| Tsin Windscar |
Round 3, Init 20
AC = 25
HP = 119/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Hasted
Bane = 5/8
Reflex Save v DC Nope: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Tsin doesn't hesitate, as she hears Quinn pop over to the other side of the doppel-dragon. "Thank you, Quinn. Careful you don't get smashed now. We'll need your hale healing shortly."
Her full attack, including the hasted strike, comes out. The sudden second breath attack within seconds largely throws off her set of swings.
+1 Falchion, Power Attack, Bane, Flank: 1d20 + 22 - 4 + 2 + 2 ⇒ (12) + 22 - 4 + 2 + 2 = 34 for 2d4 + 14 + 12 + 2d6 + 1d6 ⇒ (4, 1) + 14 + 12 + (4, 2) + (3) = 40 damage, including Bane and Precise Strike
1st Iterative: 1d20 + 17 - 4 + 2 + 2 ⇒ (3) + 17 - 4 + 2 + 2 = 20 for 2d4 + 14 + 12 + 2d6 + 1d6 ⇒ (1, 1) + 14 + 12 + (1, 1) + (5) = 35 damage, including Bane and Precise Strike
2nd Iterative: 1d20 + 12 - 4 + 2 + 2 ⇒ (1) + 12 - 4 + 2 + 2 = 13 for 2d4 + 14 + 12 + 2d6 + 1d6 ⇒ (2, 3) + 14 + 12 + (5, 5) + (4) = 45 damage, including Bane and Precise Strike
Hasted Attack: 1d20 + 22 - 4 + 2 + 2 ⇒ (4) + 22 - 4 + 2 + 2 = 26 for 2d4 + 14 + 12 + 2d6 + 1d6 ⇒ (1, 3) + 14 + 12 + (1, 2) + (3) = 36 damage, including Bane and Precise Strike
| Hektir the Tracksmage |
I think Tsin has one haste attack still to make from last round.
Round 2, Init 20
Zephtyr takes no damage from the breath weapons as neither breath instance overcomes his Resist Fire 30.
Feeling no effects of fire, Zephtyr fights on.
1d20 + 19 - 3 + 1 ⇒ (14) + 19 - 3 + 1 = 31 to hit; (-PA)
1d8 + 9 + 6 ⇒ (3) + 9 + 6 = 18 magic damage.
1d20 + 19 - 3 + 1 ⇒ (5) + 19 - 3 + 1 = 22 to hit; (-PA)
1d8 + 9 + 6 ⇒ (2) + 9 + 6 = 17 magic damage.
1d20 + 19 - 3 + 1 ⇒ (19) + 19 - 3 + 1 = 36 to hit; (-PA)
1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20 magic damage.
AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 117/143
Speed: Fly (120') perfect + 10' (Gr. Longstrider) = 130' fly perfect
[ dice]1d20+19-3[/dice] to hit; (-PA)
[ dice]1d8+9+6[/dice] magic damage.
1d20 + 19 - 3 ⇒ (7) + 19 - 3 = 23 to hit; (-PA)
1d8 + 9 + 6 ⇒ (1) + 9 + 6 = 16 magic damage.
+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+9
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (30) - 0 minutes
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.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 143/143 - DR5 piercing
[ dice]1d20+16+1[/dice] to hit; (bless)
[ dice]1d6+6+2[/dice] magic damage.
Call Lightning 0/11: [ dice]3d6[/dice] lightning damage vs. half DC 16 reflex.
+9 BAB +6 Str + 1 Mwk +1 magic = +16 to hit
[ dice]1d6+6+2[/dice] damage;
Endure Elements (24 hours)
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist Cold (0 minutes)
Resist Fire (0 minutes) -Mal
Stoneskin (0) Mal
Mage Armor (+4)
Endure Elements
Druid Spells Prepared (CL 14th; concentration +18)
. . 7th—animal shapes[D], fire storm (DC 21), heal
. . 6th—fire seeds(2), mass fly[D,APG] (DC 20), quickened resist energy*,
. . 5th—beast shape III (animals only)[D], fire snake (2, DC 19), wall of fire
. . 4th—air walk, echolocation, flame strike (2, DC 18), freedom of movement, summon nature's ally IV*[D]
. . 3rd—fly[D], greater longstrider*[ACG], resinous skin* (x2)[UC], sleet storm, spike growth (DC 17), wind wall
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy
. . 1st—calm animals[D] (DC 15), liberating command[UC] (2), obscuring mist, produce flame* (2)
| Malavarius King |
Earlier breath weapon...
