| Tsin Windscar |
"Are we the little birds that snatched up the breadcrumbs?"
Tsin sheathes her sword as Hektir appears to be intact. "What was that? Do you think that we have finished our pilgrimage, then? We are at Trail's End?"
The swordswoman joins the tracksmage at investigating what comes next, should they leave their current room. She lets the hound do the preliminary sniffing.
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The domovoi moves back to its cage when Hektir releases it to open the door -- which leads not outside, but to a room constructed entirely of cake and candy. Gingerbread and candy form the walls of the chamber, which features furniture of stick candy, a large ribbon candy cabinet, curtains of licorice, and a cupcake table, all illuminated by distorted amber light streaming in from windows of glazed sugar brittle. Its walls are decorated with licorice, gumdrops, and icing, the tables are dark chocolate slabs, and the chairs are made of candy sticks. Piles of cooking utensils and baking crockery tower precariously, threatening to collapse at any moment.
Quinn's look outside makes it clear that you are not in fact outside Heldren. You've never seen anything like the wagon, which is almost more like a chariot, but short, like a wagon, and made seemingly entirely of (rusty) metal.
| Tsin Windscar |
Tsin steps into the new room, sword drawn, ears deaf to the likely chastisements from the old wizard regarding a too-aggressive stance.
"Hello? Anyone home?" She waits first, expecting something like a pot to fly through the air, and begin a phantom assault.
| Hektir the Tracksmage |
Hektir doesn't seem too confused as the domovoi scrambles for the candy, Hektir almost does as well, then actual does.
"Quinn, look! CANDY!" Hektir says like a kid in a candy store or gingerbread house.
Hektir moves in and begins to nibble, mostly at chocolate, but also dipping his chocolate into some peanut better. He eats and is happy.
"Maybe this hut ain't so bad."
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The domovoi went back to its cage.
As Hektir and Tsin move into the room, both immediately make for the candy, Hektir of his own will and Tsin as if she can't resist.
The food tastes sweet, but as Hektir breaks off a piece of the table, he realizes only rotten, maggot-ridden filth lies beneath the sugary glaze. Tsin, I need a DC 20 Fort save or take 1d3 ⇒ 1 Wisdom damage; if you fail, I need a second DC 20 Fort save or fall unconscious. Hektir, you made your Will save, so I assume you didn't actually eat any of the candy.
Tsin Will: 1d20 + 13 ⇒ (9) + 13 = 22
Hektir Will: 1d20 + 12 ⇒ (13) + 12 = 25
| Hektir the Tracksmage |
"Oh this is...oh wait. No," Hektir recoils as the vision turns to crap. "Ah, that ain't right. That ain't right at all. No fair! NO FAIR!" Hektir spits in irritation.
"Mal, where the hell are we? This place sucks."
| Hektir the Tracksmage |
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"I feel like I've heard this story, a long time ago when I was a wee halfling."
Hektir looks at the gnome, confused. He shakes his head wondering if Pem is also a shape changer.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Ha. @both Tsin and Hektir.
As Hektir and Tsin realize they don't in fact want to eat the candy, they suddenly feel stabbing pains in their sides -- as two lanky, fanged humanoids appear, dressed in long dark coats and tall hats, exudes an almost palpable aura of horror. Their claws drip with Tsin and Hektir's blood. 29 hp for Tsin; 19 for Hektir
They're bogeymen!
