Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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retired (AP completed)

Before any of his hangers on can close in, Malavarius sends a tiny crimson bead arcing through the air and past the dullahan. It vanishes from view as it passes the tent, but there's a brief flare of light and fire amidst the alarmed troops a moment later! "Ha! Worry about that for a bit!"

Fireball (fire): 10d6 ⇒ (6, 5, 3, 1, 3, 6, 6, 3, 5, 1) = 39 Ref Save DC 22 for 1/2 damage

Status:

HP: 69/77
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: 16/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [ ] [ ], scorching ray [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [ ], 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 [X], greater dispel magic* [ ], veil [X]
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
veil
spell turning (self): 7 levels


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

Good choice, thanks! I'll summon 1d3 ⇒ 2 ankylosaurii!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Targeting the trench troop, I'm assuming, Mal? Don't forget you get to still act this turn, Pems.


retired (AP completed)

Presuming there are more of them than are in the tower, oui oui mon frere!


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

Two ankylosaurii appear 55' from Pems and paw the ground, charging toward the flaming rider's horse! I think they can get there with a charge. I think...
Chargin' Ankylosaur tail smack!: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24 for 3d6 + 12 ⇒ (6, 3, 4) + 12 = 25 damage!
Chargin' Ankylosaur tail smack!: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27 for 3d6 + 12 ⇒ (1, 3, 5) + 12 = 21 damage!

Pems casts fly on himself and zooms up to hover over the tent to the east!


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

Ankylosaur Stats: AC 22 (20 due to charge), HP 75/75


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, a little too tipsy from moonshine, is slow to react and fails to dump a flaming cocktail on the Dullahan before it's surrounded by giant reptilian creatures. Cursing his own slowness, and his companions scattered too far away from Cayden's boons, he instead unloads a volley of crossbow bolts on the horseman.

holy holy crossbow: 1d20 + 14 ⇒ (19) + 14 = 33
damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (1, 4) = 10

holy holy crossbow: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (2, 1) = 9

possible crit...

holy holy crossbow: 1d20 + 14 ⇒ (11) + 14 = 25
damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (4, 6) = 14


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 20

Status:

AC = 29, PfE, Judgment
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Align Weapon(Good)
Bane = 6/8

Will Save v DC 22: 1d20 + 14 + 2 - 2 ⇒ (15) + 14 + 2 - 2 = 29

Tsin feels yet another pronouncement of her name, and clenches her teeth as the dullahan tries to exert its will over hers. She quietly praises Pharasma for the added strength against the creature's machinations.

While she takes cover, she listens for the dullahan's approach, and brings a little quickness of her own to ensure that she'll engage the thing quickly. Cast Expeditious Retreat


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, Zeph moved to the right, not left...should be near Tsin on map.

Round 2, Init 22

1d3 ⇒ 2 AE

Zephtyr unleashes his spell, summoning a whirlygig* of huge air elementals to help with the fight. He stays low and out of sight among the tents. He orders the elementals to do the same as they close in on the Dullahan. Two air elementals between the bottom two tents, but closer to the right tent.

*:
Little known facts: a group of air elementals is called a 'whirlygig', earth elementals is a 'clump', water elementals is a 'douse', and fire elementals is a 'Zephtyr mix tape'.

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 ⇒ (18) + 19 - 3 = 34 to hit; (-PA)
1d8 + 9 + 6 ⇒ (2) + 9 + 6 = 17 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)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Whoops, sorry, Hektir! Left and right are hard! Quinn, you acted before Pems, so I'll let you get in your flaming tankard.

Mechanics:

Quinn: 8
Hektir: 22
Malavarius: 21
Tsin: 20
Pemsworth: 19
Antagonist: 15

Quinn douses the dullahan in fire, seemingly catching it completely by surprise, though his magic seems to work poorly in this benighted land.

Pems and Hektir have less trouble, completing their spells. The two elementals take up position between two tents while the two dinosaurs -- creatures Pems can't know hadn't been seen in this world in millennia before he and his companions' recent arrival -- charge forward. One can't reach his foe thank to the tent, but the other's tail shakes the ground as it slams into the stone horse, shattering it. One was blocked by the tent; he can move through it next round, but couldn't charge.

