Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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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 1, Init 23

1d20 + 5 ⇒ (9) + 5 = 14 Know (Planes)

"SHADOWS!" Zephtyr grumps, hating them already.

1d20 + 17 ⇒ (9) + 17 = 26 Cast Defensively

Zephtyr casts Fire Snake, causing explosions of fire starting from the first shadow and going around the party (13 squares worth) to get all the shadows.

13d6 ⇒ (5, 5, 5, 2, 2, 3, 5, 5, 3, 3, 6, 2, 2) = 48 Fire vs. DC 19 Reflex for half

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) +5 barkskin =30
HP 133/133
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.

Hektir Status:

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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1/2:

Hektir
Shadows

The spell snakes around the small room, bursting through the shadows. Two of them aren't able to get out of the way and the flames flicker through them, but the others seem to barely be touched as the snakes moves through bits of their form. Some made Reflex saves, plus they're incorporeal and have some fire resistance.

All five shades quickly retreat toward the wall, where they seem to blend into the flickering shadows caused by the candle, effectively disappearing from sight!

Mechanics:

Hektir caster check: 1d20 + 12 ⇒ (6) + 12 = 18
Hektir caster check: 1d20 + 12 ⇒ (6) + 12 = 18
Hektir caster check: 1d20 + 12 ⇒ (8) + 12 = 20
Hektir caster check: 1d20 + 12 ⇒ (18) + 12 = 30
Hektir caster check: 1d20 + 12 ⇒ (11) + 12 = 23

shady Reflexes: 1d20 + 11 ⇒ (18) + 11 = 29
shady Reflexes: 1d20 + 11 ⇒ (2) + 11 = 13
shady Reflexes: 1d20 + 11 ⇒ (2) + 11 = 13
shady Reflexes: 1d20 + 11 ⇒ (20) + 11 = 31
shady Reflexes: 1d20 + 11 ⇒ (14) + 11 = 25

S1: 2, 4
S2: 14, 4
S3: 14, 1
S4: 2, 2
S5: 2, 1

Party is up. Hektir does get an AoO against one of the shadows.


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 touches Hektir, making him Pem's witch's charge! I now know how hurt you are and can cast cure touch spells at a range of 30' on you!


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

"Hey, don't go! We're not done with you yet." Zephtyr takes a swipe at one of the shadows.

1d20 + 15 - 3 ⇒ (20) + 15 - 3 = 32 to hit;
1d8 + 13 ⇒ (8) + 13 = 21 magic damage.

Pot Cri:
1d20 + 15 - 3 ⇒ (11) + 15 - 3 = 23 to hit;
1d8 + 13 ⇒ (2) + 13 = 15 magic 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 1

Status:

AC = 21
HP = 150/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = None

Tsin looks about the room, not surprised in the least that a swarm of shadows have been roused to greet them. "Is everyone other than Baba Yaga herself unwelcome in her Hut? The Hut still doesn't welcome us, having traveled so far and under the Rider's Oath? Pharasma take us all..."

The swordswoman squeezes a fist in Hektir's direction, quickly lending the lout a boost to his strong swing. Judicious Force- +4 to confirm the Critical Hit.

Knowledge(Planes) v DC 22, Monster Lore: 1d20 + 9 + 3 ⇒ (10) + 9 + 3 = 22

She readies her blade with a quick swish of her callused hand.

Cast Align Weapon- Good.

"Alright, let's get on with this."


retired (AP completed)

Knowledge (planes): 1d20 + 20 ⇒ (2) + 20 = 22

"No, Hektir! Not shadows, shadow demons! Watch yourselves!"

Malavarius quickly tries to send one of the foul devils back from whence it came.

Cast dismissal: Will Save DC 23 or one of these nasties is shunted back to it's original plane (20% it shows up in a different plane altogether instead)

Status:

HP: 72/72
AC: 15 (11 T / 15 FF)
Fort: +4 // Ref: +5 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
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 [X] [ ], 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 [X], 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)


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

Knowledge Planes, DC 22: 1d20 + 4 ⇒ (3) + 4 = 7

Quinn loads up his crossbow and waits for the creatures to reappear.


retired (AP completed)

Missed that they'd vanished into the wall. In light of that, can we just have Malavarius ready his spell for when one of them shows back up?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal, no special defenses, though you do know they're incorporeal. Tsin, you know you need cold iron or good weapons to harm them.

