Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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retired (AP completed)

Malavarius exchanges a look with Zeno and the pair shrug. "So how does one lure vampires out when it's still daylight?" He gestures at Hektir, "Hektir, pull your collar down. Show off that manly neck. Maybe they'll leap from the shadows and we can ambush them!"


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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 turns himself into a giraffe and bleats.


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 investigates the smashed tombs. "How does one track a vampire? I don't see a trail of blood drops leading the way. Oh wait, what's that?" Quinn gets down on a knee and checks a few drops of something on the ground.

Perception: 1d20 + 31 ⇒ (1) + 31 = 32

"Eeww, that's not blood!" An embarrassed Quinn stands up and wipes his finger vigorously on his trousers.


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 finds a place among the entombed, and sits down. She looks over the others, waiting for some sign that they'll remain in this horrible place until sunset, and encounter vampires returning to feed, again. Otherwise, she contemplates which troop is closest, and whether they could strike it, neutralize it, and return before sunset.

When Quinn rubs himself silly, she gives up proactive planning for the meantime, as it seems to have a blood-rising effect to think on it overly long.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm leaving tonight, so figure out if you want to just wait here and set up an ambush or move on to somewhere else and we'll do that when I get home.


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 will not argue with waiting, using the downtime to understand the likely entrance the vampires might take to enter the facility.

"What preparations are we inclined to make before they arrive?"

Perception: 1d20 + 20 ⇒ (10) + 20 = 30 Door Number...?


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

"They might not come back now," Hekraffe bleats. "Not much to come back to, is there?"

Hekraffe goes to the Dmitri neck of the woods and looks for him. How is Dmitri and how many tombs are left?

1d20 + 16 ⇒ (9) + 16 = 25 Survival Also, any tracks of interest? Possible to track the tombbreakers back to where they are?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Dmitri remains entombed, as do 23 other poor souls. Just to be clear, it appears someone has smashed open those six tombs and feasted on the men inside, as they'd been doing before you entombed them.

Hektir notes several sets of bootprints leading from the door to the tombs -- one set to each of the tombs. It's hard to tell exactly how many there might be, however, considering the hard wooden floors. It's clear they came in from outside, though.


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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

"Hmm...these vampires walk single file to hide their numbers," Hekraffe bleats. "Shall we hide here for a while, and hope they come back? I don't know where they came from."

Hekraffe sticks his long neck out the door to look around.

Any prints outside? 1d20 + 15 ⇒ (9) + 15 = 24 Survival

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The tracks seem to lead toward the center of camp, where the burning building is, but unfortunately there are too many other tracks for you to be sure.

Wait here? Fast forward another day (to prepare new spells for general slaughter and/or dealing with the world anchors/worldengine)?


retired (AP completed)

"Alright, well if the thrice-blasted vampires are coming from there, where do you think we should strike in the meantime? Waiting here or in the tower doesn't lessen any of the other threats littering about this gods-forsaken camp. I don't recommend that burning dome, though. I can get us in unseen, but I won't be able to whisk us out. We'll need to deal with those towers sooner or later, what if we were to thin any defences they might have in the meantime?"

I'm still loaded for bear with some punchy offensive spells, but they'll all probably draw attention but for one or two of them. Do we want to hustle by foot to the nearest crackling anchor-tower?

If we can clear the towers, it's feasible that Quinn could dimension door to two of them with Pemsworth while Hektir and Tsin dimension door to the other two with me. That'll give us enough time to take 20 (provided we're able to) at each of the towers for whatever recalibrating needs to be done.

Status:

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 [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [X] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [ ], 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)
protection from energy (cold 20): Tsin

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It's clear the towers are defended (just wanted to make sure that was obvious). Each has four soldiers, two with bigger guns, in it; plus there are troops in the trenches nearby that could get involved.


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 stands ready for tower strikes, if it means steady progress towards slow decimation of the camp's numbers. She waits for Malavarius and Hektir to reach a concensus, as one appears to desire waiting, while the other seems to desire immediate confrontation.

She prefers to stay together, especially if they're infiltrating the towers. She also prefers to immediately engage enemies, relying on the porters to place them intimately closely, so her Falchion can clear them quickly.


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

"Let's burn a tower and see what happens?" Quinn suggests "We pop over there and unload a wave of burning magic, then pop back and watch the camp to see how it reacts."

teleport available as well, plus Flame Strikes for the tower


retired (AP completed)

"What?! Burn it? Heaven's no! Those towers are the anchors and we need them to stop whatever madness Rasputin is up to!"