Before either can react, the pair strike again. 45 more hp to Tsin; 30 more to Hektir
1d20 + 13 ⇒ (15) + 13 = 28
1d8 + 1 + 6d6 ⇒ (6) + 1 + (3, 4, 3, 6, 3, 3) = 29
1d20 + 13 ⇒ (12) + 13 = 25
1d8 + 1 + 6d6 ⇒ (3) + 1 + (6, 5, 1, 1, 1, 1) = 19
Hektir: 1d20 + 4 ⇒ (4) + 4 = 8
Malavarius: 1d20 + 1 ⇒ (8) + 1 = 9
Pemsworth: 1d20 + 8 ⇒ (7) + 8 = 15
Quinn: 1d20 + 3 ⇒ (19) + 3 = 22
Tsin: 1d20 + 5 ⇒ (16) + 5 = 21
Antagonist: 1d20 + 9 ⇒ (18) + 9 = 27
Tsin: 1d20 + 13 ⇒ (14) + 13 = 27
1d8 + 1 + 6d6 ⇒ (5) + 1 + (4, 3, 1, 3, 2, 2) = 21
Tsin: 1d20 + 13 ⇒ (19) + 13 = 32
1d8 + 1 + 6d6 ⇒ (3) + 1 + (2, 4, 4, 4, 3, 3) = 24
Hektir: 1d20 + 13 ⇒ (19) + 13 = 32
1d8 + 1 + 6d6 ⇒ (2) + 1 + (3, 4, 6, 6, 1, 3) = 26
Hektir: 1d20 + 13 ⇒ (3) + 13 = 16
1d8 + 1 + 6d6 ⇒ (2) + 1 + (1, 4, 4, 4, 4, 1) = 21
Tsin crit?: 1d20 + 13 ⇒ (9) + 13 = 22
1d8 + 1 ⇒ (1) + 1 = 2
Hektir crit?: 1d20 + 13 ⇒ (16) + 13 = 29
1d8 + 1 ⇒ (3) + 1 = 4
Party is up; at the end of your round, if you're within 30 ft. of one of the creatures, you must make a DC 25 Will save or become shaken. (Which probably means you'll need to make two saves, one for each of them.)
| Hektir the Tracksmage |
Round 1, Init 8
"Ow! My kidney!" Hektir grunts as the first stab comes, and follows that up with an equally pained "Ow! My spleen!" as he clutches another wound.
1d20 + 19 ⇒ (12) + 19 = 31 Know (Nature)
"BOGEYMEN! This place is full of horrors," Hektir hisses...and hisses...and keeps on hissing as he pulls more and more air into his lungs, expanding and growing and airying up...he quickly changes to the powerful ZEPHTYR!
Zephtyr pounds the bogeyman in front of him.
Zephtyr is now large.
1d20 + 15 + 2 - 3 ⇒ (4) + 15 + 2 - 3 = 18 to hit; (-PA)
1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) =25
HP 84/133
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2-3[/dice] to hit; (-PA)
[ dice]1d8+7+6[/dice] magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-260 minutes)
Resinous Skin (extended-260 minutes)
Gr. Longstrider (13 hours)
Echolocation - 120 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
HP 133/133
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
| Quinn Kestrel |
The call of "CANDY!" brings Quinn running like a child, but the sight that greets him is not sweet. Calling upon Cayden, he grants the party the gift of fervor.
cast Blessing of Fervor on the party
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. 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.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
| Tsin Windscar |
Round 1, Init 21
AC = 21
HP = 76/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Blessing of Fervor
Tsin finds little surprise in the Hut's continued hostility to strangers using it to alien ends. For the lure of the confectionary, she shrugs off the illusion, only to begin bleeding from three separate sides of her ribcage. For the creature brought into the light by Hektir's knowledge, Tsin doesn't waste time, hoping to slay the creature immediately. She imposes her Judgment, as well as bringing her Bane to bear.