Round 1:

Pemsworth: 16
Tsin: 14
Quinn: 13
Hektir: 23
Malavarius: 7
Antagonist: 16

Hektir swipes at the shadow -- fist passing through it -- as it fades into the shadows along the wall, as his companions prepare their spells and weapons for battle. Hektir didn't post a Round 1 action, so I'm assuming he'll have cast a spell, which he can retcon in for next round.

A few moments later, the shadow demons surge forth again, each heading toward its progenitor, Mal's spell having no effect. Claws and fangs rip each of you as they pass right through whatever armor you have. I know some of you have cold resistance so am dividing the damage up into basic hp and then three cold damages: Pems takes 9 hp, plus 6, 2 and 1 cold; Mal takes 14 hp plus 3, 5, 2 cold; Tsin takes 10 hp plus 1 and 3 cold; Hektir takes 7 hp (I think 14 hits your touch AC) and 4, 2 and 3 cold; Quinn takes 9 hp and 1, 6, 4 cold.

Mechanics:

1d5 ⇒ 5
Caster check: 1d20 + 17 ⇒ (6) + 17 = 23
Demon Will NOT disappear!: 1d20 + 7 ⇒ (20) + 7 = 27

S1 Claw: 1d20 + 11 ⇒ (11) + 11 = 22
1d6 + 1d6 ⇒ (4) + (6) = 10
S1 Claw: 1d20 + 11 ⇒ (11) + 11 = 22
1d6 + 1d6 ⇒ (2) + (2) = 4
S1 Bite: 1d20 + 11 ⇒ (19) + 11 = 30
1d8 + 1d6 ⇒ (3) + (1) = 4

S2 Claw: 1d20 + 11 ⇒ (15) + 11 = 26
1d6 + 1d6 ⇒ (3) + (3) = 6
S2 Claw: 1d20 + 11 ⇒ (9) + 11 = 20
1d6 + 1d6 ⇒ (4) + (5) = 9
S2 Bite: 1d20 + 11 ⇒ (7) + 11 = 18
1d8 + 1d6 ⇒ (7) + (2) = 9

S3 Claw: 1d20 + 11 ⇒ (8) + 11 = 19
1d6 + 1d6 ⇒ (2) + (1) = 3
S3 Claw: 1d20 + 11 ⇒ (1) + 11 = 12
1d6 + 1d6 ⇒ (1) + (4) = 5
S3 Bite: 1d20 + 11 ⇒ (13) + 11 = 24
1d8 + 1d6 ⇒ (8) + (3) = 11

S4 Claw: 1d20 + 11 ⇒ (9) + 11 = 20
1d6 + 1d6 ⇒ (2) + (4) = 6
S4 Claw: 1d20 + 11 ⇒ (10) + 11 = 21
1d6 + 1d6 ⇒ (3) + (2) = 5
S4 Bite: 1d20 + 11 ⇒ (3) + 11 = 14
1d8 + 1d6 ⇒ (2) + (3) = 5

S5 Claw: 1d20 + 11 ⇒ (12) + 11 = 23
1d6 + 1d6 ⇒ (2) + (1) = 3
S5 Claw: 1d20 + 11 ⇒ (14) + 11 = 25
1d6 + 1d6 ⇒ (4) + (6) = 10
S5 Bite: 1d20 + 11 ⇒ (3) + 11 = 14
1d8 + 1d6 ⇒ (3) + (4) = 7

S1 (Pems): 2, 3
S2 (Mal): 14, 3
S3 (Tsin): 14, 0
S4 (Hektir): 2, 1
S5 (Quinn): 20, 0


retired (AP completed)

Malavarius grunts as some of his flesh comes away in the shadow's grasp. "Oooof! That's enough of that, you devil!" With a mighty word, Malavarius sets the very fibers of his shadowy foe's being into raucous tumult, the words of power threatening to tear the demon apart.

CL Check vs SR: 1d20 + 17 ⇒ (5) + 17 = 22
Resonating Word 1 (Fort Save DC 25): 5d6 ⇒ (6, 5, 6, 6, 3) = 26 sonic damage and staggered; success = 1/2 damage and no staggered

Status:

HP: 58/72
AC: 15 (11 T / 15 FF)
Fort: +4 // Ref: +5 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
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 [X] [ ], 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 [X], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (1+1+1): resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
resonating word: 1/3 rounds


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 14

Status:

AC = 21
HP = 139/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Weapon Aligned Good
Bane = 7/8

Tsin raises up, for a moment unsure what her shadow demon will do, once her blade has bit back. For the paranoia the Hut generates, she only imagines what it feels like to slash at oneself, without holding back. With her weapon keened to Goodness, she expects it will only injure the demon...