Ref (DC 24): 1d20 + 9 ⇒ (3) + 9 = 12 full damage, but it's all absorbed by his energy absorption ability
----
"Blasted draconic devils! Making trouble even here!"
CL Check vs SR: 1d20 + 18 ⇒ (6) + 18 = 24
Resonating Word (sonic): 5d6 ⇒ (3, 5, 4, 3, 3) = 18 and staggered; Fort Save DC 25 for 1/2 damage and negates staggered condition
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 12/42 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 [ ] [ ], 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): dimensional anchor [ ], dimension door [ ] [ ], remove curse [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
haste (2/14 rounds): +1 to hit, +1 AC, +1 ref, +30ft move
| Quinn Kestrel |
Quinn continues to stand in the corner slapping the dragon. (insert joke here)
Slap of Chaos vs. touch AC: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Touch of Chaos (9/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round
oh great GM, is that damage tally on the dragon after Tsin's butchering accurate?
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
I believe so, Quinn.
Malavarius: 10
Pemsworth: 14
Quinn: 6
Antagonist: 19
Hektir: 20
Tsin: 20
Mal speaks his deadly word, but he apparently mispronounced it, or it doesn't work in Russian or something, as the gorynych seems to shrug off the spell, and the worst of Pems' magic.
Still, between the halfling's evil eye and Quinn's magic, it's hampered enough for Tsin's blade to cut it twice, its attempts to weave out of the way not quite successful. Hektir lands a couple blows of his own, though again it seems to do less harm than he would have expected.
Seeming to feel its fire is effective, two of the heads breath again, the third snapping once more at Quinn. 12 fire to Tsin, 19 fire to Pems, 31 fire to Hektir; DC 24 Reflex for half, Hektir takes a -2. 11 damage to Quinn.
Will: 1d20 + 15 ⇒ (8) + 15 = 23
5d6 ⇒ (2, 3, 1, 5, 1) = 12
5d6 ⇒ (2, 1, 6, 6, 4) = 19
Bite: 1d20 + 24 ⇒ (19) + 24 = 43
Chaosed bite: 1d20 + 24 ⇒ (17) + 24 = 41
2d8 + 8 ⇒ (2, 1) + 8 = 11
1d4 ⇒ 1
NA: 123, -4 to AC until Pems' next turn
My predilection for bad rolls is finally biting you guys in the butt; that's the third d4 I've gotten a 1 at. Apparently this guy's flaming mad.
| Tsin Windscar |
Round 4, Init 20
AC = 26, Hasted
HP = 107/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Hasted
Bane = 4/8
Tsin watches as the dragon manages even more breath, while her own blade's fire does nothing to injure it. She gladdens as the creature continues to bleed, but she doesn't let up until it's dead. For Mal's enhancing magic, she feels less inclined to immediately chastise the old man as soon as Alexei is finished.
+1 Flaming Burst Falchion, Power Attack, Bane, Haste, Flank: 1d20 + 22 - 4 + 2 + 1 + 2 ⇒ (15) + 22 - 4 + 2 + 1 + 2 = 38 for 2d4 + 14 + 12 + 2d6 + 1d6 ⇒ (1, 3) + 14 + 12 + (4, 6) + (3) = 43 damage, including Bane and Precise Strike
"Just..."
1st Iterative: 1d20 + 17 - 4 + 2 + 1 + 2 ⇒ (20) + 17 - 4 + 2 + 1 + 2 = 38 for 2d4 + 14 + 12 + 2d6 + 1d6 ⇒ (3, 4) + 14 + 12 + (1, 5) + (2) = 41 damage, including Bane and Precise Strike
"...die already..."
2nd Iterative: 1d20 + 12 - 4 + 2 + 1 + 2 ⇒ (10) + 12 - 4 + 2 + 1 + 2 = 23 for 2d4 + 14 + 12 + 2d6 + 1d6 ⇒ (2, 2) + 14 + 12 + (2, 2) + (4) = 38 damage, including Bane and Precise Strike
Hasted Attack: 1d20 + 22 - 4 + 2 + 1 + 2 ⇒ (8) + 22 - 4 + 2 + 1 + 2 = 31 for 2d4 + 14 + 12 + 2d6 + 1d6 ⇒ (2, 3) + 14 + 12 + (3, 6) + (2) = 42 damage, including Bane and Precise Strike
edit:
Confirm Critical #1?: 1d20 + 22 - 4 + 2 + 1 + 2 ⇒ (16) + 22 - 4 + 2 + 1 + 2 = 39 for 2d4 + 14 + 12 ⇒ (3, 4) + 14 + 12 = 33 damage, including Bane and Precise Strike
Confirm Critical #2?: 1d20 + 17 - 4 + 2 + 1 + 2 ⇒ (6) + 17 - 4 + 2 + 1 + 2 = 24 for 2d4 + 14 + 12 ⇒ (3, 1) + 14 + 12 = 30 damage, including Bane and Precise Strike
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
It takes a little bit to coax the Tsarina's ghost back out, as Malavarius discovers when he can finally see around the dragon that she fled into the other room.