Blessing of Fervor for Additional Attack
+1 Flaming Burst Falchion, Power Attack, Bane: 1d20 + 20 - 3 + 2 ⇒ (17) + 20 - 3 + 2 = 36 for 2d4 + 13 + 9 + 2 + 1d6 + 2d6 ⇒ (3, 3) + 13 + 9 + 2 + (2) + (3, 1) = 36 damage, including fire
1st Iterative: 1d20 + 15 - 3 + 2 ⇒ (8) + 15 - 3 + 2 = 22 for 2d4 + 13 + 9 + 2 + 1d6 + 2d6 ⇒ (2, 1) + 13 + 9 + 2 + (5) + (2, 5) = 39 damage, including fire
2nd Iterative: 1d20 + 10 - 3 + 2 ⇒ (9) + 10 - 3 + 2 = 18 for 2d4 + 13 + 9 + 2 + 1d6 + 2d6 ⇒ (4, 2) + 13 + 9 + 2 + (3) + (1, 6) = 40 damage, including fire
BoF Attack: 1d20 + 20 - 3 + 2 ⇒ (20) + 20 - 3 + 2 = 39 for 2d4 + 13 + 9 + 2 + 1d6 + 2d6 ⇒ (1, 4) + 13 + 9 + 2 + (3) + (5, 3) = 40 damage, including fire
edit:
Confirm Critical 1?: 1d20 + 20 - 3 + 2 ⇒ (17) + 20 - 3 + 2 = 36 for 2d4 + 13 + 9 + 2 + 1d10 ⇒ (2, 2) + 13 + 9 + 2 + (9) = 37 damage, including fire
Confirm Critical 2?: 1d20 + 20 - 3 + 2 ⇒ (11) + 20 - 3 + 2 = 30 for 2d4 + 13 + 9 + 2 + 1d10 ⇒ (4, 1) + 13 + 9 + 2 + (8) = 37 damage, including fire
If the creature slumps to the ground like a good little bogey, she turns to face Hektir's partner, and steels herself for the next engagement.
Will Save v DC 25: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Finally taking a good look at the creature, she stiffens, witnessing something she had no intentions of ever seeing come to pass...
| Malavarius King |
"What the devil is going on in there? What's this nonsense about candy, hmm?" Malavarius shuffles over toward the door and his eyes go wide as he sees Zephtyr and Tsin locked in mortal combat.
Knowledge (nature): 1d20 + 12 ⇒ (14) + 12 = 26
"Boogeymen! What the blazes are they doing here?!"
The old mage then slips in behind Tsin as he draws his trusted wand when the candy on the table catches his eye.
Will Save (vs maggot candy): 1d20 + 10 ⇒ (18) + 10 = 28
Seeing a broken piece and the crumbs on Tsin's chin, he chuffs, "What? You ate that? Good heavens, Tsin!" He then sends a trio of fiery beams at the nearest boogeyman.
CL Check vs SR: 1d20 + 17 ⇒ (6) + 17 = 23
Scorching Ray 1: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18for: 4d6 ⇒ (3, 6, 2, 6) = 17
CL Check vs SR: 1d20 + 17 ⇒ (19) + 17 = 36
Scorching Ray 2: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22for: 4d6 ⇒ (4, 1, 2, 1) = 8
CL Check vs SR: 1d20 + 17 ⇒ (15) + 17 = 32
Scorching Ray 3: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23for: 4d6 ⇒ (6, 5, 4, 3) = 18
HP: 72/72
AC: 17 (11 T / 16 FF) (includes +2 from BoF)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from BoF)
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 15/50 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 [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
blessing of fervor: +2 to hit, +2 dodge bonus to AC, +2 to Reflex saves.
I think my movement will provoke 1 AoO from the turd fighting Hektir as I leave that square by the door to sidle up to Tsin.
Results of Knowledge check may also change action if it's high enough to reveal they have immunity to either fire or spells.
| Tsin Windscar |
Good catch- no Judgment, so -2 to each total damage roll above.
"What? No. I haven't consumed a lick of anything in this room, Mal. Not like Hektir, whose gluttonous need to consume food readies him for hibernation." The swordswoman takes a moment to check, though, and, finding crumbs, nods her head.