Tsin and Mal add their own magic to the mix, the latter's fireball exploding over the trench, where the soldiers quickly return fire! Bullets unheard of in their own time slam into the two prehistoric creatures, inflicting devastating wounds 65 hp to one, 69 to the other; both can make DC 23 Reflex saves for half.

The dullahan -- its wounds healing -- meanwhile steps back, and summons another nightmare, which arrives pawing at the ground with flaming hooves!

Mechanics:

Quinn: 14d6 ⇒ (5, 2, 4, 2, 1, 2, 4, 4, 5, 3, 1, 1, 1, 1) = 36
Reflex: 1d20 + 17 ⇒ (3) + 17 = 20
Reflex: 1d20 + 13 ⇒ (13) + 13 = 26

6d10 + 6 ⇒ (7, 4, 2, 1, 6, 2) + 6 = 28
6d10 + 6 ⇒ (4, 5, 10, 2, 9, 1) + 6 = 37

6d10 + 6 ⇒ (8, 3, 2, 10, 8, 5) + 6 = 42
6d10 + 6 ⇒ (3, 2, 8, 2, 5, 1) + 6 = 27

D: 31
Troop: 28


retired (AP completed)

Another burst of fire erupts upon the group of soldiers in the trench before the old wizard realizes a new horse has appeared to bear the dullahan. "Blasted dullahans and their evil horses!"
Fireball (fire): 10d6 ⇒ (4, 4, 1, 3, 4, 6, 3, 4, 2, 3) = 34 Ref Save DC 22 for 1/2 damage

Status:

HP: 69/77
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: 16/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [ ] [ ], scorching ray [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [X], 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 [X], greater dispel magic* [ ], veil [X]
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
veil
spell turning (self): 7 levels


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

Man, I can't believe none of you liked the * spoiler in my last post. Tough crowd.

Round 3, Init 22

Zephtyr will fly up 10' to see the battlefield and the readying soldiers. Encouraged by Mal's efforts to soften up the enemy with his sparkballs, Zephtyr follows it up with a true Hekfire conflagration.

Let it all burn: Casting Fire Storm, bathing just about everything in fire. Can target 28 10x10' squares...so anything that has a soldier in it or might house a soldier, plus the Dullahan.

14d6 ⇒ (4, 2, 6, 2, 1, 4, 5, 1, 1, 1, 2, 6, 3, 6) = 44 fire damage vs. Reflex 21 +4d6 ⇒ (1, 4, 3, 5) = 13 burning each round because on fire

He will then send in the elementals after the dullahan. They will be 10' up, using their reach to pummel the undeadjerk.

AE#1:
1d20 + 21 ⇒ (20) + 21 = 41 to hit;
2d8 + 7 ⇒ (2, 3) + 7 = 12 damage.

AE#2:
1d20 + 21 ⇒ (11) + 21 = 32 to hit;
2d8 + 7 ⇒ (2, 6) + 7 = 15 damage.

AE#1:Pot Crit
1d20 + 21 ⇒ (3) + 21 = 24 to hit;
2d8 + 7 ⇒ (8, 8) + 7 = 23 damage.

air elemental:

N Huge outsider (air, elemental, extraplanar)
Init +14; Senses darkvision 60 ft.; Perception +16

DEFENSE

AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size)
hp 123/123 hp 123/123
Fort +12, Ref +18, Will +6
Defensive Abilities air mastery; DR 10/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)
Melee 2 slams +21 (2d8+7)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 23, 10-60 ft.)

STATISTICS

Str 24, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Base Atk+13; CMB +22; CMD 43
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB
Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +15
Languages Auran

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 ⇒ (16) + 19 - 3 = 32 to hit; (-PA)
1d8 + 9 + 6 ⇒ (7) + 9 + 6 = 22 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)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I chuckled, Hektir. :)


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

Sorry, family visit over the weekend. Familial duty achieved!