"I do not know," she says. "I and all my family were killed. Rasputin must have somehow saved Ana, though, because she is his daughter. I don't know how as I remember ..."
She chokes off a sob.
Meanwhile, the girl looks horrified at everything.
"My brother! What has happened here?" she cries.
"And ... I think I remember you," she says, turning to Alexandra's ghost. "Like from a dream."
| Hektir the Tracksmage |
For cats sake, Tsin, that was nice.
Zephtyr roars and punches the dragon's dead body again and again, taking out his ire and rage at being tricked.
"You don't get to fool me like that! You hear me you...dummy!" Zephtyr holds back on the more aggressive cursing because of the children present.
Eventually, he calms down, his airy billowings slowing to a less agitated state. He looks at Mal, the ghost, the girl, then Pems.
"Yeah, what is going on?"
| Quinn Kestrel |
| 1 person marked this as a favorite. |
Quinn sends out waves of healing and boisterous bragging to the party. "A fearless, reckless slapping, distracting the beast from Tsin, Cayden would be proud!"
Channel Heal: 7d6 ⇒ (1, 3, 3, 2, 6, 3, 4) = 22
Channel Heal: 7d6 ⇒ (5, 3, 4, 1, 6, 3, 2) = 24
| Tsin Windscar |
Tsin sidesteps, as the behemoth collapses. As Hektir steps up to make sure the work is truly done, she moves away, looking for cloth in the room to wipe the dragon blood from her blade. She half pays attention to the exchanges in russian, until the Tsarina reminds them that this girl is Rasputin's daughter.
"What does that mean again? Is she the rightful heir to some country in this world? Do we care, once we return to ours?" Tsin sheathes her blade once more, and takes a seat, listening to the conversation between ghost, daughter, halfling, and elder. With her eyes closed.
| Pemsworth Smith, Esq. |
"I think it means she's Rasputin's daughter. And Baba Yaga's granddaughter. She's of their line. She must be valuable or else why keep her alive? I think she's a bargaining chip with the old witch or Raspy." Pems reasons.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
"She is the last living heir here, in Russia," the Tsarina agrees, "though perhaps not if anyone knew of her true parentage."
"I'm sorry, dear," she adds, turning to her shocked daughter.
It would also mean she's technically Baba Yaga's granddaughter, and potentially the heir to Irrisen, if not even more than that.
| Tsin Windscar |
Tsin sighs low. "It won't do to let her wander about in camp here. I suggest we tuck her away in Baba Yaga's Hut, while we figure out as much as we can here. We don't need an additional cat to herd."
"Rasputin seems to know enough about the Hut, but I imagine he'll leave it be for now. We still have ample stones to overturn here. The one-legged man's stolen soul? Vampires? Rasputin himself? I don't know where to continue, if we're being honest."
| Hektir the Tracksmage |
1d20 + 1 ⇒ (7) + 1 = 8 Int - Doy.
Zephtyr spits, trying to find fault with Tsin's logic, but failing.
"Yeah, the Hut. The Hut might be safe enough...except for all the times we've been attacked within. Might be that the Hut will know to protect her."
Zephtyr spits.
"Them vampires should be dealt with next. Then the rest. We have a lot to do to clean up all this witchy business."
Mal, can we Tport back to the Hut? Or should Zeph carry her there?
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
So what's the plan? There are still a few areas you haven't looked, which might help figure things out: the cemetery to the northwest of the camp, which I, er, might have inadvertently not pointed out on the map; and areas 2, 4, 9, 10 and 14. Just a reminder that the entrance to the tower is in 13.
Also, as Quinn makes his way past Not Alexei's body to heal everyone, he notices an amulet looped around one of its heads.
It's an amulet of proof against detection and location.
| Tsin Windscar |
How is everyone, damage wise?
Tsin finds a small bleed on her shoulder, but is otherwise healthy. She thanks Quinn for the robust healing. 9 hp down.
"The hut?! Rasputin took it right out from under us! Good heavens, if any place at all is safe for her, it'll be in my tower not that chicken-legged monstrosity."
Tsin stares blankly at the old mage. "I am not fully aware of the permanence of your creation, and to what risks the girl is exposed, if you can't remember where you put your rooms."