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

"But what if destroying the anchors is how we stop the plan?" Pems supplies. "Or maybe that's what Rasputin WANTS us to do. Or maybe he thinks we will, so it's best we don't. Or if he thinks we will, but he knows we won't, so we should burn it down." Pems ponders this, making several gestures. "I think we need that designer. I don't think we should do anything drastic until we have his advice. Or else we could be making a huge mistake."


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
Hektir the Tracksmage wrote:
"Oh yeah, that's what them buildings and lights have been. Shoulda been obvious. But it's going to be difficult for us to tackle them things today. Seems like we still ain't dealt with the vampires or the piddlespotting soldiers or anything else yet," Zephtyr spits.

Hekraffe tries to rub his long neck with his paw, but fails because he is a giraffe. Instead, he reverts to human form again, and rubs his neck and stretches out his human form.

"Listen people, about 20 minutes ago, we agreed not to hit the towers today as we wouldn't be able to get to all four of them and the center place in one day. Seems like we should try to remember things we've decided on," Hektir reminds.

"Now, let's focus on the vampires or something else that's not the towers. Tomorrow, we can try to take them all out. But hitting one today is just going to have them fortify it more tomorrow."


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
Pems wrote:
"I think we need the designer."

"I think so, too. Clearing the camp of certain hostility is best, so when Victor can join the living to help us fix what needs to be fixed, his life will be in less peril."

"Vampires, troops. Whatever your hearts desire. I don't seek action against the Towers, only their occupants. If they fortify, we strike elsewhere. Surely this camp has finite resources. We're down to one dullahan, and they don't seem to be repopulating. I would gather that slaughtering the troops would have the same outcome."


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

"Right, let's kill those vampires then, before they create more spawn."


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

Hektir nods with the wise Quinn, who is mostly agreeing with the wise himself. We need a push and a point and this is it. You all had time to chime.

"Great, let's hide here and see if the vamps come back for another meal. Make yourselves comfortable and hidden because it may take a while," Hektir says.

He, himself, will turn into a titmouse and hide in the rafters...because titmouse, teehee.

"Let's be ready to clobber them when they come."


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 finds herself the least uncomfortable spot in the meat locker, and settles in for the wait.

She contemplates their current situation as one of many unbelievable accounts since their departure from Heldren, which sets her mind to wondering how long it might be before they return to their home lands. She tries to remember the Black Rider's face, and fails to do so with any accuracy. It only stirs an abstract hate for the man, and her foolishness for ever accepting his 'gift'.

The cold of the building feels almost familiar, like a den of a more human kind. She looks over the others, similarly inflicted by the Rider's Oath, their common mission marking them as packmates in a shared hunt. She wonders how many of them will survive the hunt, when what they hunt continues to prove elusive and dangerous.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You put yourselves in position to assault the enemy and being waiting -- a wait that seems to go on for hours.

Finally, you hear a rattling at the door, as the lock is opened.

You can each take one round of final preparation (you've been waiting here for several hours, so any spells of less than hour/level duration have expired). Let me know where you are on the map. Keep in mind that the beds to the north and south* are difficult terrain, due to the ice tombs on them.

*Technically it's west and east, but map works better oriented horizontally.


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 jolts awake from his nodding nap. He touches his face and casts True Seeing on himself.


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 squeezes her eyes closed, giving herself a moment to ready, then whispers words to Pharasma to protect her against the wiles of the vampires.

Cast Protection from Evil


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

Titmousetir hides in one of the corners near the door(s) that the vampires seems to be using to enter.

Cast Barkskin. This mouse is going into battle.


retired (AP completed)

"Oh! It seems those thrice-blasted bloodsuckers have come back for another nip!" The wizard weaves a complex abjuration around himself before nudging Quinn out of his drunken nap. "Look alive, lad!"

Spell Turning: 1d4 + 6 ⇒ (1) + 6 = 7

I'll have also used my pearl of power iii to recover a casting of haste whilst we lurked!

Status:

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: 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [X] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [ ], 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)
protection from energy (cold 20): Tsin
spell turning (self): 7 levels


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 nods awake at Mal's nudging. "Hmm, what, it's time?" As his companions begin casting, Quinn blesses the party.

cast Bless on the party

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You quickly make your preparations and a moment later, a single figure walks in, an older-looking man with a brown beard, brown robes and an odd hat. If you had to guess, they were some sort of ceremonial garb, though you've not seen them before and they don't look like the uniforms most of the people here are wearing.