"No, this is a biscuit I was eating earlier."
| Pemsworth Smith, Esq. |
Pems moves to within 30' of one of them and casts his evilest eye at it! Will DC 22 or -4 to AC for 7 rnds/ 1 on success
Will: 1d20 + 11 ⇒ (6) + 11 = 17 +2 if fear effect
Will: 1d20 + 11 ⇒ (5) + 11 = 16 +2 if fear effect
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Quinn: 22
Tsin: 21
Hektir: 8
Pemsworth: 15
Malavarius: 9
Bogeys: 27
Quinn casts his spell, but then feels his heart skip a beat shaken as he glances at one of the bogeymen and sees a horrid vision -- cracked casks spilling liquor into the ground, with the few drops remaining turning to harsh vinegar.
Tswin's blade sizzles as it hits her foe's neck once and then a second time, the latter slicing clean through despite the resistance the blade met both times. yikes
Hektir blows up, filling the space in front of his foe, but his blow goes wild, the sudden change in perspective messing up his aim, and then doing the same to Malavarious, as the old wizard tries not to blast his gassy companion. Hektir, glancing at his foe, feels his nerves slip a bit in unexpected manner, a sudden horrid vision of himself alone; unloved; the object of derision as his boasts are easily revealed to be lies; sad. shaken
The remaining bogeyman steps back and carefully casts two spells in quick succession: Tsin sees a horrid vision -- herself in wedded bliss with not one, but both Quinn and Hektir, who reach out for her with lecherous leers asnd no pants -- before the bogeyman disappears from sight. Need a DC 21 Will save from Tsin to disbelieve; if she fails must make a DC 21 Fort save or die; if she succeeds, she takes 3d6 ⇒ (3, 1, 3) = 7 points of damage.
Quinn Will: 1d20 + 18 ⇒ (7) + 18 = 25
Quinn Will: 1d20 + 18 ⇒ (2) + 18 = 20
Zephtyr Will: 1d20 + 15 ⇒ (6) + 15 = 21
Bogey Will: 1d20 + 13 ⇒ (19) + 13 = 32
Bogey Concentration: 1d20 + 17 ⇒ (10) + 17 = 27
Bogey Concentration: 1d20 + 17 ⇒ (16) + 17 = 33
B2:
| Hektir the Tracksmage |
Because of his manly (druidic) nature, Ol' Zephtyr has an extra +4 to resist fey.
Round 2, Init 8
Zephtyr hisses airily as his foes disappear from sight. Casting defensively, he casts Echoloctation.
1d20 + 17 ⇒ (11) + 17 = 28 Concentration vs. DC 23
He will move to where he can strike at both Bogeymen from above/flank with Tsin.
AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) =25
HP 84/133
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2-3[/dice] to hit; (-PA)
[ dice]1d8+7+6[/dice] magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-260 minutes)
Resinous Skin (extended-260 minutes)
Gr. Longstrider (13 hours)
Echolocation - 120 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
HP 133/133
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
| Malavarius King |
"Hektir! Point it out, lad!"
Malavarius rolls up his sleeves, which immediately collapse back down to their full lengths, as he prepares to catch the vanished ne'er-do-well within his next spell.
Readied glitterdust, to only catch the boogeyman if space permits
HP: 72/72
AC: 17 (11 T / 16 FF) (includes +2 from BoF)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from BoF)
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 15/50 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 [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [X] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
blessing of fervor: +2 to hit, +2 dodge bonus to AC, +2 to Reflex saves.
shaken: -2 to everything
| Tsin Windscar |
Round 2, Init 21
AC = 21
HP = 69/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Blessing of Fervor
Will Save v DC 21, Shaken: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19 +2 if Fear-Based
If not Fear-Based... Fortitude Save DC 21: 1d20 + 17 ⇒ (8) + 17 = 25
"Damn my eyes!! I'll cut them off before you even have a chance to fill the skins, don't think I won't!!"
Tsin tries in vain to place the last location of the bogeyman, intent on eviscerating it for its vision-gift.
Not sure where the second bogeyman was standing, will full attack if she needed to 5' step towards its last square, at most.
