Hektir the Tracksmage |
GM Motte, can you describe in much more detail the thing that just attacked Zephtyr? Is a construct or a tank thing with humanoids inside? Are there windows? Also, does Zephtyr think that the blasts come from the ground, so elevation would keep him out of danger? How big are the blasts? Is there just one 'gunner' unit? Are the rest just bombers (meaning their projectiles hit the ground to go boom)?
1d20 + 11 ⇒ (9) + 11 = 20 Reflex
1d20 + 17 ⇒ (7) + 17 = 24 Concentration
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
A model is available on the overall map. You think it's a vehicle, which means there are probably somethings inside. It has a large turret (the shell from which is what blasted you; it exploded with a 30 ft. radius so they just aimed it at the ground [and I should probably see what type of damage it did to the poor building, which I didn't think about]) and then machine guns on both sides that look like they can shoot to the sides, possibly with elevation. A third machine gun is mounted on the underside, so elevation would protect you from that.
Hektir the Tracksmage |
Round 3, Init 22
Zephtyr grunts as he feels the boom under his airy form, knocking away his magics like a piss-ant breeze. He glares sideways at the mechanical monster and adds a sneer.
He casts Fire Storm, pushing all his anger into fire to burn his foes.
13 10x10' cubes, mostly concentrating on the bad guys, but he also gets the buildings because he is angry. DC 21 Reflex for half & not set on fire.
13d6 ⇒ (4, 4, 2, 4, 3, 2, 5, 4, 2, 2, 4, 2, 6) = 44 fire damage to each
4d6 ⇒ (1, 4, 5, 4) = 14 fire damage to those who fail saves
With that Zephtyr sprints to behind the tree line, buzzing 70' towards the top of the map.
AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) +5 barkskin =30
HP 121/133
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 - 0 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
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
Sorry, was that on the mechanical monster, or the troops?
Uh, its *26* 10x10 cubes, its *everything*. They don't have to be touching or consecutive. It's the smell of napalm in the morning. All the monsters, all the buildings. And if Mal's hat fell of his head in a square where he is not, let's get that square too.
Quinn Kestrel |
Quinn expels a wave healing energy and calls for his companions. "Back to the hut! These creatures are too violent, and this world sadly tragic at every step!"
Channel Heal: 7d6 ⇒ (4, 2, 1, 6, 5, 5, 5) = 28
24 hp dmg
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
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Hektir: 17
Malavarius: 17
Antagonist (TsT): 16
Quinn: 13
Pemsworth: 10
Tsin: 9
Antagonist (MT1): 8
Fire roars again through the area as Hektir casts a new spell, his earlier one disrupted by the explosion. It ravages one of the groups, killing nearly all the creatures and sending the few survivors running for the icy outer areas. that troops has been dispersed, i.e. "killed."
The others avoid the worst of it, yelling as much in rage as in pain, but the cries of agony come loudly from inside the strange metal wagon.
As Mal stands up after casting his spell, he sees another small spurt of flame near him. His hat, lost in his fall but thankfully empty of Zeno, is disintegrated in the momentary, minor conflagration.
As Hektir flies away, the wagon again opens fire, but this time seemingly with less vigor, only one of the guns going off as smoke pours from various windows in its metal sides. The slug again hits Hektir, seeming to ignore his various protections, stinging painfully 16 hp (I think 15 hits your touch AC, but if not, that does no damage.
MT1 Reflex: 1d20 + 13 ⇒ (20) + 13 = 33
Tank Reflex: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16
Tank Reflex: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22
Tank Reflex: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13
Tank Reflex: 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29
Tank Reflex: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20
Tank Reflex: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
Tank Reflex: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27
Tank Reflex: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14
Tank Reflex: 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21
Tank Reflex: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23
MT1 Will: 1d20 + 8 ⇒ (14) + 8 = 22
S1 Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
4d6 ⇒ (6, 1, 1, 4) = 12
S3 Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
S5 Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
4d6 ⇒ (2, 1, 2, 2) = 7
S6 Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
4d6 ⇒ (1, 4, 2, 2) = 9
S8 Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
4d6 ⇒ (5, 1, 6, 2) = 14
1d20 + 11 ⇒ (4) + 11 = 15
2d8 + 6 ⇒ (5, 5) + 6 = 16
MT1: 82, glittery
S2, 4, 7, 9, 10: 22
Tst: (3 on top turret, 1 in belly, 1 on side)
Tsin, Quinn and Pems are up (I have actions from the latter two already, though they can change them if they want).
Tsin Windscar |
Round 4, Init 9
AC = 25
HP = -4/150
Weapon Equipped = None
Condition(s) = None
Tsin watches impotently as fire and metal continue to kill everything in the vicinity. As the bullets rip, she stands there, and takes it all, before collapsing.