He's followed by a massive swarm of bats, their high-pitched screeching almost audible to you due to the sheer number of them.

They seem to be expecting you, and quickly move to strike before you get the chance to spring your own ambush. About half the bats race forward, scratching and biting at Mal and Quinn each takes 4 points of damage, plus 1 point of bleed; each must make a DC 11 Will save or be nauseated for 1 round. The other half seem to bunch together, and finally coalesce into the shape of a man, similar to the first one.

He merely stands just in front of the doorway, staring at Tsin with a small smile. DC 22 Will save to resist (your spell will protect you from being controlled, but not the actual spell itself, per my reading (last line of dominate person -- so success or failure is a moot point unless something happens to your spell).

Initiative:

Hektir: 1d20 + 4 ⇒ (17) + 4 = 21
Malavarius: 1d20 + 1 ⇒ (12) + 1 = 13
Pemsworth: 1d20 + 8 ⇒ (1) + 8 = 9
Quinn: 1d20 + 3 ⇒ (12) + 3 = 15
Tsin: 1d20 + 5 ⇒ (1) + 5 = 6
Antagonist: 1d20 + 7 ⇒ (19) + 7 = 26

Mechanics:

1d6 ⇒ 4

Party is up; the gray box under Mal and Quinn are bats.


retired (AP completed)

Will Save (DC 11): 1d20 + 15 ⇒ (1) + 15 = 16
"Bah! Miserable bats!" Malavarius swats a few aside before quickening the party's steps once more. "I'll deal with you in a moment!"

Concentration Check: 1d20 + 21 ⇒ (19) + 21 = 40
Not sure if I'm going against the constant damage DC because of the bleed effect or some kind of jostling or violent motion from the swarm.

Status:

HP: 72/77
AC: 16 (12 T / 14 FF) (includes +1 from haste)
Fort: +8 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +1 from haste)
Resist 10: Cold
Energy Absorption: 12/42 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [X] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [ ], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [X]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from energy (cold 20): Tsin
spell turning (self): 7 levels
haste: +1 to hit, +1 AC, +1 ref, +30ft move
bleeding: 1/rd

Cast haste!


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

Casting from the hidden corner of the room, Titmousetir casts Fire Snake on the two forms, leading all the way to the corner of the bats (avoiding Tsin and friends).

14d6 ⇒ (3, 6, 5, 2, 1, 1, 6, 1, 2, 5, 6, 1, 2, 2) = 43 fire vs. DC19 reflex for half.

ZephTyr Status:

AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 143/143
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 ⇒ (5) + 19 - 3 = 21 to hit; (-PA)
1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20 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

Hektir Status:

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

Spit:

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)


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

"Bats!" Quinn cries. A flaming cocktail appears in the air and dumps it's contents over Quinn, Mal, and the bats. The fiery burning is instantly followed by a cool healing breeze. cast Flame Strike, then follow it with a selective Channel Heal that stops bleed on Mal and Quinn

Flame Strike: 14d6 ⇒ (5, 2, 1, 4, 4, 2, 3, 6, 6, 6, 2, 3, 2, 2) = 48 fire/divine area damage, +50% vs swarms, DC 21 Reflex save for half

Selective Channel Heal: 7d6 ⇒ (4, 4, 6, 5, 5, 5, 3) = 32

Reflex save, Flame Strike: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29


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

just saw this, Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level), so Quinn needs a DC 25 Concentration check for Flame Strike, which should be auto, unless fumbles are possible?

DC 25 Concentration check: 1d20 + 14 + 6 + 4 ⇒ (16) + 14 + 6 + 4 = 40

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Assuming you guys made your Will saves, you could move out of the bats (though you'd still have the bleed). And do you really want to flame strike yourselves? I want to make sure I'm reading that correctly.

Also, anyone have thoughts on whether Selective Channel works vs. swarms? Technically they're lots of little creatures, so you couldn't exclude most of them even though they're treated as a single monster.


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Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

both Mal and Quinn got that Will save, how about we move out of the swarm (if you'll allow Mal the same) and we save the channel, thus not having to rule on it vs. swarms?


retired (AP completed)

I like Quinn's suggestion! ^


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

I posted yesterday and it disappeared! Sonuva!

Pems waits until Mal and Quinn move, but before the swarm can, he casts black tentacles, trying to grab as many of the bat-stards as he can!