When the matter is decided where to store the heiress, the swordswoman is ready to head out once more.
"Let's explore the dullahan camp. We've weakened them, I think, so we shouldn't meet much resistance there, as long as the other soldiers don't recognize our treks." Number 14, then?
| Malavarius King |
Malavarius harumpfs, "Well if it's so dangerous Tsin, you're welcome to find your own lodging when we're done with whatever other strangeness we're to get tangled in today!"
Number 14! Once more into the breach, dear friends! I can dimension door us if we'd like.
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 12/42 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 [ ] [ ], 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): dimensional anchor [ ], dimension door [ ] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
| Quinn Kestrel |
Quinn heals up the last up the scrapes ad bruises before the party ventures forth.
CLW, Tsin: 1d8 + 5 ⇒ (5) + 5 = 10
CMW, Quinn: 2d8 + 10 ⇒ (8, 4) + 10 = 22
CMW, Quinn: 2d8 + 10 ⇒ (7, 4) + 10 = 21
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Just to make sure we're on the same page: You have to dimension door back to the previous building to stash Anastasia in Mal's Tower. You can use another dimension door from there, if you want, or can try to cross the area on foot (but I didn't want to assume.
You also have an amulet up there that Quinn noticed but none of you all apparently did.
From cracks in the former abattoir, you can see the flaps of a dozen canvas tents whip stiffly in the cold wind. One looms over the others, its roof partially collapsed by the weight of heavy snow. The ground in this yard is churned by the passing of heavy horses, and the fire pits dotting the area have long since grown cold. Six of the headless horsemen linger here, seemingly waiting for orders.
If you teleport/dim door, please let me know generally where you're going. If in an open area, which part; if into a tent, whether it's a standard one or the big one.
| Tsin Windscar |
"Well if it's so dangerous Tsin, you're welcome to find your own lodging when we're done with whatever other strangeness we're to get tangled in today!"
Tsin rolls her eyes, and holds her tongue. She lessens her irritation with the mage by picturing him with rouge on his cheeks, and berry stain on his lips, his hair slowly being braided by the girl, as they trade school stories about how the other girls can be so mean to them at times.
When they discuss how they'll enter the camp, Tsin indicates that she'd like to be within striking distance of a dullahan as soon as possible. If Quinn can do so, she'll prepare herself with a Protection from Evil before sent in. She doesn't argue, as long as the men organize. With the recent slaying of the gorynych, and previous encounter with the dullahans, Tsin is supremely confident, as long as the bullets fail to fly.
| Malavarius King |
I have 3 dimension doors today, so I can pop us back to the tower door, then to the dullahans without too much issue. I'll jump us into the big tent.
"Here we go then. Be ready!"
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 12/42 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 [ ] [ ], 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): dimensional anchor [ ], dimension door [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
| Pemsworth Smith, Esq. |
Pems nods to the others and moves to the steel box, inspecting it and if it's trapped, disabling that before breaking the lock.
Perception: 1d20 + 22 ⇒ (14) + 22 = 36
Disable Device (trap): 1d20 + 23 ⇒ (5) + 23 = 28
Disable Device (lock): 1d20 + 23 ⇒ (9) + 23 = 32
| Hektir the Tracksmage |
1d20 + 28 ⇒ (13) + 28 = 41 Perception (box)
Zephtyr hovers nearby, scanning the area for trouble and about 25' away from the exploding box of doom.
1d20 + 28 ⇒ (7) + 28 = 35 Perception (danger)
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
The box contains four metal egg-like things. I can't remember if you've seen grenade yet or not, but I believe you have, so you recognize them as explosives.
In addition, as Hektir looks around, he doesn't find trouble, but he does notice an old photo of a man in a military uniform (though without any armor, which seems dangerous) standing guard over a family in regal garb. You recognize two of the family members: Alexei and Anastasia.
| Tsin Windscar |
Tsin flusters, as they find nothing immediately to fend off. She moves to the entrance of the tent, and peers outside.
Perception: 1d20 + 20 ⇒ (3) + 20 = 23
For the abandoned tent, she's pleased, at least, that any engagement outside the tent will see nothing untoward join the fight. With her Protection still going, she's ready to bolt out of the tent, and close the distance with a headless man as quickly as possible.
She won't rush out, but will make certain time is not spent poorly inside the tent.
| Quinn Kestrel |
After pocketing the amulet, Quinn joins the group and they pop from place to place.
Quinn takes time to search the room as people admire the art and grenades.
