motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
The troops are in each trench; the two nearest you (see your head in the overall map) are attacking you. They fire in a line, and will hit everything in that line (vs. the single soldiers, whose guns also fire in a line but still make attack rolls vs. each foe). In the tower, you will probably have improved cover, and probably some DR, as they'd basically be shooting through the floor/walls. Their weapons do both bludgeoning and piercing damage.
I'm really nerfing these troops. They actually can each do four lines of shots, but that feels insane to me. I think I had them do two in the first fight and that almost ended up with several of you dead. These things are BRUTAL.
Also, there's no one in the tower with you all for Tsin to attack.
ETA: Wow. At the end of this page, we'll have 10,000 posts!
Pemsworth Smith, Esq. |
Troops make swarms seem cuddly. They do terrible, terrible things.
Pems reels as the tower shakes from the gunfire. "This world is too damn loud!" he shouts. "Is anyone hurt? I can heal a bit of wound if you need it!" Healing Hex: 2d8 + 12 ⇒ (6, 1) + 12 = 19
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
The troops are in each trench; the two nearest you (see your head in the overall map) are attacking you. They fire in a line, and will hit everything in that line (vs. the single soldiers, whose guns also fire in a line but still make attack rolls vs. each foe). In the tower, you will probably have improved cover, and probably some DR, as they'd basically be shooting through the floor/walls. Their weapons do both bludgeoning and piercing damage.
Thank you.
Round 3, Init 5
Zephtyr spits as he is hit with bullets. He moves into the tower, awaiting for the device to be made inoperational.
”Dang soldiers will be a problem, but I’ll fog and sleet them good in the next fight. See if I can slow them down.”
If there is a guy who needs punching, Zephtyr will gut punch. Otherwise he will try to take cover from the soldiers.
1d20 + 19 - 3 ⇒ (7) + 19 - 3 = 23 to hit; (-PA)
2d8 + 9 + 6 ⇒ (1, 1) + 9 + 6 = 17 magic damage.
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 ⇒ (13) + 19 - 3 = 29 to hit; (-PA)
1d8 + 9 + 6 ⇒ (6) + 9 + 6 = 21 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[APG] (2, DC 19), wall of fire
. . 4th—echolocation[UM], flame strike (2) (DC 18), freedom of movement, summon nature's ally IV[D], Life Bubble
. . 3rd—sleet storm (2), fly[D], greater longstrider*[ACG], resinous skin* (2)
. . 2nd—barkskin* (2), feather fall[D], fog cloud, resist energy, lesser restoration
. . 1st—calm animals[D] (DC 15), endure elements, liberating command[UC] (2), produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 14), stabilize
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You all huddle into the tower, bullets flying around you and slamming into the tower as Viktor works the controls.
Finally, he looks up and says it is done, the tower deactivated, though the sudden lack or arcane energy swirling around the structure is enough to tell you that. Below, you can see a troop approaching the tower, and Mal looks around to make sure everyone's ready to go.
Once you are, you all clasp hands and he casts again, sending you to the tower on the opposite corner of the camp.
I'm going to assume since Quinn cast you'll go as quiclky as possible, which will be in the second round of the spell. You'll start the third round with your next post, where you are again all at the base of a tower. Party is up, but the camp is alerted now, so you're likely to face trouble/attacks of opportunity as soon as you go up in the tower if you use the ladder.
Hektir the Tracksmage |
Would you all mind if Zephtyr casts Fog Cloud on the tower itself? Might make things go a bit slower, but will really hamper the outside attacks? Or did you want Zephtyr to blow up the outside troops while y'all handle the inside?
Zephtyr ponders his options.
Tsin Windscar |
Tsin looks to the next tower. "Can we travel directly into the tower, or must we start at the bottom?" Now that the camp is abuzz, she wants to make each strike as disorienting for the soldiers as possible.
If we must start at the bottom of the ladder, Tsin will gladly accept cloud cover.
Quinn Kestrel |
fog it up, the butcher has got this
BoF: 3/14
this round: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
When they arrive, Quinn lets Tsin pull her hand from his, but he places his shield hand on her shoulder in anticipation of her request. "Directly, my dear, and get that blade ready because you're about to bloody it." With a pop Quinn and Tsin vanish to reappear in the tower with blades flashing.
