Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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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

Right, I keep forgetting the evil eye isn't like the mesmerist's stare. I'll keep the Cone of Coldness, please!


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 21

Zephtyr completes his SNA7 spell, snapping 1d3 ⇒ 2 stone giants into the battle.

They wade into combat.

SG#1: 1d20 + 16 ⇒ (18) + 16 = 34 to hit;
2d8 + 12 ⇒ (7, 8) + 12 = 27 damage.

SG#2: 1d20 + 16 ⇒ (13) + 16 = 29 to hit;
2d8 + 12 ⇒ (1, 5) + 12 = 18 damage.

For his move action, the large Zephtyr float to where he can 5' flap into full attack.

Stone Giant:

Stone Giant CR 8

XP 4,800
N Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching

OFFENSE

Speed 40 ft.
Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS

Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

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 - 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.

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 2:

Hektir: 21
Malavarius: 15
Pemsworth: 9
Tsin: 6
Quinn: 23
Antagonist: 25

Hektir finishes his spell and two massive giants suddenly appear between you and the thing, lashing out at it and -- like it -- ignoring the black tentacles. Hektir waits a moment, in case his halfling companion has something up his short sleeves -- and as soon as the blast of cold as washed over the tentacles, giants and corpses -- flies closer, hoping to take further advantage of the giants' presence. Giants need to save vs. the cone of cold, and don't seem pleased.

Tsin stands immobile, Mal's magic failing to break the spell on her.

"Ow, that hurt!" Quinn complains as the sonic barrage he made his save so took 19 hp echoes around the shattered village. "Stay close to me, I'll make sure it doesn't get us again!

He waits a moment for Hektir to finish his own prayer, before intoning one of his own, "Cayden, save us from the moans of the hungover," and silence suddenly descends over you. Casting silence, 20 ft. radius center on him.

In the eerie silence, the companions watch the thing lash out at the two giants, horrid limbs reaching out to slam both of them. First one takes 34 hp, plus must make 2 DC 26 Reflex saves or catch on fire; second takes 49hp, plus must make 2 DC 26 Reflex saves or catch on fire.

Quick Stats:

Quinn Fort: 1d20 + 15 ⇒ (18) + 15 = 33
Pems grapple: 1d20 + 17 ⇒ (5) + 17 = 22
Corpse Reflex: 1d20 + 12 ⇒ (18) + 12 = 30

1d20 + 20 ⇒ (5) + 20 = 25
2d6 + 6 + 1d6 ⇒ (6, 3) + 6 + (6) = 21
1d20 + 20 ⇒ (16) + 20 = 36
2d6 + 6 + 1d6 ⇒ (4, 2) + 6 + (1) = 13

1d20 + 20 ⇒ (20) + 20 = 40
2d6 + 6 + 1d6 ⇒ (3, 4) + 6 + (1) = 14
1d20 + 20 ⇒ (13) + 20 = 33
2d6 + 6 + 1d6 ⇒ (3, 5) + 6 + (5) = 19

Crit?: 1d20 + 20 ⇒ (8) + 20 = 28
2d6 + 6 ⇒ (5, 5) + 6 = 16

Corpse orgy: 59

Party is up (don't forget it's silenced around Quinn). Pems, please don't forget the tentacles' CMB. Thanks!


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

Tentacle Porn CMB: 1d20 + 12 + 4 + 1 ⇒ (17) + 12 + 4 + 1 = 34

Pems winds up and throws a densely packed snowball at the corpse orgy! Ranged Touch: 1d20 + 11 ⇒ (7) + 11 = 18 for 5d6 ⇒ (4, 5, 1, 5, 4) = 19 cold 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 3, Init 6

Status:

AC = 27, BoF
HP = 131/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Blessing of Fervor, Stoneskin

Tsin readies to move forward, seeking the borderline of black tentacles, where she can still strike at the monstrous mass. When it's clear that Mal cannot liberate her, she sheathes her sword, and draws her bow, choosing to do something shortly, rather than wait for something that might never come.


retired (AP completed)

Malavarius grumbles, but with Quinn's spell the only evidence of it is the rapid puffing of his beard. Throwing his hands up in defeat, he weaves a protective enchantment over himself in anticipation of stepping back out into the painfully noisy world.

cast resist energy (sonic) upon myself, making it silent with BoF

Status:

HP: 53/72
AC: 17 (13 T / 14 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: 20/39 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): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [ ], glitterdust [ ] [ ], protection from arrows [ ] [ ], resist energy* [X], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (3+1+1): break enchantment* [X], life bubble [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ], veil [ ]
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)
stoneskin (Tsin): 130 minutes or 130 damage
resist energy (sonic): 10

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I think that's the first time I've ever seen someone use BoF for the metamagic. Kudos!