Anky Reflex: 1d20 + 7 ⇒ (6) + 7 = 13
Anky Reflex: 1d20 + 7 ⇒ (15) + 7 = 22

Anky Stats: A1: 10/75 HP; A2 6/75 HP; AC 22

The tented dinosaur makes its way around the obstacle, and attacks, while the other continues its assault! Both appear singed but too thick-headed to stop their assault!

Tail!: 1d20 + 14 ⇒ (1) + 14 = 15 for 3d6 + 12 ⇒ (1, 3, 3) + 12 = 19 damage!
Tail!: 1d20 + 14 ⇒ (16) + 14 = 30 for 3d6 + 12 ⇒ (4, 1, 6) + 12 = 23 damage!

Pems shudders as the dinosaurs burn in sympathy. He flies to within 30' and EVIL EYEs the Dullahoo. Will Save DC 22; -4 To Saves, 1 rnd save, 7 rnds fail.


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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

Quinn gestures toward the trench and a wall of broken bottles, shattered pint glasses, and smashed pottery whirls into existence and shreds the hapless soldiers.

cast Blade Barrier on the soldiers in the trench, covers 280 feet so the whole trench

Blade Barrier:

Range medium (100 ft. + 10 ft./level)

Effect wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high

Duration 1 min./level (D)

Saving Throw Reflex half or Reflex negates; see text; Spell Resistance yes

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

Blade Barrier: 14d6 ⇒ (4, 4, 4, 5, 1, 3, 1, 3, 5, 1, 4, 6, 3, 3) = 47 Reflex save DC 22 to avoid the barrier and shift to either side of it, see spoiler text


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 20

Status:

AC = 29, PfE, Judgment
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Expeditious Retreat, Align Weapon(Good)
Bane = 6/8

Tsin recognizes the healing ability the dullahan is demonstrating, so finally breaks from cover to secure closer cover, wholly disinterested in receiving the same bullet barrage as the brute lizard creatures.

"Destroy that damnable cluster of men!! We'll all be shredded to pieces if they're left unchecked!!"

She bolts for the tent to the northeast of the northern most dinosaur. 60' single move

When she arrives, she requests a little more support. Cast Divine Favor

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Heh; just noticed I had mechanics and quick stats instead of the rounds in my last two posts. Typing on auto-pilot is bad...

Round 3:

Quinn: 8
Hektir: 22
Malavarius: 21
Tsin: 20
Pemsworth: 19
Antagonist: 15

Quinn's spell summons blades that immediately begin threshing the enemy soldiers, leading to screams and cries of pain as it takes a bloody toll on the armed men, despite their quickly scrambling out of the way, leaving the trench so they're pinned between the fence and magical barrier.

A moment later, they're caught in Hektir's firestorm, causing more screams, until Mal's flame washes over them, a final indignity that proves too much for the troop. The few survivors begin crawling away, skin blistering as an awful stench rises from the dead.

The nightmare and dullahan avoid the worst of the flames though the latter can't avoid the elementals as they move in, nor one of the anklyosaurs.

Pems and Tsin race closer, where they can see the dullahan mount the nightmare and urge it into the sky but are still too far for Pems' evil eye. The nightmare withdraws backward and up 20 ft., so I don't think it takes any AoO. The dullahan fires his pistol one of southernmost of the two elementals, who a moment later gets hit by a burst of automatic gunfire from the nearest tower 22 hp total.

Mechanics:

Troop save: 1d20 + 13 ⇒ (19) + 13 = 32
Troop save: 1d20 + 13 ⇒ (5) + 13 = 18
Dullahan save: 1d20 + 17 ⇒ (16) + 17 = 33
Nightmare save: 1d20 + 7 ⇒ (17) + 7 = 24
Soldier save: 1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25
Soldier save: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
Soldier save: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16
Soldier save: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Hektir CL: 1d20 + 14 ⇒ (11) + 14 = 25
Troop save: 1d20 + 13 ⇒ (1) + 13 = 14

Soldier save: 1d20 + 5 ⇒ (18) + 5 = 23
Soldier save: 1d20 + 5 ⇒ (19) + 5 = 24
Soldier save: 1d20 + 5 ⇒ (4) + 5 = 9