+1 Flaming Burst Falchion, Power Attack: 1d20 + 20 - 3 - 2 ⇒ (13) + 20 - 3 - 2 = 28 for 2d4 + 13 + 9 + 1d6 ⇒ (1, 1) + 13 + 9 + (4) = 28 damage
Miss Chance, High Good: 1d100 ⇒ 29
1st Iterative: 1d20 + 15 - 3 - 2 ⇒ (19) + 15 - 3 - 2 = 29 for 2d4 + 13 + 9 + 1d6 ⇒ (1, 2) + 13 + 9 + (4) = 29 damage
Miss Chance, High Good: 1d100 ⇒ 63
2nd Iterative: 1d20 + 10 - 3 - 2 ⇒ (8) + 10 - 3 - 2 = 13 for 2d4 + 13 + 9 + 1d6 ⇒ (2, 1) + 13 + 9 + (4) = 29 damage
Miss Chance, High Good: 1d100 ⇒ 52
BoF Attack: 1d20 + 20 - 3 - 2 ⇒ (6) + 20 - 3 - 2 = 21 for 2d4 + 13 + 9 + 1d6 ⇒ (3, 1) + 13 + 9 + (1) = 27 damage
Miss Chance, High Good: 1d100 ⇒ 70
edit:
Confirm Critical?: 1d20 + 15 - 3 - 2 ⇒ (2) + 15 - 3 - 2 = 12 for 2d4 + 13 + 9 + 1d10 ⇒ (1, 4) + 13 + 9 + (3) = 30 damage
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Sorry, guys; had a day shift at work yesterday and was too wiped afterward to deal with combat. Tsin, phantasmal killer is fear-based, so looks like no damage.
Quinn: 22
Tsin: 21
Hektir: 8
Pemsworth: 15
Malavarius: 9
Bogeys: 27
Quinn's healing energy washes over the others as Hektir casts his spell and moves over the Bogeyman, his airy form brushing the room's 15-foot ceiling. As he moves, the bogey slashes at him, appearing suddenly as the attack breaks its spell.
Tsin moves in, blade flashing, spraying blood across the candy room and almost taking out Pems as he moves to heal her. Despite Mal's care, the burst of bright, blinding dust covers Hektir too as the old wizard casts. No way to get only Bogey, so I figured you'd most likely get Hektir too -- DC 20 Will save (I think) to avoid being blinded, if you care
The bogeyman's wounds immediately begins healing and carefully casts, Tsin feeling her muscles start to freeze. Casting defensively; hold person on Tsin, DC 20
Bogey Spellcraft: 1d20 + 12 ⇒ (10) + 12 = 22
Bogey AoO: 1d20 + 13 ⇒ (5) + 13 = 18
1d8 + 1 ⇒ (7) + 1 = 8
Bogey Spellcraft: 1d20 + 17 ⇒ (16) + 17 = 33
Bogey Will: 1d20 + 13 ⇒ (7) + 13 = 20
B: 36
| Malavarius King |
Malavarius nods with a satisfied 'harumpf' as his spell clings to the boogeyman's form. Still need the results from my earlier knowledge check, sir!
Seeing the fell creature bring numerous magics to bear, the old wizard prepares to spoil any trick it might try next.
readied
Counterspell (DC=11+CL): 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
HP: 72/72
AC: 17 (11 T / 16 FF) (includes +2 from BoF)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from BoF)
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 15/50 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 [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [X] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
blessing of fervor: +2 to hit, +2 dodge bonus to AC, +2 to Reflex saves.
shaken: -2 to everything
If Tsin fails her save, instead of readying I'll try to break the hold person effect.
| Tsin Windscar |
Round 3, Init 21
AC = 21
HP = 87/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Blessing of Fervor
Will Save DC 20: 1d20 + 13 ⇒ (6) + 13 = 19
The swordswoman's eyes bulge, as do her forearm muscles, as she finds herself unable to finish the foul creature from wreaking further harm on her and the others...
| Hektir the Tracksmage |
Round 3, Init 8
1d20 + 15 ⇒ (19) + 15 = 34 Will save
Zephtyr pounds the bogeyman between him and Tsin.