Dimensional Hop, used 70/140 assuming 35 feet each for Tsin and Quinn, position in center of the tower like the last tower
if foe in range, Rapier: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
damage: 1d6 + 3 ⇒ (5) + 3 = 8
possible crit, Rapier: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Malavarius King |
To answer your earlier question, Hektir, yes - you got a protection from arrows as well. Even Viktor got one! =) Also, I think I'll start throwing fireballs at trenches. They won't do much good in the tighter quarters we're bound for.
As Hektir cloaks the tower, Malavarius frowns at one of the nearby trenches and the troops within. "Blasted trouble-makers!" He intones a quick spell and sends a tiny crimson bead into their midst before there's a sudden eruption of flame.
Fireball (fire): 10d6 ⇒ (3, 4, 2, 1, 2, 2, 5, 3, 6, 4) = 32 Ref Save DC 22 for 1/2 damage
Don't forget we have those dimensional grenades if any of the heavy fire from the trenches starts to get too heavy.
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 [X] [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [ ] [ ], haste [ ], 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* [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 1/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (everyone)
Tsin Windscar |
Sorry, I was assuming we were going back into Initiative, following our arrival at the base of the ladder...
If Quinn successfully brings them into the center of an unoccupied space on the tower platform, Tsin wastes no time in wasting the lurkers above.
+1 Flaming Burst Falchion, Power Attack: 1d20 + 22 - 4 ⇒ (1) + 22 - 4 = 19 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 4) + 14 + 12 + (2) = 35 damage
1st Iterative: 1d20 + 17 - 4 ⇒ (19) + 17 - 4 = 32 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 3) + 14 + 12 + (2) = 33 damage
2nd Iterative: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 4) + 14 + 12 + (5) = 39 damage
If the logistics require climbing, Tsin begins to immediately ascend the ladder, expecting to meet resistance at the door above...
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
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You can probably make it directly into the tower from here on
Hektir: 1d20 + 4 ⇒ (17) + 4 = 21
Malavarius: 1d20 + 1 ⇒ (13) + 1 = 14
Pemsworth: 1d20 + 8 ⇒ (14) + 8 = 22
Quinn: 1d20 + 3 ⇒ (9) + 3 = 12
Tsin: 1d20 + 5 ⇒ (3) + 5 = 8
Antagonist: 1d20 + 3 ⇒ (9) + 3 = 12
Hektir summons a cloud of fog to hide you, and Quinn brings him and Tsin to the top with a pop, followed by their attacks against the nearest soldiers. Only a single attack, as this will be a surprise round. The former strikes true, but the fog foils Tsin's swing against the soldiers, who cry out in alarm at their sudden presence. Technically, the 1 caused Tsin to miss, not the fog but I'm telling a narrative here, people!.
Hektir races to the tower heights as Pems starts scaling the ladder, moving as quickly as his small form lets him he gets 10 feet up; 20 more to go.
Mal sends a fiery ball that explodes in one of the trenches, and more cries -- these of pain, as well as anger and surprise -- echo across the frozen camp.
Tsin miss: 1d100 ⇒ 63
Quinn miss: 1d100 ⇒ 92
Troop save: 1d20 + 13 ⇒ (2) + 13 = 15
Green: 8
Aqua:
Orange:
Pink:
T1:
T2: 48
All but Tsin are up for Round 1; don't forget the fog, you yahoos.
Quinn Kestrel |
remember, you select one of these bonuses each round:
~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
BoF: 4/14
Quinn this round: Make one extra attack as part of a full attack action, using its highest base attack bonus
Quinn jabs at his opponent repeatedly.
Rapier: 1d20 + 13 ⇒ (10) + 13 = 23
damage: 1d6 + 3 ⇒ (5) + 3 = 8
Rapier: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d6 + 3 ⇒ (2) + 3 = 5
Rapier: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d6 + 3 ⇒ (5) + 3 = 8
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
Round 1, Init 21
Zephtyr casts Echolocation, giving him ears that can hear Quinn's butt cheeks pucker when afraid. He uses his ears to float 10' away from the foe Quinn attacks...so that next turn he might attack as well.