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

Uh, not sure we should roll cone of cold vs. both giants. Pems and easily adjust his action to avoid one of them.

Round 2, Init 21

SG#1:
1d20 + 6 ⇒ (7) + 6 = 13 Reflex vs. Cold
1d20 + 6 ⇒ (17) + 6 = 23 Reflex vs. Fire, on fire

SG#2:
1d20 + 6 ⇒ (9) + 6 = 15 Reflex vs. Fire, on fire

The giants, though wounded, continue to beat.

SG#1 (afire, 102-34-47=41/102): 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35 to hit;
2d8 + 12 ⇒ (6, 5) + 12 = 23 damage.

1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 to hit;
2d8 + 12 ⇒ (1, 8) + 12 = 21 damage.

SG#2(afire, 102-49=53/102): 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25 to hit;
2d8 + 12 ⇒ (2, 3) + 12 = 17 damage.

1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 to hit;
2d8 + 12 ⇒ (3, 3) + 12 = 18 damage.

Zephtyr stays 20' up and casts Produce Flame, seeing no reason to get close until the giants are gone

1d20 + 14 + 2 - 4 ⇒ (8) + 14 + 2 - 4 = 20 ranged touch.
1d6 + 5 ⇒ (4) + 5 = 9 fire damage (1/13)

Stone Giant:

Stone Giant CR 8
XP 4,800
N Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching

OFFENSE

Speed 40 ft.
Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS

Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

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 - 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.

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


2 people marked this as a favorite.
retired (AP completed)

It's at this point that Hektir realizes Malavarius was trying to shout that the horrid mass of bodies can't be harmed by fire, but Quinn's spell had done its work almost too well and the words never got past the old wizard's bearded lips.


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 extends a wave a healing energy to the party like a burp that rumbles in the belly and is more felt than heard.

Channel Heal, misses Hektir: 7d6 ⇒ (6, 5, 6, 2, 5, 6, 5) = 35

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That's true, Hektir (re: the saves)...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Hektir: 21
Malavarius: 15
Pemsworth: 9
Tsin: 6
Quinn: 23
Antagonist: 25

The burning giants 3 hp from fire for each batter furiously at the corpses, though they seem to be stymied as the corpses just shift under their blows, never seeming to take the full impact. The tracksmage's own efforts are even more for naught as the fire seems to have no affect at all on the smoking mound.

Mal silently casts his own spell, as does Pems, throwing a snowball that slams into the thing with a hiss, momentarily blacking out a part of the burning flesh. Quinn's healing magic soothes the ringing still in your head.

The tentacles still can't seem to grab onto the orgy, but the giants are less lucky and find themselves wrapped up in its embrace 6 hp, plus grappled, making them easy prey for the corpses' slams. Giant 1 takes 33 hp total; giant 2 takes 35 hp total

Mechanics:

Fire: 1d6 ⇒ 3

1d20 + 20 ⇒ (2) + 20 = 22
2d6 + 6 + 1d6 ⇒ (6, 2) + 6 + (1) = 15
1d20 + 20 ⇒ (10) + 20 = 30
2d6 + 6 + 1d6 ⇒ (6, 1) + 6 + (5) = 18

1d20 + 20 ⇒ (19) + 20 = 39
2d6 + 6 + 1d6 ⇒ (4, 4) + 6 + (4) = 18
1d20 + 20 ⇒ (10) + 20 = 30
2d6 + 6 + 1d6 ⇒ (3, 5) + 6 + (3) = 17

Tentacles: 1d6 + 4 ⇒ (2) + 4 = 6

Fire: 1d6 ⇒ 2

Corpse orgy: 101

Giants take 2 more fire damage at the start of their next turn, which I think will kill the first one.


retired (AP completed)

Hustling away from Quinn, Malavarius brings one of his mightier spells to bear against the wretched mass of quivering, burning flesh.

Resonating Word (sonic): 5d6 ⇒ (2, 3, 6, 1, 2) = 14 + staggered 1 round // Fort Save DC 25 for 1/2 damage and negate staggered

Move 6 squares to left to get out of Quinn's silence effect, cast spell!