1d20 + 15 + 2 - 3 ⇒ (7) + 15 + 2 - 3 = 21 to hit; (-PA)
1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21 magic damage.
1d20 + 15 + 2 - 3 ⇒ (11) + 15 + 2 - 3 = 25 to hit; (-PA)
1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17 magic damage.
AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) =25
HP 102/133
Speed: Fly (60') perfect + 10' (Gr. Longstrider) = 70' fly perfect
[ dice]1d20+15+2-3[/dice] to hit; (-PA)
[ dice]1d8+7+6[/dice] magic damage.
+9 BAB +6 Str +1 amulet = +15 to hit
1d8 + 6 str damage +1 amulet = 1d8+7
Spells:
Barkskin (extended-260 minutes)
Resinous Skin (extended-260 minutes)
Gr. Longstrider (13 hours)
Echolocation - 120 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
HP 133/133
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-240 minutes)
Resinous Skin (extended-240 minutes)
Gr. Longstrider (12 hours)
Resist Cold (240 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
| Quinn Kestrel |
As the dust settles on the form of the creature, Quinn draws his crossbow and loads it. "Mal, Tsin needs help!"
Quinn can also attempt to dispel the hold person, but waits to see if Mal breaks the magic this round
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Sorry, Mal: No special defenses, but its blows can increase the fear of any creature already afraid, potentially sending them racing away in panic. In addition, it seems to know vulnerable areas and strikes them when it can (6d6 sneak attack).
Tsin: 21
Hektir: 8
Pemsworth: 15
Malavarius: 9
Quinn: 22
Bogeys: 27
Tsin freezes, helpless to do anything but watch as Hektir tries to pummel the bogeyman -- though he has limited success. It dodges his first swing and the second barely seems to harm it it has DR.
Pems and Mal cast spells, though neither have any immediate affect Mal's didn't dispel the hold person, as Quinn loads his crossbow.
Grinning as its wounds knit together, the creature slashes out at both Tsin and Hektir, claws cutting deep into both. 26 for Tsin; 11 for Hektir; in addition, both must make a DC 25 Will save or become shaken (or frightened if either of you is shaken already).
Tsin: 1d20 + 13 ⇒ (7) + 13 = 20
1d8 + 1 + 6d6 ⇒ (4) + 1 + (3, 4, 3, 4, 1, 6) = 26
Hektir: 1d20 + 13 ⇒ (19) + 13 = 32
1d8 + 1 ⇒ (7) + 1 = 8
Crit?: 1d20 + 13 ⇒ (17) + 13 = 30
1d8 + 1 ⇒ (2) + 1 = 3
B: 33
| Pemsworth Smith, Esq. |
Pems reaches out and touches the nice monster.
Slay Living Touch Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Fort Save DC 21 or take: 12d6 + 12 ⇒ (4, 6, 1, 3, 6, 4, 3, 2, 1, 5, 6, 1) + 12 = 54 damage, If the save is successful then it takes: 3d6 + 12 ⇒ (6, 1, 3) + 12 = 22 damage!
| Tsin Windscar |
Round 4, Init 21
AC = 21
HP = 61/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Blessing of Fervor, Frightened
Will Save DC 20: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
Tsin spends all her mental strength to push off the hideous thing's hold on her. Full Round Action, no AoO
Will Save DC 25: 1d20 + 13 + 2 - 2 ⇒ (6) + 13 + 2 - 2 = 19
The swordswoman looks ready to shove her way back into the cage room, at the soonest possible moment... Now Frightened
| Quinn Kestrel |
DC 25 Will save: 1d20 + 18 ⇒ (1) + 18 = 19
"Hurry, Tsin, get that thing, don't just stand there!"