CMB: 1d20 + 12 + 4 + 1 ⇒ (7) + 12 + 4 + 1 = 24 for 1d6 + 4 ⇒ (2) + 4 = 6 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I moved Mal and Quinn different amounts so the bats couldn't swarm them both at the same time; that said, I wasn't sure if they were moving forward or back so if you want to retcon in a different location, let me know.

Waiting a little longer on Tsin.


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

Round 1, Init 6

Status:

AC = 25
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Protection from Evil, Haste
Bane = 7/8

Will Save v DC 22: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35

She's ready for it, though she was unsure of exactly who would seek her mind out for its dominance. She smiles back, then steps closer to the front fanger. She adjusts her stance, and commands her blade to seek the substance of the Undead. Bane(Undead)

+1 Flaming Burst Falchion, Bane, Power Attack: 1d20 + 22 + 2 - 4 ⇒ (5) + 22 + 2 - 4 = 25 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (2, 2) + 14 + 12 + (5) + (5, 1) = 41 damage, including Fire

1st Iterative: 1d20 + 17 + 2 - 4 ⇒ (6) + 17 + 2 - 4 = 21 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (3, 1) + 14 + 12 + (4) + (4, 6) = 44 damage, including Fire

2nd Iterative: 1d20 + 12 + 2 - 4 ⇒ (5) + 12 + 2 - 4 = 15 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (4, 1) + 14 + 12 + (1) + (6, 4) = 42 damage, including Fire

Haste Attack: 1d20 + 22 + 2 - 4 ⇒ (6) + 22 + 2 - 4 = 26 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (4, 3) + 14 + 12 + (5) + (3, 2) = 43 damage, including Fire

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Hektir: 21
Malavarius: 13
Quinn: 15
Pemsworth: 9
Tsin: 6
Antagonist: 26

The vampires all seem to move with preternatural quickness, leaping up over the fiery snake, even as the bats scatter momentarily, avoiding the worst of the holy fire and easily eluding the grasping tentacles that now fill a section of the barracks, effectively cutting it in half. swarms are immune to grapple

Tsin advances on the nearest vampire, but it easily avoids almost all her thrusts, slipping aside or letting its form turn to insubstantial smoke until she finally catches it thanks to the speed from Mal's spell only 1 hit.

But its wounds begin to heal almost immediately they have damage reduction and fast healing and claws at her, grabbing her in its embrace grappling!, reaching its fangs for her neck.

The other holds up its holy symbol and a wave of greasy, sickening energy emanates from him, burning Hektir, Tsin and Pems 20 hp, DC 25 Will for half. It moves forward, closing in on Tsin, as the third lands in front of Quinn and Mal, regaining its humanoid shape.

Mechanics:

Reflex 1: 1d20 + 18 ⇒ (8) + 18 = 26
Reflex 2: 1d20 + 18 ⇒ (19) + 18 = 37
Reflex 3: 1d20 + 18 ⇒ (17) + 18 = 35

1d20 + 17 ⇒ (20) + 17 = 37
Channel: 6d6 ⇒ (4, 1, 3, 4, 4, 4) = 20

V1 (aqua): 54
V2 (green): 16
V3 (orange): 26

Party is up; Mal and Quinn, don't forget you still have 1 bleed


retired (AP completed)

At the appearance of the writhing, tentacular forest and finding himself now cornered beside Quinn and cut off from the others, Malavarius blurts, "Pemsworth! What the blazes- blast it!" The old wizard fades back a step before sending a brilliant emerald beam lancing into the nearest vampire's chest.

Concentration vs bleed: 1d20 + 21 ⇒ (13) + 21 = 34
CL Check vs SR: 1d20 + 18 ⇒ (5) + 18 = 23

Fort Save (DC 24) or take...
Disintegrate: 1d20 + 8 ⇒ (20) + 8 = 28for: 28d6 ⇒ (3, 5, 4, 2, 3, 2, 3, 3, 1, 2, 4, 2, 6, 1, 5, 3, 3, 1, 6, 4, 1, 4, 6, 6, 6, 5, 2, 3) = 96
Crit?: 1d20 + 8 ⇒ (14) + 8 = 22for an additional: 28d6 ⇒ (5, 5, 2, 6, 1, 6, 4, 1, 6, 4, 2, 1, 6, 6, 2, 6, 6, 5, 2, 4, 3, 6, 4, 6, 5, 6, 3, 4) = 117

Successful Fort save...
instead take: 10d6 ⇒ (6, 6, 2, 4, 5, 1, 5, 2, 5, 4) = 40

Status:

HP: 71/77
AC: 16 (12 T / 14 FF) (includes +1 from haste)
Fort: +8 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +1 from haste)
Resist 10: Cold
Energy Absorption: 12/42 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 [ ] [ ], resist energy* [ ] [ ], scorching ray [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [X] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [X]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from energy (cold 20): Tsin
spell turning (self): 7 levels
haste: +1 to hit, +1 AC, +1 ref, +30ft move
bleeding: 1/rd


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 2, Init 21

1d20 + 16 ⇒ (3) + 16 = 19 Will vs. DC 25

Titmousetir offers his own Flame Strike at the two baddies facing Tsin. Can get both, I believe and avoid Tsin.