Pistol: 1d20 + 24 ⇒ (5) + 24 = 29
1d8 + 9 ⇒ (4) + 9 = 13

LMG: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
LMG: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
2d6 + 6 ⇒ (2, 1) + 6 = 9
Crit: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10

D: 103
Nightmare: 22

S1: 22
S2: 57
S3: 57
S4: 57, on fire


retired (AP completed)

"What the- get back here, you devil!" Malvarius taps his staff authoritatively upon the ground and the air around the nightmare begins to shiver slightly as his magics coalesce. (casting dismissal)

CL Check vs SR: 1d20 + 18 ⇒ (19) + 18 = 37
Nightmare gets to make a Will Save DC 23 or be dismissed back to the plane from whence it came!

Status:

HP: 69/77
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: 16/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ], snapdragon fireworks [ ] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [ ] [ ], scorching ray [X] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [X], 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 [X], lightning arc [X], teleport [X] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X], flesh to stone [X], greater dispel magic* [ ], veil [X]
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
veil
spell turning (self): 7 levels


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

AE#1 takes 3 (DR 10).

Round 4, Init 22

Zephtyr will double fly closer to the dullahan, staying low (and under the other Air Elementals). He wants to be able to 5' step to use his reach in combat next round.

The whirlygig continues to pummel the dullahan, flapping closer and using reach to avoid return shenanigans.

AE#1:
1d20 + 21 ⇒ (8) + 21 = 29 to hit;
2d8 + 7 ⇒ (5, 8) + 7 = 20 damage.

1d20 + 21 ⇒ (2) + 21 = 23 to hit;
2d8 + 7 ⇒ (8, 8) + 7 = 23 damage.

AE#2:
1d20 + 21 ⇒ (5) + 21 = 26 to hit;
2d8 + 7 ⇒ (3, 3) + 7 = 13 damage.

1d20 + 21 ⇒ (5) + 21 = 26 to hit;
2d8 + 7 ⇒ (3, 7) + 7 = 17 damage.

air elemental:

N Huge outsider (air, elemental, extraplanar)
Init +14; Senses darkvision 60 ft.; Perception +16

DEFENSE

AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size)
hp 120/123 hp 123/123
Fort +12, Ref +18, Will +6
Defensive Abilities air mastery; DR 10/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)
Melee 2 slams +21 (2d8+7)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 23, 10-60 ft.)

STATISTICS

Str 24, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Base Atk+13; CMB +22; CMD 43
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB
Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +15
Languages Auran

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 ⇒ (7) + 19 - 3 = 23 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)


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 20

Status:

AC = 29, PfE, Judgment
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Divine Favor, Align Weapon(Good), Expeditious Retreat
Bane = 6/8

Tsin waits to see if the dullahan plummets from the sky, without a mount. She heads due south, planning her next source of cover from the Tower currently assailing the summoned creatures. She keeps her eyes on the flying dullahan, much like a cat eyes a moth.

Double Move, keeping a tent between her and the blasted, blasting Tower.


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's action depends on outcome of Mal's spell, either searing light on the Dullanhan if still flying, or animate objects on the tower to attack the troops inside. If animate objects on the tower it will be a swarm of stuff that grapples the soldiers. I'll check in when I get up


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

The dinosaurs, bloodied but still existing, stomp under the dullahoo, grunting and bleating as they cannot reach the flying nightmare.

Pems swoops down on Tsin, and touches her shoulder, granting her FORTUNE (roll twice, take the best 1/round for 2 rounds!)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

1d20 ⇒ 2

Sorry, but slammed this week with a writing project, but hope to get a chance to update: The nightmare disappears. Feel free to act on that if you want/get a chance before I update next.