Reflex Save DC 21: 1d20 + 7 ⇒ (6) + 7 = 13
Reflex Save DC 21: 1d20 + 7 + 4 ⇒ (10) + 7 + 4 = 21
-4/150 hp
Constitution Check DC 10: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Quinn Kestrel |
Is that channel just for you and me, Quinn? Everyone else is pretty far away.
Yes, neither of us had enough HP to survive a double hit or crit from those weapons
"Cayden help us, not another bleeding in the snow!" Quinn rushes towards Tsin and certain doom.
full move running toward Tsin, Quinn has move of 40' and is wearing light armor
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn: 13
Pemsworth: 10
Tsin: 9
Antagonist (MT1): 8
Hektir: 17
Malavarius: 17
Antagonist (TsT): 16
Pems and Quinn head toward Tsin, who's collapsed under the weight of her injuries. As they do, the other massed group of men move out from the shelter of the burned out buildings and open fire with their guns at each of you still on your feet. 40 hp to Hektir, 38 to Quinn, 32 to Pems, 37 to Mal, DC 23 Reflex saves for half (Hektir gets +4 for cover).
6d10 + 6 ⇒ (10, 1, 1, 8, 7, 7) + 6 = 40
6d10 + 6 ⇒ (5, 2, 5, 8, 10, 2) + 6 = 38
6d10 + 6 ⇒ (5, 2, 3, 5, 10, 1) + 6 = 32
6d10 + 6 ⇒ (3, 9, 2, 9, 2, 6) + 6 = 37
MT1: 82, glittery
S2, 4, 7, 9, 10: 22
Tst: (3 on top turret, 1 in belly, 1 on side)
Hektir and Mal are up. Also, just so you know, these are line attacks; because Pems and Quinn are different elevations, they weren't affected by the same lines, despite their locations on the map (that said, Pems is only 20 feet up).
Malavarius King |
Malavarius calls up another blinding cloud of golden motes to blind the remaining unit of men, hoping to shield his young friends from further assault!
glitterdust (Will DC 20)
scared of mines, Malavarius stays put
HP: 43/72
AC: 15 (11 T / 14 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: 14/50 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] [X], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [X], 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)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
Pems, hopefully you're only mostly dead, which, as you know, is partially alive. And Quinn is nearby.
Those who failed their saves last round to Zephtyr's Firestorm (and didn't take a full round to put themselves out), take: 4d6 ⇒ (1, 3, 3, 1) = 8 fire damage.
1d20 + 11 + 4 ⇒ (14) + 11 + 4 = 29 Reflex
Zephtyr takes a grazing bullet to his airy kneecap. -16 and -20 = -36 for round.
Before Zeph posts his turn, wanted to make sure of the battlefield. Questions: We have two visible foes remaining? The iron thing and the troops, yes? Are either or both on fire? Does the metal thing take up a 4x4 square?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
Round 5, Init 22
Zephtyr looks back at the iron thing and sneers. He casts Wall of Fire encircling it. 20' high walls, flames focused inward.
2d6 + 14 ⇒ (2, 4) + 14 = 20 fire damage and 2d4 ⇒ (2, 3) = 5 fire.
Zephtyr then zips out of sight, leaving the fire burning. Into the trees and out of sight (20' fire walls are opaque).
AC: 7 armor+2 dex+2 dex(form)+1 ring+3 NA(form) +5 barkskin =30
HP 87/133
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 - 0 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
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir: 17
Malavarius: 17
Antagonist (TsT): 16
Quinn: 13
Pemsworth: 10
Tsin: 9
Antagonist (MT1): 8
As Pems, body broken, gently floats down toward Quinn's running form, Mal tries again to weave magics to protect them, another glittery burst covering the horrific attackers.
Again, though, it doesn't seem to bother them, their goggles easily wiped off as they continue with weapons drawn. Hektir has more luck with his magic, his fiery wall blocking off the metal wagon from sight. More screams emanate from within, and a shell goes flying into the woods, where it explodes with no harm to Hektir.
Will: 1d20 + 8 ⇒ (18) + 8 = 26
MT1: 82, extra glittery
Tst: S2, 4, 7, 9, 10: 27 (3 on top turret, 1 in belly, 1 on side)
Quinn, Pems (sort of), and Tsin are up.
Quinn Kestrel |
Quinn curses as Pems drifts to earth near him and well beyond Cayden's usual gifts. "Hang tight little buddy, I'll be right back for you!" The cleric promises as he continues moving to Tsin and places his healing hands on the swordswoman. Quinn has move 40', so should reach Tsin this round
cast Heal on Tsin and she heals 130 HP
Pemsworth Smith, Esq. |
In his mind, Pems is racing along the frozen tundra, faster than any halfling has a right to be. He positively flies, his long hind legs propelling him forward, as he revels in the freedom that only wildness can enjoy. He can hear the thundering sounds of explosions, but they're far away, too far to bother him. He runs, and his spirit exults in the wild.
