, 7, 7, 7) + 15 + (2, 5, 1, 1) = 53
Channel: 6d6 ⇒ (5, 6, 1, 5, 4, 5) = 26
Will: 1d20 + 10 ⇒ (12) + 10 = 22
Reflex: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29
1d3 ⇒ 1
Bite: 1d20 + 25 ⇒ (7) + 25 = 32
4d10 + 15 + 4d6 ⇒ (6, 7, 4, 10) + 15 + (3, 6, 3, 5) = 59
FW: 76; 3

Tsin Windscar |

Round 2, Init 14
AC = 21
HP = 51/126
Weapon Equipped = +1 Flaming Falchion
Condition(s) = Stoneskin(70)
Tsin goes to her 'happy place', a communal unisex sauna in Oppara where she would while away the afternoon, enjoying a heady liqueur, while talking with various upper class socialites who enjoyed being ogled publicly. She rather preferred the view from the Black Cliffs, overlooking the Porthmos. That she was more muscular than most of the men, she was never bothered with a conversation that she didn't choose to join.
As Quinn restores some of her bodily function, she pulls back to her icy reality, and the koko... wait no, this is a giant worm. She steps up, and finds her blade moves too easily, letting her swing thrice. Blessing of Fervor for additional attack.
Knowledge(Arcana), Monster Lore: 1d20 + 7 + 3 ⇒ (4) + 7 + 3 = 14
Presuming this fails to identify the creature, will assume Tsin is denied the use of her Bane to attack...
+1 Flaming Falchion, Power Attack, Flank: 1d20 + 18 - 2 + 2 ⇒ (10) + 18 - 2 + 2 = 28 for 2d4 + 13 + 6 + 1d6 + 1d6 ⇒ (2, 3) + 13 + 6 + (4) + (2) = 30 damage, including fire
Iterative: 1d20 + 13 - 2 + 2 ⇒ (17) + 13 - 2 + 2 = 30 for 2d4 + 13 + 6 + 1d6 + 1d6 ⇒ (4, 3) + 13 + 6 + (5) + (6) = 37 damage, including fire
BoF Attack: 1d20 + 18 - 2 + 2 ⇒ (9) + 18 - 2 + 2 = 27 for 2d4 + 13 + 6 + 1d6 + 1d6 ⇒ (3, 1) + 13 + 6 + (6) + (4) = 33 damage, including fire
edit:
Confirm Critical?: 1d20 + 18 - 2 + 2 ⇒ (16) + 18 - 2 + 2 = 34 for 2d4 + 13 + 6 ⇒ (3, 4) + 13 + 6 = 26 damage, including fire
Attack- Power Attack, Flank
Damage- Power Attack, Precise Strike, Fire

Hektir the Tracksmage |

Round 2, Init 22
Zephtyr takes the cold bite and gives a few whacks back with his huge airy arms.
1d20 + 15 - 3 + 2 ⇒ (17) + 15 - 3 + 2 = 31 to hit; (PA,+flank)
1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 magic damage.
1d20 + 15 - 3 + 2 ⇒ (9) + 15 - 3 + 2 = 23 to hit; (PA,+flank)
1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+4 barkskin+3 NA(form)= 29AC DR 5 bludgeoning
HP 97/113
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
1d20 + 15 + 2 + 2 - 3 ⇒ (8) + 15 + 2 + 2 - 3 = 24 to hit; (flank,BOF,-PA)
1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16 magic damage.
+8 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (30) - 110 minutes
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 113/113 - DR5 piercing
[ dice]1d20+15+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+8 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-220 minutes)
Resinous Skin (extended-220 minutes)
Gr. Longstrider (11 hours)
Resist Cold (220 minutes)
Resist Fire (220 minutes) -Mal
Stoneskin (110) Mal
Mage Armor (+4)
Endure Elements

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

Hektir: 22
Baknarla: 20
Tsin: 14
Pemsworth: 9
Quinn: 8
Malavarius: 6
Antagonist: 22
Hektir slams the thing, and as it turns toward him, Tsin drives her blade into the back of its skull, the flame hissing loudly as she drives it deep into its animal brain. It collapses with a cavern-shaking thump.
Combat over, for the moment. But something else may happen soon so don't get too far ahead of yourselves in terms of actions ...

Quinn Kestrel |

Th-they explode i-in th-their d-d-death th-throes!
Quinn yells as he leaps forward between Tsin and Baknaria, "Quick, grab my hands, before it explodes!" When the three are in contact, with a pop they disappear and blink into place in the tunnel behind Mal and Pems.
move to the square NE of Tsin, make contact with Tsin and Baknaria (assuming Bak can move to join us), then cast Telelport to a safe location back in the tunnel behind us

Tsin Windscar |

Tsin suddenly remembers, as Quinn bolts forward. She doesn't hesitate, either grabbing at the priest's hand for another dimensional lurch, or using the man's gift of speed to get herself distant in a hurry, should she miss his clutching hand.
"How big an explosion?!"