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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

With the Dullahan's escape thwarted for the moment, Quinn turns his attention on the tower. He performs a stiff dance of mechanical looking movements and the tower responds in kind as barbed wire, doors, ladders, and defenses tear themselves from the structure and swarm on the troops within the tower.

cast animate objects on the tower and use the defenses against the troops, create 7 medium objects with the construction traits of extra attack and grab


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The barbed wire at the edge of the tower quivers for a moment, then springs free and slashes at the troops and attempts to coil around them. The door of the tower pulls itself form the hinges and starts slamming against the nearest soldier. Throughout the structure objects twist, warp, and swarm across the men. Animated Objects

Animated Object 1a: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d6 + 3 ⇒ (6) + 3 = 9

Animated Object 1b: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d6 + 3 ⇒ (2) + 3 = 5

Animated Object 2a: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Animated Object 2b: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Animated Object 3a: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Animated Object 3b: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Animated Object 4a: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 3 ⇒ (5) + 3 = 8

Animated Object 4b: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d6 + 3 ⇒ (3) + 3 = 6

Animated Object 5a: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 + 3 ⇒ (3) + 3 = 6

Animated Object 5b: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Animated Object 6a: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Animated Object 6b: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Animated Object 7a: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Animated Object 7b: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 3 ⇒ (1) + 3 = 4

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 4:

Malavarius: 21
Quinn: 8
Hektir: 22
Tsin: 20
Pemsworth: 19
Antagonist: 15

Quinn's magic sends the tower into motion, and screams and cries can be heard from several of the men inside.

Mal dismisses the nightmare, sending the dullahan plummeting to the ground with a cry of rage. The elementals and dinosaurs close in on him, the former two landing blows against the prone figure. Moments later, as he clambers to his feet, you all descend on him, finally slaying him with a cry of rage.

Quick stats:

2d6 ⇒ (2, 1) = 3

Tail!: 1d20 + 14 ⇒ (9) + 14 = 23
Tail!: 1d20 + 14 ⇒ (6) + 14 = 20

D: 156

Combat over: He was close enough to death that I think he would almost certainly be gone next round, even if he did make it past the AoO for standing. Certainly wasn't going to be able to finish any of you off. I think we can also just say the animated objects and soldiers in the tower killed each other.

Now, all that said, I'm also assuming you're going to be teleporting out to safety again in the next round or two, as otherwise there will be more combat.


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 sends his whirlygig to the nearest place where there might be battle/troops around. He surveys the area, wondering what dangers might still be around.

More combat? What have we missed? More soldiers or tanks?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

There are still plenty of troops -- one in each trench except for the one directly east of you, plus another two assembling from the barracks to your southwest that you went in right after you entered the camp -- plus soldiers (in each tower) and several tanks patrolling the outskirts of the camp.


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 feels little satisfaction in the lone swing she brings against the lone dullahan. She current company she keeps, among the elementals and dinosaurs, emboldens her to advance on another group of soldiers, and purge the camp of its cannon fodder resources.

She looks to both Mal and Quinn. "With flight, and protection against their projectiles, I would accept the chore of slaying the men in the tower..."


retired (AP completed)

All I've got left in that department is shield, Tsin, and I can't share that unless you and Zeno suddenly and abruptly switch roles.

Malavarius sighs, walking up to the others and poking the dullahan's remains with the butt of his staff. "That may be a chore for another day, my dear, I've not the spells left to help you in that regard. I can, however, get us back to safety if we wish to end the day's hostilities here and now, like we'd planned." He then looks to the stone nightmare beside him and he pats it on the nose, chuckling softly. "Didn't expect that, did you? Ha!"

Perception: 1d20 + 10 ⇒ (11) + 10 = 21 What's the dullahan got?


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'll send the dinosaurs off to harrass the trench soldiers before they disappear.

Pems lands next to Mal, huffing. "So, we killed the dullahoo. Can we get away now? I don't know if you remember, but fiery arms hurt a lot. And from pretty far away."


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 grows tight-lipped, but she doesn't object to an abrupt departure. She looks over the tower, to see how it may be breached, so that when they return to raze it to the ground, she'll understand where the rats inhabiting it will need to exit.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

A quick search reveals the dullahan's corpse has six dimensional grenades, a +1 scimitar, a +2 Nagant M1895 revolver with 70 metal cartridges, a masterwork lance, a belt of incredible dexterity +4 and a ring of protection +2.

Man, didn't get a chance to do a single fricking thing. I do hope PF2 is able to help high-level combat a bit.