Perception: 1d20 + 31 ⇒ (20) + 31 = 51
| Malavarius King |
Malavarius immediately begins casting a spell as soon as he and other appear within the larger tent, "Burn, you devils!" but his motions and incantation slowly stall as he comes to realize the tent is empty but for him and his hangers on. He let's the magics dissipate harmlessly with a quiet and surprised, "Oh."
"Well. Ha ha! There you go! Safely and secretly inserted behind the dullahan lines! Splendid!"
Dullahans did cold damage before, right? Does anyone need any cold resist?
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You guys can try to figure out what the amulet is too, while you've got it. And, yes, I believe so (re: doing cold damage), Mal. Quinn, nothing else in here that previous searches didn't find.
As Tsin looks out, she notices a ragged-looking goat with rotting, maggot-infested flesh, stone-like hooves, and dead white eyes stands silently chewing its cud, staked to the ground with a worn rope in a muddy circle in the middle of the Cossack camp. A lantern with a sickly glow hangs from the goat’s neck.
You guess it's a dusha koza, like a lantern goat: Undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck.
| Malavarius King |
| 4 people marked this as a favorite. |
"Goat? Why I never! Zeno! Blast it, look at what your childish name calling has done now, you- you- you.... mean-spirited magpie! All the magics I bring to bear and this is the thanks and respect I'm give-" The wizard's rant stalls as he catches a glimpse of the decaying goat through the tent flaps as Quinn sidles up beside Tsin for a glance. "Ah. I see. A goat indeed!" A sharp crack echoes through the tent as Zeno's beak meets the crown of Malavarius' head, followed immediately by a stifled, "Ouch!"
Rubbing his head and looking grumpily up at Zeno, Malavarius adds, "That's a lantern goat! Or, wait. No. Not quite. I think it's a dusha koza. They collect souls in those lanterns hanging from their necks." He gasps then, whacking Pemsworth atop his new skull, "Do you know what this means?! That blasted thing might have the soul of that fellow we're looking for! The one with the prosthetic!"
Knowledge (religion): 1d20 + 20 ⇒ (13) + 20 = 33
| Hektir the Tracksmage |
Zephtyr spits, an airy rain spreading out from his head.
"Goat? That's good eating. That goat is soul food, huh?" Zeph wonders aloud. "We have those suckers who are starving from the attacks of the vampires. Might be that a nice goat goulash will restore their spirits."
| Pemsworth Smith, Esq. |
"Do goats usually come with lighting? Is that normal? I mean, I was never as 'into' goats as Hektir and the other manly men, but I'm pretty sure they don't usually have lanterns 'round their necks." Pems muses, wondering if this is what Hektir meant the time he drunkenly told a tale about lovin' nannies.
| Tsin Windscar |
"Kill it. Kill it with fire. Unless it has keen senses, we might avoid a direct confrontation altogether, if we remain hidden inside this tent." Tsin sounds as if she doesn't quite believe her own words, but it's a start.
| Malavarius King |
"It's like a lantern goat, but this one looks all rotted and undead. I doubt it's edible, Hektir. But let's try something a bit quieter than the fire this time, yes?" The wizard then intones a spell and gestures at the dusha koza.
CL Check vs SR: 1d20 + 18 ⇒ (14) + 18 = 32
If it's within 250 feet of us, it can make a Fort save (DC 24) or turn to stone!
HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 12/42 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 [ ] [ ], 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): dimensional anchor [ ], dimension door [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ], teleport [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [ ] [ ], flesh to stone [X], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
| Quinn Kestrel |
"Quinn, what do you make of that goat? There's something off about it..."
"Wait, you think I actually studied religions?" Quinn looks to Hektir to share in the laughter, but gets distracted by Mal's excellent explanation of undead goats with lanterns.
| Hektir the Tracksmage |
"Wait, you think I actually studied religions?" Quinn looks to Hektir to share in the laughter, but gets distracted by Mal's excellent explanation of undead goats with lanterns.
Zephtyr chortles airily at the thought. Of course neither Quill nor Hektir studied anything in any dumb school. Real men don’t need edumications to be smart.
| motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Sorry for the delay. I'm going to say Mal is aware that spell wouldn't work, as it's undead, which are immune to most spells of that sort, so he'd never cast it. [ooc]They're immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). I was tempted to allow this as a corner case, so if you all think I should, I may change my mind.
Also, Zeno might point out that turning it to stone would also turn its lantern to stone.
| Tsin Windscar |
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”Wait, you think I actually studied religions?”
Tsin doesn’t take her eye from the goat, but takes a cue from Malavarius. ”No, I would have thought you had a deeper connection with it, given the number of them you’ve buggered.”
”This is a rare occurrence, priest. You can accomplish necrophilia and bestiality in the same humping.”