Status:

HP: 72/72
AC: 17 (13 T / 14 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: 20/39 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): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [ ], glitterdust [ ] [ ], protection from arrows [ ] [ ], resist energy* [X], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (3+1+1): break enchantment* [X], life bubble [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ], veil [ ]
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)
stoneskin (Tsin): 130 minutes or 130 damage
resist energy (sonic): 10
resonating word: 1/3 rounds
bof: +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves


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

Tentacles PENETRATE!: 1d20 + 12 + 4 + 1 ⇒ (9) + 12 + 4 + 1 = 26

Pems flings another snowball at the corpse thingy! Ranged Touch: 1d20 + 11 ⇒ (16) + 11 = 27 for 5d6 ⇒ (5, 1, 5, 1, 6) = 18 cold damage!


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

Round 3, Init 21

The lone giant continues to fight though his kin has disappeared into smoke.

SG#2(53-6-33=14/102): 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31 to hit;
2d8 + 12 ⇒ (5, 4) + 12 = 21 damage.

1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 to hit;
2d8 + 12 ⇒ (1, 7) + 12 = 20 damage.

Hektir casts Freedom of Movement as he prepares to go toe to toe with the creature.

"Get behind Tsin!"

Stone Giant:

Stone Giant CR 8
XP 4,800
N Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching

OFFENSE

Speed 40 ft.
Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS

Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

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 - 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.

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


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

BoF: +2/+2

Unable to properly pray due to his last prayer, Quinn resorts to his last option and levels his crossbow at the creature and fires.

holy holy crossbow: 1d20 + 13 ⇒ (8) + 13 = 21
damage, assuming evil: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (3, 1) = 8


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

Round 4, Init 6

Status:

AC = 27, BoF
HP = 131/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Blessing of Fervor, Stoneskin

Tsin looses four arrows, insisting that the creature die in some small part due to her effort. BoF for additional attack

"From what you gather, Mal, how long will I be rooted here?"

MW Composite Longbow: 1d20 + 14 ⇒ (15) + 14 = 29 for 1d8 + 2 ⇒ (7) + 2 = 9 damage

MW Composite Longbow: 1d20 + 9 ⇒ (18) + 9 = 27 for 1d8 + 2 ⇒ (8) + 2 = 10 damage

MW Composite Longbow: 1d20 + 4 ⇒ (4) + 4 = 8 for 1d8 + 2 ⇒ (1) + 2 = 3 damage

MW Composite Longbow: 1d20 + 14 ⇒ (16) + 14 = 30 for 1d8 + 2 ⇒ (2) + 2 = 4 damage


1 person marked this as a favorite.
retired (AP completed)

With Quinn so near to Tsin, Malavarius didn't notice her muted inquiry. Hektir, on the other hand, he chose to simply ignore.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 4:

Hektir: 21
Malavarius: 15
Pemsworth: 9
Tsin: 6
Quinn: 23
Antagonist: 25

The remaining giant batters away at the mass of corpses as the tentacles lose their grip on him, the crack of breaking bones following the dull thud of its club. Hektir casts a spell on himself, preparing to move in to finish the fight by himself before noticing arrows from Tsin finding their way into the creature's central mass, the first sinking in to the feathers, though the others seem to impact harmlessly against exposed bone only one hit, but it did full damage. Quinn's bolt flies overhead, into a patch of steam from where Pems' snowball hit.

Rushing past the fighting, Mal casts a spell, its resonance coursing through the massed corpses. It ignores the noise, and brings down the remaining giant with a lash of its tentacle as it lurches forward, moving out of the tentacles and toward the massed companions.

Quick Stats:

Fort: 1d20 + 15 ⇒ (19) + 15 = 34

Fire: 1d6 ⇒ 2

Slam: 1d20 + 20 ⇒ (9) + 20 = 29
2d6 + 6 + 1d6 ⇒ (2, 1) + 6 + (6) = 15

Corpse orgy: 155


retired (AP completed)

Malavarius' spell continues to resonate within the heaping pile of bodies even while the wizard hustles away from the lurching bodies. He then intones a quick spell to try and hinder the creature's advance, opening a gaping pit up directly before it.