14d6 ⇒ (1, 6, 3, 1, 5, 6, 4, 6, 3, 5, 3, 6, 3, 3) = 55 Reflex vs. DC 19 for half - fire/divine damage

ZephTyr Status:

AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 123/143
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 ⇒ (14) + 19 - 3 = 30 to hit; (-PA)
1d8 + 9 + 6 ⇒ (4) + 9 + 6 = 19 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

Hektir Status:

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

Spit:

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)


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

Will, DC 25: 1d20 + 11 ⇒ (11) + 11 = 22

HP 64/84

Pem stares at the Blue Vampire, giving it the EVIL EYE! -4 to AC, Will Save DC 22 or 7 rnds of sucky AC; otherwise 1 round.


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 steps back while drawing his crossbow, but instead of firing a bolt he aims the carved holy symbol on the weapons head at the vampire and prays for a divine burning. cast searing light, if Mal disintegrated the one in front of him, then target the one just north of Tsin. Quinn has Precise Shot, so no penalty on the ranged attack

Searing Light touch attack: 1d20 + 13 + 1 + 1 + 1 ⇒ (3) + 13 + 1 + 1 + 1 = 19
Damage: 10d8 ⇒ (8, 2, 6, 4, 6, 1, 6, 5, 1, 8) = 47


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

Round 2, Init 6

Status:

AC = 25
HP = 142/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Protection from Evil, Haste, Grappled
Bane = 6/8

Will Save v DC 25: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23

Tsin tucks her head down hard on one shoulder, severely displeased to have found herself in the clutches of a bloodsucker. She thrashes about disobediently, hoping to break her grapple from within by ending the creature's undeath.

"Not so easy, when your prey can defend itself..."

+1 Flaming Burst Falchion, Grappled, Bane, Power Attack: 1d20 + 22 - 2 + 2 - 4 ⇒ (15) + 22 - 2 + 2 - 4 = 33 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (2, 2) + 14 + 12 + (5) + (2, 5) = 42 damage

1st Iterative: 1d20 + 17 - 2 + 2 - 4 ⇒ (19) + 17 - 2 + 2 - 4 = 32 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (1, 2) + 14 + 12 + (5) + (5, 6) = 45 damage, including Fire

2nd Iterative: 1d20 + 12 - 2 + 2 - 4 ⇒ (2) + 12 - 2 + 2 - 4 = 10 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (3, 4) + 14 + 12 + (1) + (5, 6) = 45 damage, including Fire

Haste Attack: 1d20 + 22 - 2 + 2 - 4 ⇒ (1) + 22 - 2 + 2 - 4 = 19 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (2, 1) + 14 + 12 + (2) + (3, 4) = 38 damage, including Fire

edit:

Confirm Critical #1?: 1d20 + 22 - 2 + 2 - 4 ⇒ (8) + 22 - 2 + 2 - 4 = 26 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 2) + 14 + 12 + (3) = 34 damage, including Flaming Burst

Confirm Critical #2?: 1d20 + 17 - 2 + 2 ⇒ (6) + 17 - 2 + 2 = 23 for 2d4 + 14 + 12 + 1d10 ⇒ (4, 2) + 14 + 12 + (3) = 35 damage, including Flaming Burst

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Hektir: 21
Malavarius: 13
Quinn: 15
Pemsworth: 9
Tsin: 6
Antagonist: 26

The vampires again seem to avoid the worst of the magics flung against them, though and Mal and Quinn's blasts drying Russian cries of pain from the third.