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 ⇒ (15) + 19 - 3 = 31 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
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[APG] (2, DC 19), wall of fire
. . 4th—echolocation*[UM], flame strike (2) (DC 18), freedom of movement, summon nature's ally IV[D], Life Bubble
. . 3rd—sleet storm (2), fly[D], greater longstrider*[ACG], resinous skin* (2)
. . 2nd—barkskin* (2), feather fall[D], fog cloud, resist energy, lesser restoration
. . 1st—calm animals[D] (DC 15), endure elements, liberating command[UC] (2), produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 14), stabilize
Malavarius King |
"There's more where that came from you belligerent devils!" The old mage sends another tiny bead of red darting into the same trench, hoping his spell will finish the work the previous one began.
Fireball (fire): 10d6 ⇒ (2, 2, 1, 3, 4, 6, 3, 6, 4, 3) = 34 Ref Save DC 22 for 1/2 damage
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 [X] [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [X] [ ], haste [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1):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* [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 1/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (everyone)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin: 8*
Pemsworth: 22
Hektir: 21
Malavarius: 14
Quinn: 12
Antagonist: 12
Pems reaches the top of the ladder just in time to barely make out Quinn slashing wildly in the thick fog, though he does seem to land one blow, a cry of pain heralding his success.
Another ball of fire blossoms in the nearby trench, the heat washing over Hektir as he zips around, the stench of burning flesh still filling the air. A return of fire makes you realize that there are soldiers still alive, and the survivors aren't happy. That said, you've got total concealment, so I'll rule they can hit you.
In the tower, combat is just as furious, bullets whipping past Tsin and Quinn, who gets stabbed in the shoulder by a gun-knife in the exchange 7 hp.
Troop save: 1d20 + 13 ⇒ (11) + 13 = 24
Bayonet: 1d20 + 7 ⇒ (20) + 7 = 27
Miss?: 1d100 ⇒ 51
1d6 + 1 ⇒ (1) + 1 = 2
Bayonet: 1d20 + 2 ⇒ (9) + 2 = 11
Bayonet: 1d20 + 7 ⇒ (14) + 7 = 21
Bayonet: 1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 10 ⇒ (10) + 10 = 20
Miss?: 1d100 ⇒ 3
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 10 ⇒ (7) + 10 = 17
Miss?: 1d100 ⇒ 8
1d20 + 5 ⇒ (9) + 5 = 14
Bayonet crit?: 1d20 + 7 ⇒ (17) + 7 = 24
1d6 + 1 ⇒ (4) + 1 = 5
Green: 16
Aqua:
Orange:
Pink:
T1:
T2: 73
Party is up
Hektir the Tracksmage |
Round 2, Init 21
Zephtyr moves to where he can suckerpunch the good that Quinn is fighting.
1d20 + 19 - 3 ⇒ (18) + 19 - 3 = 34 to hit; (-PA)
1d8 + 9 + 6 ⇒ (6) + 9 + 6 = 21 magic damage.
1d20 + 19 - 3 ⇒ (9) + 19 - 3 = 25 to hit; (-PA)
1d8 + 9 + 6 ⇒ (2) + 9 + 6 = 17 magic damage.
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 ⇒ (4) + 19 - 3 = 20 to hit; (-PA)
1d8 + 9 + 6 ⇒ (8) + 9 + 6 = 23 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[APG] (2, DC 19), wall of fire
. . 4th—echolocation*[UM], flame strike (2) (DC 18), freedom of movement, summon nature's ally IV[D], Life Bubble
. . 3rd—sleet storm (2), fly[D], greater longstrider*[ACG], resinous skin* (2)
. . 2nd—barkskin* (2), feather fall[D], fog cloud, resist energy, lesser restoration
. . 1st—calm animals[D] (DC 15), endure elements, liberating command[UC] (2), produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 14), stabilize
Malavarius King |
"Knock it off, you!" Malavarius shakes a fist toward the trench and the people in it that he can't really see before sending a third ball of crimson into their midst.
Fireball (fire): 10d6 ⇒ (2, 3, 4, 2, 6, 5, 4, 6, 1, 4) = 37 Ref Save DC 22 for 1/2 damage
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 [X] [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [X] [X], haste [ ], 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* [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 1/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (everyone)
Quinn Kestrel |
BoF: 5/14
Quinn this round: Make one extra attack as part of a full attack action, using its highest base attack bonus
Quinn continues cheek puckering and stabbing.