Resonating Word (sonic): 5d6 ⇒ (4, 2, 2, 2, 1) = 11 + stunned 1 round // Fort Save DC 25 for 1/2 damage and negate stunned

cast create pit between it and the others, bottom left corner of 10x10 pit is in creature's top right corner // Reflex Save DC 20 or fall in, 30ft drop

Move 6 squares south, keeping the tentacles between me and it

Status:

HP: 72/72
AC: 17 (13 T / 14 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: 20/39 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): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [X], glitterdust [ ] [ ], protection from arrows [ ] [ ], resist energy* [X], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (3+1+1): break enchantment* [X], life bubble [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ], veil [ ]
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)
stoneskin (Tsin): 130 minutes or 130 damage
resist energy (sonic): 10
resonating word: 2/3 rounds
bof: +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves


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 delays, waiting to see what happens with Mal's pit spell.


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

BoF: extra attack

Quinn unleashes a fall barrage of bolts at the creature. "Die...again!"

holy holy crossbow: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 1d8 + 1 + 2d6 ⇒ (1) + 1 + (5, 6) = 13

holy holy crossbow: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (5, 5) = 13

holy holy crossbow: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d8 + 1 + 2d6 ⇒ (1) + 1 + (6, 4) = 12


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

Round 5, Init 6

Status:

AC = 27, BoF
HP = 131/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Blessing of Fervor, Stoneskin

Tsin keeps up her feeble barrage of arrows, wondering when she'll cast it aside, and rip into dead fiery flesh with her own fiery blade. BoF for Additional Attack This time, she decides to stand her ground, and let the monstrosity come to her.

MW Composite Longbow: 1d20 + 14 ⇒ (17) + 14 = 31 for 1d8 + 2 ⇒ (6) + 2 = 8 damage

1st Iterative: 1d20 + 9 ⇒ (15) + 9 = 24 for 1d8 + 2 ⇒ (5) + 2 = 7 damage

2nd Iterative: 1d20 + 4 ⇒ (2) + 4 = 6 for 1d8 + 2 ⇒ (5) + 2 = 7 damage

BoF Attack: 1d20 + 14 ⇒ (20) + 14 = 34 for 1d8 + 2 ⇒ (5) + 2 = 7 damage
Confirm Critical?: 1d20 + 14 ⇒ (2) + 14 = 16 for 2d8 + 4 ⇒ (7, 5) + 4 = 16 damage


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

Pems casts a hex on the freakish orgy thing! Ice Tomb Hex: 3d8 ⇒ (8, 1, 1) = 10 Fort Save DC 22 for half!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

1d20 + 15 ⇒ (5) + 15 = 20
1d20 + 12 ⇒ (11) + 12 = 23
1d20 + 15 ⇒ (5) + 15 = 20

The creature avoids the pit, getting stuck with an arrow from Tsin and seems to be stunned as Mal's spell continues to reverberate. Before Hektir can swoop in to finish it off, however, Pems' hex catches it in an icy tomb, leaving it stuck in place.

Combat over.

As you catch your breath, Hektir notices the hut seems to be excitedly dancing around in circles. It continues for a few moments and then suddenly charges into the nearby forest, crashing through the trees, which lie broken in its wake.


retired (AP completed)

Malavarius shakes his fist at the departing hut. "Good riddance!"


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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

As the orgy dies down, with so many cold shoulders, Tsin tries her luck at moving, until she is able to do so.

When the Hut takes off, Tsin turns to the white-beard and his invective. "What if we need that to get back to Golarion, Malavarius? It seems to have found something it favors, oh, like Baba Yaga herself? I suggest we follow the path of broken trees."

Tsin turns to the others, expecting feedback, before moving in the direction of the hapless Hut.


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 stares at the frozen orgy. "What a nightmarish thing. Are all Baba Yaga's children doomed to be horrible or is it a choice?" Seeing Tsin stalk off, he hurries to follow, still stealing a glance back at the orgy to insure it's not following.


retired (AP completed)

"That didn't look like the hut found something it wanted, it looked like someone was steering it like I tried to do back on Golarion! This was just a distraction so that miserable cad could sneak into the hut and abscond with it."


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 pulls up short, turning to look back. "You can't be serious." From the tone of her voice, she doesn't believe anything else to be true.

"Still, if that is the case, then we should follow It, or Him, back to wherever he came." The swordswoman waves Hektir ahead. "Can you be our bloodhound? It might look different from the air."


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 nods to Tsin.