+1 Flaming Burst Falchion, Bane, Power Attack: 1d20 + 20 + 2 - 3 ⇒ (8) + 20 + 2 - 3 = 27 for 2d4 + 13 + 9 + 2d6 + 1d6 ⇒ (2, 1) + 13 + 9 + (4, 4) + (5) = 38 damage, including fire, and good aligned

+1 Flaming Burst Falchion, Bane, Power Attack: 1d20 + 15 + 2 - 3 ⇒ (18) + 15 + 2 - 3 = 32 for 2d4 + 13 + 9 + 2d6 + 1d6 ⇒ (2, 4) + 13 + 9 + (2, 4) + (3) = 37 damage, including fire, and good aligned

+1 Flaming Burst Falchion, Bane, Power Attack: 1d20 + 10 + 2 - 3 ⇒ (10) + 10 + 2 - 3 = 19 for 2d4 + 13 + 9 + 2d6 + 1d6 ⇒ (4, 4) + 13 + 9 + (4, 2) + (3) = 39 damage, including fire, and good aligned

edit:

+1 Flaming Burst Falchion, Bane, Power Attack: 1d20 + 15 + 2 - 3 ⇒ (14) + 15 + 2 - 3 = 28 for 2d4 + 13 + 9 ⇒ (1, 1) + 13 + 9 = 24 damage, good aligned


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 grunts as the thing rakes him, but the cold seems to bother him not at all...

Pems casts defensively DC 17: 1d20 + 18 ⇒ (7) + 18 = 25 and casts ear-piercing scream on his shadow! Sonic damage: 5d6 ⇒ (1, 1, 1, 3, 1) = 7 with a Fort Save DC 16 for half!


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

14 Touch misses, ol' Zeph has 4 dex and 1 deflection. Also, Zeph's round 1 action was the Fire Snake of Ineffectualness, a specialty.

Round 2, Init 23

"Look like shadows to me!" Zephtyr grumps, hating them more and lashing out at the most wounded of them.

1d20 + 15 + 2 - 3 ⇒ (16) + 15 + 2 - 3 = 30 to hit; (-PA)
1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 magic damage.

1d20 + 15 + 2 - 3 ⇒ (18) + 15 + 2 - 3 = 32 to hit; (-PA)
1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14 magic damage.

ZephTyr Status:

AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) +5 barkskin =30
HP 133/133
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.

Hektir Status:

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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Does that include size penalty? Also, that was your Round 1/2 action -- you won initiative.


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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

"Yikes!" Quinn hollers as he steps back from the shadow demon and fires his crossbow. shift down and left, fire on the demon that was next to him

+1 holy holy reliquary light crossbow: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (4, 5) = 16 good aligned damage

+1 holy holy reliquary light crossbow: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (2, 1) = 10 good aligned damage

is that cleric with point blank shot, precise shot, rapid reload, and a holy crossbow? Yes, yes it is

possible crit, +1 holy holy reliquary light crossbow: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (1, 1) = 11 good aligned damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Pemsworth: 16
Tsin: 14
Quinn: 13
Hektir: 23
Malavarius: 7
Antagonist: 16

Pems carefully casts, but his spell seems to have little effect on the demon, causing it to rear back for just a moment wow; that's about as bad damage as you can get!.

Tsin's blade proves more effective, ripping through the demon and sending it back to the Abyss.

Quinn's arrows fly through the core of his shadowy double at it retreats, gesturing a moment before it disappears.

Hektir beats on his foe, ignoring the chill as he hits it, feeling a slight tearing in the shadowy form, and Mal's spell causes his foe to shudder in apparent pain before it too retreats and disappears.

The remaining two demons seem to pause a moment, as if they were going to continue the attack, but then they too disappear.

A search of the room reveals a small chest containing six potions of cure serious wounds nestled amid 2,500 gp in loose coins.

A door stands to the east and a fireplace to the southwest.

Mechanics:

Pems caster check: 1d20 + 13 ⇒ (18) + 13 = 31
Shadowy save: 1d20 + 5 ⇒ (6) + 5 = 11

Shadowy save: 1d20 + 5 ⇒ (15) + 5 = 20

Spellcraft: 1d20 + 2 ⇒ (11) + 2 = 13

Concentration: 1d20 + 15 ⇒ (19) + 15 = 34

Combat over, and probably my last post until Wednesday.


retired (AP completed)

Well, wherever my shadow went, it continues to tremble for 2 more rounds with potentially existence-ending vibrations! =)

Malavarius brushes off his sleeves as the demons vanish in puffs of acrid smoke. "Miserable little devils. Glad to be rid of them! Pfah!"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yup, it's dead. It just didn't know that.