Rapier: 1d20 + 13 ⇒ (18) + 13 = 31
damage: 1d6 + 3 ⇒ (4) + 3 = 7
Concealment: 1d100 ⇒ 44
Rapier: 1d20 + 13 ⇒ (5) + 13 = 18
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Concealment: 1d100 ⇒ 84
Rapier: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Concealment: 1d100 ⇒ 78
possible crit, Rapier: 1d20 + 13 ⇒ (19) + 13 = 32
damage: 1d6 + 3 ⇒ (2) + 3 = 5
Tsin Windscar |
Round 1, Init 8
AC = 27, PfE
HP = 155/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Blessing of Fervor
Blessing of Cayden for +2 Attack/AC/Reflex
Tsin quietly tries to disembowel an obstacle. If one falls easily, she uses a 5' step to continue her work on the next closest.
+1 Flaming Burst Falchion, Power Attack, BoF: 1d20 + 22 - 4 + 2 ⇒ (19) + 22 - 4 + 2 = 39 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 3) + 14 + 12 + (6) = 37 damage, including Fire
2nd Swing: 1d20 + 22 - 4 + 2 ⇒ (3) + 22 - 4 + 2 = 23 for 2d4 + 14 + 12 + 1d6 ⇒ (1, 2) + 14 + 12 + (6) = 35 damage, including Fire
3rd Swing: 1d20 + 12 - 4 + 2 ⇒ (17) + 12 - 4 + 2 = 27 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 2) + 14 + 12 + (4) = 36 damage, including Fire
edit:
Confirm Critical #1?: 1d20 + 22 - 4 + 2 ⇒ (3) + 22 - 4 + 2 = 23 for 2d4 + 14 + 12 + 1d10 ⇒ (4, 4) + 14 + 12 + (4) = 38 damage, including Fire
Confirm Critical #2?: 1d20 + 12 - 4 + 2 ⇒ (1) + 12 - 4 + 2 = 11 for 2d4 + 14 + 12 + 1d10 ⇒ (2, 4) + 14 + 12 + (2) = 34 damage, including Fire
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin: 8*
Pemsworth: 22
Hektir: 21
Malavarius: 14
Quinn: 12
Antagonist: 12
Tsin misses her first strike thanks to the fog, but the sword's flame burns away enough to clear her vision and her next two swings find their mark, cutting the guard down with a quick scream as the swordswoman immediately moves on to her next target.
Behind her, Hektir and Quinn slay a second of the soldiers while Pems entombs a third in ice. As Viktor starts to climb, Mal again blasts the troop, which again returns fire in ragged waves, clearly less than before, but again hampered by the thick fog.
Seeing -- or at least hearing -- the onslaught waged against them, the final guard opens fire with her machine gun bullets slamming into Tsin and Pems. 12 hp to Tsin; 14 to Pems
Tsin miss?: 1d100 ⇒ 20
Tsin miss?: 1d100 ⇒ 60
Tsin miss?: 1d100 ⇒ 98
Hektir miss?: 1d100 ⇒ 73
Hektir miss?: 1d100 ⇒ 92
Fort: 1d20 + 8 ⇒ (13) + 8 = 21
Reflex: 1d20 + 13 ⇒ (1) + 13 = 14
1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
2d8 + 8 ⇒ (2, 2) + 8 = 12
1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
2d8 + 8 ⇒ (3, 3) + 8 = 14
1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
Orange:
T1:
T2: 126
Hektir the Tracksmage |
Round 3
Zephtyr moves behind cover in the fog, waiting for the tower to be deactivated.
"The next tower might be a bit more difficult to be-fog...and unless Mal has one of them pearly thingies to share, we're getting sleet. I like how this fog is working out, but be prepared..."
Mal, Pems, have a Pearl 2 for Hektir to use? Otherwise, might get slippery/slimy at next tower. Still better than soldiers tho.
Quinn Kestrel |
BoF: 5/14
Quinn this round: Make one extra attack as part of a full attack action, using its highest base attack bonus
Victor gets to select a bonus as well, so could increase speed and climb into the tower in a single round
Quinn rushes the soldier to provide Tsin an advantage and to keep her from firing on Victor as the man climbs into the tower.
Rapier: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 1d6 + 3 ⇒ (2) + 3 = 5
Concealment: 1d100 ⇒ 33
Rapier: 1d20 + 13 ⇒ (5) + 13 = 18
damage: 1d6 + 3 ⇒ (2) + 3 = 5
Concealment: 1d100 ⇒ 13
Rapier: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d6 + 3 ⇒ (1) + 3 = 4
Concealment: 1d100 ⇒ 86
possible crit, Rapier: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d6 + 3 ⇒ (1) + 3 = 4
Quinn Kestrel |
BoF is 6/14
remember, you select one of these bonuses each round:
~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Tsin Windscar |
Round 2, Init 8
AC = 25/27 PfE
HP = 143/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, BoF, Protection from Arrows(?)