"If it moves in the forest, I can track it. Follow me," Zephtyr moves to follow the hut from about 20' up (or higher as necessary), but can't imagine it's too hard to track the large feetprints of the hut.

1d20 + 16 ⇒ (16) + 16 = 32 Survival

When others are ready, Zephtyr follows the hut.


retired (AP completed)

"Not so fast! It's a gigantic hut and it's cavorting through a forest. I'm sure Hektir's skilled enough to track it if we spend a little time searching this gutted ruin to learn what we can of this wretched, explosive rune laden world. Regardless, I need a minute to look at some of those strange men we fought so I can disguise us while we chase after that thrice-blasted hut."


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 acquiesces, remembering her recent near death, and Pems' death and return. The Hut has certainly made it plain the direction they would follow. "Alright, but do not tarry overly long. We have seen the Hut travel on legs. I'd hate to lose it, should it grow wings, or simply shift planes again."


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 let's the others argue as he becomes a man of action. "What this situation calls for is a good drink!" Without wasting time he fills an empty canteen with ale and starts swigging.

sorry for bad posting rate, still adjusting to night shift and not planning my time well, I'll get it righted


retired (AP completed)

While Quinn makes himself busy with drink, Malavarius starts poking around the burned out village, his long beard wagging as he shakes his head in sadness as the scope of the destruction around them becomes more and more apparent.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin remains stuck for more than a minute after the fight, but suddenly realizes she feels free to move once more after that. Her quick plans are halted, however, by Mal's desire to search the village, which yields a number of items of interest:

Melted in among the corpses, you see tarnished gold, apparently melted by the fires that raged here, that you could reclaim.

There are also, among the corpses of what turn out to be humans that look not too dissimilar from most of you, a number of firearms and what you realize are other mostly weapons that survived the battle -- 11 bolt-action rifles Mosin-Nagant M1891 rifles, 12 hand-held metallic egg-like devices with strange handles, 1 pistol Nagant M1895 revolver, 75 metal cartridges, 8 dagger-like blades attached to the barrel of some of the guns, 13 of the strange masks they were wearing, four tubes that Hektir saw flame erupt out of, as well as seven of the bombs that they were dropping in before firing the tubes. I identified the various guns just to make it easier for us to organize treasure later, though you don't necessarily know what they are beyond guns.

You also find a periscope -- though certainly nicer than ones you've seen or heard of back home -- and various other jewelry that you think would be worth about 1,000 gp, at least back home.

4d12 ⇒ (11, 12, 8, 12) = 43
1d2 ⇒ 1
1d100 ⇒ 75
2d2 ⇒ (2, 2) = 4
4d4 ⇒ (2, 2, 1, 2) = 7

You also find one shiny, new level!


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 will sweep the pile of items with a detect magic spell!

However, he'll zero in on the revolver, finding it a smaller version of the thing that killed him. He studies it carefully, holding it almost reverently. If the cartridges look like they fit the gun, he'll grab those, too.


retired (AP completed)

In before Pems multiclasses (again) into Gunslinger! lol

"What a horrid mess! Good heavens, this is far beyond what those lunatics in Alkenstar have managed to come up with." Malavarius shakes his head as he considers all that's been melted and twisted before the heat and force of these men and their explosions.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

One of the strange masks detects as magic.

Spellcraft DC 22:

A frontovik’s gas mask has the appearance of a typical Zelinsky-Kummant gas mask used by the Russian army: a rubberized cloth bag worn over the face, with two thick glass eyepieces and a rectangular filter canister. This frontovik’s gas mask allows its wearer to breathe freely, even underwater or in a vacuum, as well as making its wearer immune to harmful gases and vapors, including inhaled diseases, poisons, and magic spells such as cloudkill and stinking cloud. In addition, the wearer can see through magical and normal clouds, fogs, mists, and similar effects that grant concealment, but only so long as the wearer is within the area of such concealment. Wearing a gas mask imposes a –2 penalty on hearing- and sight-based Perception checks.


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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

Zephtyr looks over the munitions and grunts approvingly.

"Good thing these men had the means to protect themselves,' Zeph offers with a spit, examining the weaponry that he doesn't yet understand but appreciates. "I bet if everyone had one of these, then the world would be a peaceful place. Ain't no one gunna be rude to you and you could always stand your ground." Zeph scratches his airy balls, still very much thinking that everyone should have these.