Will doublecheck when I have more time, but I believe there is a ladder leading up to the tower proper.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin has time to verify that a ladder leads up to a trapdoor in the floor of the tower before Mal whisks them all away back to safety. As he disappears, Pems can see another hail of bullets send his dinosaurs back to their grave.

Anastasia greets you as you enter the safe safe.

"What happened?" she asks, wide-eyed.

Whilst we role-play any conversation with Anastasia, please also make plans for tomorrow (both in and out of character in terms of spells prepared, how you want to handle things, etc.). The World Anchors are the towers on each corner of the camp (in the overall map). Based on the tower you were just in, each has four soldiers, plus a troop of soldiers in each tent.


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

Quick tally of what's in the camp (does this look correct Mott?):
Troops: 9 troops in trenches, 2 troops from the barracks, troop in each of 12 tents = 23 Troops
Soldiers: 4 soldiers each still in 10 towers = 40 Soldiers
Tanks: several tanks patrol the outskirts


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
Anastasia wrote:
"What happened?"

Tsin walks past the girl, heading to the sideboard, where she picks something sour, allowing it to stimulate the glands for the dryness that has recently come over her mouth.

"The headless horsemen have been completely purged from the camp, while the soldiers have largely gone unchecked. We could spend another several days just seeing to the task of cleansing the camp of their numbers." The swordswoman takes a moment to swallow.

"Oh, and the vampires. They still haunt this place, this camp. It was an unfortunate waste of time, trying to ambush them."

Tsin wonders aloud. "I still think we need to bring Victor back to life, and enlist his help, even if he's restricted to staying in Mal's hideaway. I would understand more fully what is really going on here, with the towers, and the World Anchors. Now that the dullahans are slain, the soldiers aren't keen enough of eyesight to understand our disguise, I hope. It may make it easier to come and go, and finish what needs finishing here."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

There are no troops in the tents (that's where the dullahans were). Other than that, yes, that's what you're aware of in the camp, plus there are still three vampires and a mad monk somewhere out there too.


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
motteditor wrote:

"What happened?" she asks, wide-eyed.

Whilst we role-play any conversation with Anastasia, please also make plans for tomorrow (both in and out of character in terms of spells prepared, how you want to handle things, etc.). The World Anchors are the towers on each corner of the camp (in the overall map).

Hektir looks at the child, wondering if she has any idea the amount of trouble she is in, much less how much trouble the party is in. There are tanks, soldiers, and troops in equal measure that want them all dead, and the innocent is well, innocent. He decides that she should stay innocent and says little of value.

”Meh, nothing bad, I tell you. We plucked off a few more of our foes, but mostly....ah, we’re doing fine, kid. Just fine,” Hektir says with a spit before grabbing a drink off the tray from one of Mal’s servants. ”We’ll be just fine. Won’t we?” Hek downs the drink and takes another.

Give the kid hope. Hope is the spark of revival, they say.

He will spend the day/night thinking and drinking and spitting and ball-itching (as needed). He thinks and plans and sorts his mind about what he’s seen in the camp and how best to respond to the dangers.

He will prepare his spell list accordingly. Will have updated spell list on my profile, but not too many changes, we’ll see.


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 smiles at the young woman. "Rasputin has assembled himself quite the force, but these folks are more than equal to the task. Do not trouble yourself too much. We just need to consult with the architect and I believe we will triumph." Pems looks to the others and nods. "Quinn, do you have such a miracle today or will we wait until the morning?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Oh," the woman says. "Vampires? That doesn't sound good."

To speed things along, why don't you assume you'll be able to get Viktor back -- whether it's today or tomorrow -- so you can communicate with him while you make your plans.


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 looks at Tsin, Mal, and Quinn as if expecting them to say something or do something. He spits and takes another drink.