Unable to effectively wield her weapon in the creature's embrace, Tsin futilely struggles to escape. You can't use a two-handed weapon while grappled, and I don't think you have any way to use it one-handed; I had you try to escape by more traditional means. The vampire pints the former butcher's apprentice down and sinks its teeth into her neck, and she can feel herself growing weaker as it begins sucking the life's blood from her body. Take 3 points of Constitution and Wisdom drain

The second moves closer to Pems and holds up its holy symbol for a second before slashing at the halfling with its claws, which cut deep into Pems' flesh. It's smiting good; 45 hp

The third closes on Quinn, slashing him with its claws. It's also smiting good; 43 hp

Mechanics:

Reflex: 1d20 + 18 ⇒ (20) + 18 = 38
Reflex: 1d20 + 18 ⇒ (9) + 18 = 27
Fort: 1d20 + 24 ⇒ (18) + 24 = 42
Will: 1d20 + 20 ⇒ (3) + 20 = 23

Tsin escape: 1d20 + 18 ⇒ (11) + 18 = 29
Grapple: 1d20 + 17 + 5 ⇒ (13) + 17 + 5 = 35
2d4 ⇒ (3, 1) = 4

Green claw 1: 1d20 + 20 + 7 ⇒ (19) + 20 + 7 = 46
1d8 + 8 + 11 ⇒ (5) + 8 + 11 = 24
Green claw 2: 1d20 + 20 + 7 ⇒ (11) + 20 + 7 = 38
1d8 + 8 + 11 ⇒ (2) + 8 + 11 = 21

Orange claw 1: 1d20 + 20 + 7 ⇒ (14) + 20 + 7 = 41
1d8 + 8 + 11 ⇒ (2) + 8 + 11 = 21
Orange claw 2: 1d20 + 20 + 7 ⇒ (7) + 20 + 7 = 34
1d8 + 8 + 11 ⇒ (3) + 8 + 11 = 22

V1 (aqua): 71, -4 AC (7 rounds)
V2 (green): 39, smite good (1)
V3 (orange): 108

Party is up; Mal, you can take a 5-ft. step to the south if you want (no beds there so that's not difficult terrain).


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

HP 19/84 Pems steps five feet westward and casts Cure Critical Wounds on himself! CCW: 4d8 + 12 ⇒ (1, 3, 1, 3) + 12 = 20 healing!

HP 39/84


retired (AP completed)

You making that fort save has crushed me, mott. Utterly crushed me. Good golly was that heart breaking. </3

"Blasted undead and their resilience! Quinn, can you get to Pemsworth and Tsin? They look to both be in trouble. Leave this fangy fiend to me!" As if to punctuate his point, the wizard produces his trusty wand and fades back a step away from the vampire.

I'll 5ft step away, though stepping South looks to be on top of Quinn while stepping north gets me in the corner and out of reach (for the moment). Would like the corner, if possible. Additionally, will hold off on shooting until Quinn has gotten out of reach of the vamp so as to avoid to-hit penalties for firing into melee.

CL Check vs SR: 1d20 + 18 ⇒ (7) + 18 = 25
Scorching Ray 1: 1d20 + 8 ⇒ (10) + 8 = 18for: 4d6 ⇒ (1, 6, 1, 3) = 11
Scorching Ray 2: 1d20 + 8 ⇒ (4) + 8 = 12for: 4d6 ⇒ (1, 6, 3, 5) = 15
Scorching Ray 3: 1d20 + 8 ⇒ (18) + 8 = 26for: 4d6 ⇒ (2, 5, 6, 5) = 18
If Quinn stayed put and within 5ft of the vampire, these are all at -4 to hit.

Status:

HP: 70/77
AC: 16 (12 T / 14 FF) (includes +1 from haste)
Fort: +8 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +1 from haste)
Resist 10: Cold
Energy Absorption: 12/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 15/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [ ] [ ], scorching ray [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [X] [X], magic weapon (greater) [X], protection from energy [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [X] [X], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [X], teleport [X] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X], flesh to stone [ ], greater dispel magic* [ ] [ ]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], spell turning* [X]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from energy (cold 20): Tsin
spell turning (self): 7 levels
haste: +1 to hit, +1 AC, +1 ref, +30ft move
bleeding: 1/rd


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

Seeing Tsin grappled, Titmousetir will try to help her escape. He casts liberating command to help her get out.

Tsin, if you want, make an immediate escape artist check with a +20 bonus.


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 hops through the void to appear standing on a bed and unleashes another blast of divine retribution. dimensional hop up 2 squares and left 3 squares

Searing Light touch attack: 1d20 + 13 + 1 + 1 + 1 ⇒ (15) + 13 + 1 + 1 + 1 = 31
Damage: 10d8 ⇒ (7, 7, 4, 4, 3, 8, 1, 6, 5, 7) = 52

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Which one are you attacking, Quinn?

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