"If wonder if we finally found a world without war and peace...because everyone is carrying weapons like this that there is no more war. I bet that's where we are."

Zephtyr takes a rifle and carries it, urging others to do the same.

"If we have these, ain't nobody going to mess with us. We'll fit right in. I bet."


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

Spellcraft: 1d20 + 20 ⇒ (13) + 20 = 33

"Hmm, that mask will protect you against inhaled poison and gas, and allow you to see through smoke and fog."


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
Hektir wrote:
"I wonder if we finally found a world without war and peace...because everyone is carrying weapons like this that there is no more war. I bet that's where we are."

"Please, Hektir. Corral your retarded thoughts to the back of your mind before you speak."

Tsin takes one of the eggs, and examines it more closely.

Knowledge Check or Int Check associated with the grenades and mortars?


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

Zephtry spits near Tsin's feet, not going to be told whether he can arm himself or not.

"When you guys are ready, I'll track the hut." Zephtyr is ready to move on.

I know I owe a Zephtyr level up. Won't be able to get to it until tomorrow night. Sorry for the delays. Happy to continue on regardless.


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

"Hektir might be right, Tsin, those guys yelled at us and then when we didn't have weapons like theirs they attacked. Maybe if we had shown them our weapons we could have all shared some moonshine and none of this would have happened?"

Quinn grabs a rifle weapon and starts fiddling with it. "Not so different than a crossbow, you point and pull the trigger, right?" He also throws a handful of the masks into his haversack.


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retired (AP completed)

"Alright then. Gather around. All of you." Once the party is gathered together, Malavarius weaves a powerful illusion over the group, shrouding them in the garb and appearance of the uniformed men they'd fought. "Hektir, lad. Walk with us while we track that blasted hut. Zeno, fly ahead a bit and warn us if you spot any trouble."
Zeno sighs, but nods his head before winging off in the direction the hut fled.

Zeno (perception): 1d20 + 15 ⇒ (18) + 15 = 33

Veil will have each of us look like human males of varying height and weight (Pems is the tallest, because why not), in uniform - I'll go with having the masks hanging freely from our necks rather than fixed over our faces. Hektir has lots of pimples. Quinn has the perpetual splash of red across the bridge of his nose like an anime drunk. Tsin has a prickly beard. Malavarius looks like his younger self from the stint back in Whitethrone.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Again keeping in mind I don't know how much I'll be updating in the next few days...

Tracking the hut is easy enough that likely anyone could do it, and it's simplicity itself with an accomplished tracksmage in your midst, pimples or no.

After several miles, the forest ends abruptly at a muddy field riddled with snow-rimmed craters and punctuated by gnarled trees, twisted coils of barbed wire, and deep trenches. Beyond a high fence about 1,000 feet away, cracked and blackened onion domes hint of a ruined temple reaching for the stormy sky, where dark clouds churn and boil. Eerie gray shadows dance and writhe across the dusky landscape, giving it the appearance of a maggot-riddled corpse.


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 whistles. "Nice atmosphere. I bet great things happen here. I mean, real miracles and happy parties."


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 walks and tracks, and is pretty glad he can't see himself (and the pimples) as he does. As he walks, he toys with his rifle, playfully pointing it at his companions and pretending to shoot. It's pretty funny.


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
Quinn wrote:
"Hektir might be right, Tsin, those guys yelled at us and then when we didn't have weapons like theirs they attacked. Maybe if we had shown them our weapons we could have all shared some moonshine and none of this would have happened?"

Tsin tilts her head, with a light shake. "You seem to be suggesting that these guns are extensions of your manhood, meant to be on display to the rest of community to reassure all others that you belong. So much resting on the weapon of death to always be in their possession? Is there a god of guns? Do they pray to her, I wonder? What do you think that litany must sound like?"

The swordswoman holds up one of the bolt-actions, and pretends to pray. "This is my rifle. There are many like it but this one is mine. My rifle is my best friend. It is my life. I must master it as I must master my life. Without me, my rifle is useless. Without my rifle I am useless." She opens her eyes, rolling them at the same time.


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 is mildly amazed to see that his companions are easy to tell apart despite their new images. Tsin still talks about manhood likes she's obsessed with it. Hektir is still the most likely to injure himself, or spit. Pems still says the exact opposite thing that Quinn is thinking. It's business as usual as they head toward the war torn ruined temple framed by an evil sky.

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