Tsin Windscar |
Round 5, Init 9
AC = 25
HP = 126/250
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = None
Tsin allows herself a moment to enjoy the sensation of snow and dirt cooling the side of her face, as it indicates that she has not crossed into Pharasma's Boneyard. Not yet, at least, for the sounds erupting around her are still a violent reality. She reaches for her weapon with almost pity, before standing up and looking over the Troop not that far away. She looks over the weapons, not really interested in understanding their mechanics. She knows nothing of the concept of firing squads abstractly. This visceral firsthand experience will be enough.
Move Action to retrieve weapon, Move Action to stand from prone.
Hektir the Tracksmage |
Practice Roll: 1d100 ⇒ 57 Lol. Almost brought you back as a halfling. That woulda sucked.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn, I just realized it doesn't look like you made your Reflex save from above. I think this could affect whether you could reach Tsin or not, though I'm not 100 percent sure of your hit points...
Quinn: 13
Pemsworth: 10
Tsin: 9
Antagonist (MT1): 8
Hektir: 17
Malavarius: 17
Antagonist (TsT): 16
Apparently realizing that they seem to be faced with forces they don't understand, the remaining mass of creatures begins to retreat, many facing back with their guns in the face of pursuit.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Ah, sorry, I guess I thought you had 24 hp remaining. It everyone can make sure current hp is indicated somewhere, that does help me. ... At any rate, your action went off then, and Tsin is now standing, as per her last action.
The group of creatures began retreating, though still watching for more danger approaching them, and Hektir and Mal are up.
Hektir the Tracksmage |
1 person marked this as a favorite. |
If we're out of combat...
At seeing his foes flee, Zephtyr zips back to his companions, taking in the battlefield at a glance. He is still angry and still wanting to fight...but he realizes that his companions might not be in the same shape.
He recognizes the burnt and charred remains from his firestorm and smiles...that was a good burnin'.
He stops, midflight, as he sees something that makes him very sad, very unhappy. A tear on his cheek, he flies slowly over to it...reaching down to gingerly pick it up in his airy hands.
"Mal? Is this your hat?"
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hello? Guys? (Mal's not posting in any of my games, so I'm assuming something in real life is up with John, but everyone else?)
"Blast it, you puffed-up windbag," the wizard replies. "Look at Pems! The poor lad's dead, I'm sure of it! Now pick me up and carry me over there. I don't want to run into some other exploding ground!"
Malavarius King |
"Not now, you prattling lunatic! Go burn someone else's treasured keepsake for a change and leave me be! And ignore what I just said, I have a better idea and I don't want your hat-torching hands touching my good robes!" Malavarius fishes a shining pearl from a pouch at his hip as Hektir approaches, the old wizard slapping the charred cloth from his hands as he focuses on the small, round gem.
The old mage draws some power from the pearl, and its luster fades.
Move action to retrieve, standard to use a pearl of power iii to recover a fireball!
HP: 43/72
AC: 15 (11 T / 14 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: 1/1 used
wand of scorching ray: 14/50 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] [X], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [ ], 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)
Tsin Windscar |
Was coasting/waiting for Hektir and Mal, per GM prodding.
Dazed and confused, Tsin doesn't know it herself, but waits to be led off the battlefield. She pays no attention to the likely dead halfling.
Hektir the Tracksmage |
Hmm...which Mal voice to listen to?
"Pems is hurt? The little gnome?" Zephtyr's eyes look simultaneously sad and very very sad. He looks at Quinn. "Quinn? Can you do anything?" Zephtyr doesn't have any good answers at the moment. "For Pems? Or for the hat?"
Zephtyr waits to see what Quinn can do.
Quinn Kestrel |
"Sadly", Quinn's voice quavers, "there is nothing I can do for the hat." Then the cleric brightens considerably, "But Cayden may grant life back to our companion. It will take a day of rest and the preparations must be in order. We'll need to make camp again, should we return to the hut, or find shelter in the charred remains of these buildings?"
maybe we should be driving the hut around this land as our version of the tank?
Malavarius King |
Malavarius brushes off his robes, and frowns toward the retreating troops. As the others opine the loss of Pemsworth, Malavarius vanishes from view only to suddenly appear as a small speck very high in the sky. "Leave our halfling bleeding in the snow, will you? I think NOT!"
dimension door followed by an immediate action feather fall
Concentration (DC 21): 1d20 + 21 ⇒ (13) + 21 = 34
Aim is to be something like 600ft in the air this round, then to throw the fireball next round. Both spells have ranges very near to 1,000ft, so if I can go higher without them exceeding the range for a fireballing, I will. After the fireball goes off, Malavarius will observe the effectiveness of his fiery judgement for a round then dimension door back down to a spot beside Pemsworth and the others.