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

Tsin nods emphatically, to nothing in particular. "Perhaps the Hut is learning. The needless antagonisms are growing old, you know." The swordswoman turns to address the various walls as if they've grown ears. She stares at her shadow a little longer than is necessary, just in case.

When it is clear the shadow demons have no intention of returning to harrass them, Tsin checks the fireplace for passage, first.


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

Zephtyr flies over to check out the fireplace, wondering if a door fireplace or a normal, piddlespotting fireplace for burning food and pissing in.

"Gunna grab them potions too. Perhaps the hut is learning..."

If there is nothing 'up' with the fireplace, Zephtyr will try the door.


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

Quinn, with crossbow loaded and ready, stays on alert for the return of the shadow demons while Tsin and Hektir search the room. After the fireplace has been properly inspected and soiled, he turns his attention to the eastern door and waits for the warriors to lead the way. "Weird hut inhabitants don't bother me, but demons creeping about scares me sober."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Bah, stupid message boards ate my post from this morning. Fortunately, it had no rolls, so not too tough to duplicate.

Tsin moves through the closet to find rows of wooden coffins leaning against the thick timber walls of a square room, with dozens more lying stacked and scattered on the floor. A dusty fireplace sits to the south, and a stout iron-bound door stands in the eastern wall. Windows provide a view of a snowy hilltop overlooking a burned and ruined village next to a wide, ice-choked river.

A cracked clay bowl with a brown hen’s egg inside sits on a table against the western wall.

A skeletal figure dressed in strange dark robes and crowned with a tall fur hat slumps in a dusty chair in front of the room’s door. He is seated behind a dry-rotted coffin, grasping a crooked scythe in one hand and a deck of cards in the other. Several cards are dealt on the coffin lid before him.

He sighs heavily as Tsin enters and waves for her to take a seat on one of the many coffins in the room.

"I am Baba Yaga’s cousin, The Coffin Man," he says in a dusty voice, his jaw creaking.


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 stands at the closet, waiting to hear any screams or sounds of battle. "Do you think the Hut hears us? I mean, is it actively trying to stop us or is it just playing with us?"


retired (AP completed)

"Coffin Man?" Malavarius looks at the coffin and then turns his gaze back to the skeletal figure, "Stuck here like that lad Ratibor was or are you here by choice? Oh good heavens, where are my manners? I'm Malavarius. These young folk clamouring around us and I are actually looking for your cousin as a matter of fact."


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

Zephtyr chooses not to sit, but hover nearby. He already doesn't trust this thing but hopes that Mal can make some sense of it.

The Coughing Man, huh? Weird name.


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

"Is he a man made of a coffin? Or is he a coffin that thinks it's a man?"


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

Tsin rears up, her sword at the ready as she spies the skeletal thing. When it gestures for her to take a seat, when no spellcasting comes, when no insinuations into her mind begin, she tamps her immediate desire to swing against the Coffin Man.

She takes a seat, as bidden, but she does not let down her guard. Detect Alignment(Evil) at will.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin definitely detects the presence of evil as she sits in front of the skeletal figure, with the others following her into the room.

"Familiar figures, I see," he says in his dusty voice, a small cough punctuating the statement.

If you want to try to engage him, give me a Diplomacy check.


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

Diplomacy: 1d20 + 14 ⇒ (5) + 14 = 19

"Hello, Mister Coffin Man! I'm Pems, but I think you already know us. How do you already know us?"


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

"Thank you for not immediately attacking us, like the rest of the Hut's denizens."

Diplomacy(Aid Another): 1d20 - 1 ⇒ (13) - 1 = 12


retired (AP completed)

Did he ignore Malavarius' earlier questions or were we just needing a diplomacy check before proceeding in that avenue?


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

Zephtyr waits breezily to see what happens. He doesn't feel the need to make nice with the Coughing Man, but won't hold it against others if they wish to do so.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

He apparently ignored them.


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

Quinn keeps his crossbow ready, but his attention is already drawn to the cards and he moves up behind Tsin. "Oohh, may Cayden bless that hand, let's see what you got. You'd think the old skeleton would want to roll the bones, but cards it is."

move to 5 feet behind Tsin and cast Protection from Evil on her


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

Tsin hears Quinn approach, as she begins to understand the evil that lingers about. She waves off any game with Death, be it dragonchess, bones, or cards. She stands, as graciously as she can, offering the seat opposite the Coffin Man for the Man of Cayden to sit, and engage.