Dispel magic on Hold Person: 1d20 + 13 - 2 ⇒ (3) + 13 - 2 = 14
As his attempt to dispel fails, Quinn backs away from the hideous creature and regains his composure. 5 squares to the right, moving around that center feature
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Sorry, Hektir; yeah, he should have. It has good DR to everything but cold iron, and spell resistance.
Tsin: 21
Hektir: 8
Pemsworth: 15
Malavarius: 9
Quinn: 22
Bogeys: 27
Tsin struggles against the spell, finally breaking free thanks to force of will (or possibly Quinn's spell simply took a little longer to work than she'd expected). As she does, Hektir pounds the creature again, opening up a hole for Pems to reach out to touch the bogeyman, who screams in pain.
It looks like even that won't be enough to kill it, but then a blast from Mal's wand slams into its head and it crumples to the ground. leaving you alone in the room. mark off another use of the wand.
Pems CL: 1d20 + 12 ⇒ (12) + 12 = 24
Fort: 1d20 + 9 ⇒ (8) + 9 = 17
Hektir: 1d20 + 15 + 2 - 3 ⇒ (16) + 15 + 2 - 3 = 30
1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15
Hektir: 1d20 + 15 + 2 - 3 ⇒ (11) + 15 + 2 - 3 = 25
1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19
CL Check vs SR: 1d20 + 17 ⇒ (4) + 17 = 21
Scorching Ray 1: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20 for: 4d6 ⇒ (1, 1, 6, 1) = 9
CL Check vs SR: 1d20 + 17 ⇒ (17) + 17 = 34
Scorching Ray 1: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8 for: 4d6 ⇒ (3, 4, 6, 4) = 17
CL Check vs SR: 1d20 + 17 ⇒ (3) + 17 = 20
Scorching Ray 1: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18 for: 4d6 ⇒ (5, 1, 1, 4) = 11
| Tsin Windscar |
| 1 person marked this as a favorite. |
Presuming the death of the bogeyman ends the shaken/frightened effect...
Tsin composes herself, slowly. She steadies her thoughts, closing her eyes to project more enjoyable pastiches into her pre-frontal cortex, cleansing images that should have never been concocted.
When she's reasonably sure that sudden shocks of imagined horror are not forthcoming, she decides to busy herself for a brief stay. She drags one of the bogeymen into the cage room, where she proceeds to cut away its clothes. When the body is stripped sufficiently, she gelds the bogey-man. Meat in hand, she stuffs it into its mouth, making room if necessary by removing its tongue. Satisfied, she rejoins her men, searching the candy room for exits.
Perception, Take 20: 19 + 20 = 39
| Hektir the Tracksmage |
Zephtyr cringes and looks at Quinn as Tsin makes a bogey-eunuch, watching her grip the bogey-phallis in her man hands. He airy legs tighten and his middle subconsciously pulls away as the meat away.
He turns his airy head, trying not to be sick, but turns back to see if Tsin is going to Pems-heart her prize, unable to not look...and is more relieved when it does into the bogey's mouth than her own.
"Uh, good work team...let's take a look around. This place might not be as safe as we thought," Zephtyr wheezes queasily, trying to look at Tsin.
Extended Barkskin, Extended Resinous Skin, Fire Seeds.
HP 79/133
| Malavarius King |
| 1 person marked this as a favorite. |
Malavarius, fortunately, finds himself embroiled in an argument with Zeno as the last of the bogeymen falls and the old wizard misses Tsin's gruesome castration ritual.
"We're in a house made out of sweets and candies, Zeno!"
"You mean the table that's full of writhing maggots and worms?"
"Yes, yes. But what does it remind you of?"
"As a bird? Heaven. Though you're here, so obviously it missed the mark in some respects."
"What? Blast it, Zeno! Now's not the time!"
HP: 72/72
AC: 17 (11 T / 16 FF) (includes +2 from BoF)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from BoF)
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 16/50 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 [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [X] [ ], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)