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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

Quinn prays, and drinks, and prays some more, while drinking, and continues pray-drinking until it seems certain he must pass out. We wavers in place as a gurgling rumble rises from his belly, and he vomits all over the corpse of the architect. Then an amazing thing happens. The spew takes on a life of it's own, stretching across the deceased and forming bones, connective tissue, muscle, and skin. In moments, the whole man twitches and gasps for air. "Syour Welcome" Quinn mumbles then crumples to the floor and crawls to the bathroom where he continues to be sick.


retired (AP completed)

<Earlier, before Quinn's... ... 'ritual'>
"No, it doesn't, my dear. They're awfully troublesome too. Most of my more potent magics were utterly useless against them. Wretched things. Hopefully they're slow to lick their wounds and we can be done with this madness before they've fully recovered." He strokes his beard, considering the tasks before the group in the coming day.

Mott, regarding the citadel-thing in the middle of the camp where the vamps seemingly fled to, did that look solid? I can't recall if it seemed a little out of phase or not and nothing's jumping out at me as I scroll back through the gameplay thread.

He then looks to Tsin and offers, "I could disguise us as dullahans if we think that we get us further than looking like mere soldiers. Having purged so many just today, perhaps a handful appearing tomorrow won't draw anyone's notice?"

<After Quinn's... ... 'spell'>
Malavarius' face twists in disgust, "Good heavens!"

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: 0/42 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 [ ] [ ], protection from arrows [ ] [ ] [ ] [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ], haste [ ] [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1):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* [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]

Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)

Quinn, do you have dimension door on your spell list or is it only that dimensional hop thing that you can do? Trying to figure out how many I need to prepare in order to settle the towers in short order.


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 the contents of her stomach rising up, then settling down, as the priest brings Victor back to life, in one form or another. "Could you at least forewarn us against what we might witness, the next time your god squeezes you inside out to reconstitute the dead??"

When it appears that Victor is ready to engage with them, Tsin funnels her questions through those who speak the strange tongue, so they may forward the discussion, and limit the time left to Rasputin to accomplish his dark deeds.

"Victor, welcome back. You are instrumental in creating the blasphemous anchors and engine here. We only seek to undo what Rasputin is doing here. We are woefully ignorant. Please instruct us. Guide us in our task. We should be up to the task."


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 translates, after retreating from Quinn's sacrament to vomit noisily himself.


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 has teleport as a domain spell and can take word of recall as a class spell, but no dimension door, just the dimensional hop ability

Quinn cleans up and returns his usual cheery self. "Well now, that wasn't so bad, was it? Has he told us how to destroy the world engine yet?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The central building looks ruined: Its charred bricks still smolder like dying embers as fresh flames flicker eerily across their crumbled surface. It was very hot when you approached it.

"So this is hell then," Viktor replies after you've filled him in following his gasping return to life. "Rasputin has caused my death, and I don't knows who you are -- what saints you claims to be -- but I will do my best to help you.

"The World anchors created a rip in space, putting the Akuvskaya Monastery partially in what I would call another plane. ..."

He proceeds to discuss planes as if you had never heard of them and weren't in fact from another such reality for a time before returning to the World Anchors.

"This trans-planar manifestation is controlled primarily through the World Engine in the monastery itself, but proper operation of the earthbound World Anchors can return the sanctuary from its suspended pocket dimension..."

He explains more, in a way you think could certainly help you manipulate the machines should you wish to do it yourselves.


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 regards Victor's enthusiasm and expertise with tempered patience. The man has to speak, and yield information, of course, but she looks at him as the tool he is, and waits until she is certain that the others regard him as such before she presses Victor into service, to undo what he has done in the service of Rasputin.

"I suggest we bring him along, to make sure that our manipulations do not fail to achieve... whatever is meant to be achieved." The swordswoman turns to the more knowledgeable, and frowns. "There is a monastery hiding from us, and working the tower machines will see it returned to this plane, so we may enter it, and slay Rasputin?"


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 spits, waiting for the casters to puzzle out a plan. In his own head, he's planning how to burn and kill, thrash and throttle the bad guys. He'd like another shot at those vampires, but thinks it's unlikely.

"Oh yeah, he should come along. Can you swing a sword? What weapon do you prefer?" Hek asks, offering a spit when the choice is made.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Correct," Viktor responds to Tsin's translated question.

"A sword? Do I look like some savage Cossack to you? I have some skill with a pistol, of course," he answers Hektir, "but marksmanship is not my great skill."

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