"Oh, I don't wager at cards. Quinn, here, take my place." She continues her study of the skeleton form in front of her, narrowing her concerns to just the one thing that appears obviously in the room.

"Just, you know, don't offer your soul as your ante."


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

Zephtyr hovers and waits, hoping either the creature or the party will begin to make sense.

He spits, waiting.


retired (AP completed)

Malavarius doesn't abandon his line of questioning despite seemingly being ignored and asks again, "So then, are you stuck here or are your sitting in this chair of your own accord?"

He wraps his wrinkled hands around his simple staff and fixes his gaze on their host, a stern frown the likes of which only the very old can muster darkening his countenance.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal Diplomacy aid another: 1d20 + 1 ⇒ (5) + 1 = 6

Pems' attempt at diplomacy seems to go poorly, perhaps hurt by Quinn's spell casting, or perhaps just not of interest to the figure before you.

"I've seen shadows of you, flickering across my vision, on their way to another place," he responds, a dry, rattling chuckle emerging from the hoods. "As for me, I have no other place to be."


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

Zephtyr spits, not understanding why this thing cares what we are doing.

"Great. If you can't help us and we can't help you, we'll be on our way."


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

"But what do you do here? Do you work for Baba Yaga?"


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

"And what are those cards?" Quinn inquires curiously, "Do they keep you entertained? You must get bored to death sitting in this hut all alone." The cleric turns to his companions seeking approval for his obviously funny jab at Death.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The figure seems to smile at Quinn's jape, though it's truthfully hard to tell with the hood and the lack of lips.

"I keep this place safe from the world outside, and the world outside safe from this of other worlds. This is a place much different from any you have known. As for the cards, should you wish egress, you must defeat me at a hand of a game known on this world as poker. Would you care to try your luck?"

If you want to try, you'll need to make opposed Sense Motive and Bluff checks. If you beat him on both, you win. If you lose on both, you lose. If you split, the hand's unresolved and neither of you have a winning hand.


retired (AP completed)

Malavarius huffs and mutters something unintelligible under his beard then gives the coffin man the same treatment he himself had received. The old wizard remains silent, as if the skeletal figure hadn't asked a question at all.


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

Zephtyr will play but has no desire to, preferring to drink and smack talk from the peanut gallery rather than try to do anything worthwhile.

He looks at Quinn, expectantly.


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

"Poker, I'm terrible at that, especially against women, they always know when I'm lying." Quinn defers the poker seat to someone more accomplished at fibbery.


retired (AP completed)

Malavarius' eyes, along with every other pair present, slowly and inexplicably turn toward Pemsworth. He bounces his bushy eyebrows at the halfling then offers an impish shrug. "Care to win all our freedom, Master Pemsworth?"


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

Tsin sneers as Quinn walks away from the call to action. Hearing Mal address the little one, the swordswoman decides to get on with it, so sits down, and waves for the Coffin Man to explain the rules of the game. When she's sure enough of the order of domination, she accepts the deck, shuffling it herself, not trusting to the Coffin Man to see an honest riffle.

"Alright, let's see what we have here..."

She eyeballs the Coffin Man, looking for any telling body adjustments.

Sense Motive: 1d20 + 21 ⇒ (18) + 21 = 39

She looks at her cards, only after having studied the evil thing's behavior.

Bluff: 1d20 - 1 ⇒ (13) - 1 = 12

"Well, I'm sure this is a very mediocre hand I have here."


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

"Deal me in, Mister Coffin!"

Sense Motive: 1d20 + 2 ⇒ (11) + 2 = 13
Bluff: 1d20 + 7 ⇒ (15) + 7 = 22

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

2d20 ⇒ (2, 18) = 20
2d20 ⇒ (20, 13) = 33

The creature comes to a draw with Tsin, but easily bests Pems, giving a dusty laugh and shaking his head slowly.

"Perhaps it is for the best. If you cannot pass this simple test, I suspect you would not survive the war that rages beyond this door. Turn back, while you still can."


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

"War? What sort of war?"

Pems scowls at the cards. "I think these things are defective."

Sense Motive: 1d20 + 2 ⇒ (2) + 2 = 4
Bluff: 1d20 + 7 ⇒ (12) + 7 = 19

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