Fireball (fire): 10d6 ⇒ (5, 2, 1, 2, 4, 4, 3, 2, 5, 6) = 34 Ref Save DC 22 for 1/2 damage
HP: 43/72
AC: 15 (11 T / 14 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: 1/1 used
wand of scorching ray: 14/50 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] [X], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [ ], 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)
Hektir the Tracksmage |
Zephtyr watches as Mal tries to take revenge on the fleeing enemy.
"Maybe we should heal up in case they come back. They seem to hate fire...and mabye we need more fog to screw up their aims. Mal, do you know anything about their weapons?"
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Troop save: 1d20 + 13 ⇒ (16) + 13 = 29
The fireball catches the men, but they're able to duck down to avoid the worst of it, Mal's targeting off as he fires from an unusual angle. Still, they scream in pain as the fire burns, several of them falling into the snow. Still, they maintain cohesiveness, a number of them shooting at the wizard as they retreat, though he's too far up for the bullets to reach them.
Tsin Windscar |
"need to make camp again, should we ... the hut, or find shelter in the charred remains ... ?"
Tsin wordlessly moves to stand alongside Quinn, and follows the priest where he leads them, her eyes slightly downcast, staring.
Quinn Kestrel |
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Quinn kneels in the snow beside his lifeless comrade and checks the mortal wounds. "Ouch!" Quinn pulls back his bleeding hand. "Damn it, Flash, don't bite me, I'm trying to help!" Fearing that legends like The Killer Rabbit of Caerbannog may actually be true, he takes a moment to find the pink nose and nasty, big, pointy teeth small face of the frightened creature and reassures it. "It'll be alright, little buddy, Cayden will make him whole again." He gently picks up the gnome's halfling's body and carefully makes his way back to the hut while avoiding the treacherous ground glyphs.
Quinn has one 10,000 gp gem for resurrection, raise dead requires a 5,000 gp gem, was thinking we should just raise dead on Pems despite the negative level implications so that we can do it again if needed? The guns seem deadly enough that we could see another casualty again soon.
Malavarius King |
So, raise dead (5k) + 2x restoration (1k each)? Or just let Pems get on with a net -2 to everything?
As for future encounters, at least now I know I need to bring some more AoE to bear against these stinkin' troops! Plus, I think protection from arrows and stoneskin can both help trim down a bit of the damage.
Hektir the Tracksmage |
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Zephtyr goes to pick up Pems, realizing there isn't much he can do to stop Zephtyr from enjoying rabbit stew tonight do to help the gnomeling. He gently picks up his fallen friend.
"C'mon, let's get back to the hut. The demon was right: it's dangerous out here and we're going to hear about it, no doubt. Probably will nag and 'I-told-you-so' worse than Mal," Zephtyr says somberly carrying Pems.
"Let's to rest and see if Quinn can get our buddy back. If not, I'll see if the spirits of this world will find a new form for him."
Reincarnation is a much cheaper spell, you know...
Malavarius King |
Returning to the group suddenly from nowhere, Malavarius sighs. "Well. Gave those devils a little parting gift for their trouble they won't be forgetting soon! But we're not going back in that blasted hut to have that Coffin fellow leer at us. I can conjure up a place for us to rest."
HP: 43/72
AC: 15 (11 T / 14 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: 1/1 used
wand of scorching ray: 14/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [X], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [X] [X], resist energy* [ ] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [X], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimension door [X] [X], 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)
Malavarius King |
"Zeno! Quit chatting up the locals! We're going inside!"
Malavarius then completes his spell, calling up the familiar, secure looking shelter from the earth and stone around them. Once everyone is inside, he holds the door open for a few moments longer as he impatiently taps his foot before Zeno at last zips into the small building with a huff.
"Well, all I managed to get out of them was that it's very loud around here of late and there's plenty of carrion to eat."
"What? Well that just sounds lovely. What kind of noisy, violent ruin did that thrice-blasted hut bring us to this time?"
To this, Zeno simply shrugs his wings and sighs. "Not a good one from the looks of things." His sad eyes linger on the unmoving and blood-stained form of Pemsworth.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
1 person marked this as a favorite. |
Oh, man, I want to see that roll... Could you imagine if you had to play a kobold? That'd suck! :p
As you head back toward the Hut very carefully avoiding any more exploding ground devices -- before Mal makes a different decision -- you notice deep furrows in the ground, as if the chicken-legged structure had been clawing at the ground.