Apologies. I thought the fog cloud was placed at the base of the tower only. Will address concealment.
Tsin takes measure of her assailant, then casts a wide swing in hopes of landing her cuts more than once.
BoF for Additional Attack
+1 Flaming Burst Falchion, Power Attack: 1d20 + 22 - 4 ⇒ (1) + 22 - 4 = 19 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 2) + 14 + 12 + (3) = 35 damage
Miss Chance, High Good: 1d100 ⇒ 62
2nd Swing: 1d20 + 17 - 4 ⇒ (5) + 17 - 4 = 18 for 2d4 + 14 + 12 + 1d6 ⇒ (1, 1) + 14 + 12 + (6) = 34 damage
Miss Chance, High Good: 1d100 ⇒ 60
3rd Swing: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 2) + 14 + 12 + (5) = 35 damage
Miss Chance, High Good: 1d100 ⇒ 91
BoF Attack: 1d20 + 22 - 4 ⇒ (7) + 22 - 4 = 25 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 4) + 14 + 12 + (1) = 35 damage
Miss Chance, High Good: 1d100 ⇒ 66
Malavarius King |
Malavarius fishes a small pearl from a pouch at his hip and mutters a few words over it before dropping it back inside. "There. That should be enough to finish those devils off."
Standard action: recover fireball with pearl of power iii
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: 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 [ ], protection from arrows [X] [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [X] [ ], haste [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1):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* [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 1/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (everyone)
Pemsworth Smith, Esq. |
Pems holds his icy tomb hex unless Tsin's attacks don't finish off the last soldier. If they do, he peers over the edge toward the trenches to see what troops still remain.
Icy Tomb: 3d8 ⇒ (7, 5, 3) = 15 cold damage and Fort Save DC 22.
If his hex isn't needed, and troops still remain, Pems casts an Ice Storm in the thickest part of the troop.
Bludgeoning: 3d6 ⇒ (2, 4, 1) = 7 and Cold: 2d6 ⇒ (2, 2) = 4 damage!
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin slays the last of the guards as Viktor reaches the top of the tower and begins manipulating the controls of the World Anchor, while the rest of you huddle safely in the fog, everything outside almost as if it were in another world. You can hear shouts from throughout the camp and the sound of shooting, but you seem safe for the moment in the foggy tower.
Quinn Kestrel |
assuming this is the full round for Victor to work the controls, Quinn will channel heal for the party in that time, does anyone need more healing?
BoF: 7/14
Channel, Heal: 7d6 ⇒ (1, 6, 4, 3, 1, 3, 5) = 23
Hektir the Tracksmage |
Zephtyr spins and whorls in place, waiting for the device to be stopped so that they can get to the next tower. He's trying to conserve his magics for the more final battles.
"Lemme know when it's time to go."
Tsin Windscar |
Tsin hunches down as Viktor goes to work on the device, and Quinn heals. "Two more towers. Just... two more..." She waits to learn if they will pounce on the third tower as they did the second or first.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
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Once you're ready, Mal teleports you again, appearing in the next tower over.
Hektir immediately summons a sleet storm, obscuring you from the troops below, and -- while the storm makes it a little slippery and hard to see -- you quickly take care of the next batch of guards. Mal binds the wound he took in the scrum while Victor works the controls of the third World Anchor.
Finally, the Russian looks around and nods.
"It is done," he says. "One more to go."
10d20 ⇒ (4, 17, 3, 10, 6, 14, 1, 18, 19, 12) = 104
1d6 ⇒ 4
1d10 + 6 ⇒ (7) + 6 = 13
These fights are a little repetitive, so I'm going to handwave this one. Mal took 13 hp damage, but you otherwise emerged unscathed and with no loss of resources other than Hektir's sleet storm. If you have some way to obscure your actions from outside for Tower 4, I'll do the same. Let me know any preparations you take before Mal casts dimension door again.
Malavarius King |
13 damage from a bullet, I presume? If so, that reduces to 3. Yay for protection from arrows!
Malavarius smiles at Viktor, and forgetting that Pemsworth needs to translate for the scientist to understand, pats him on the back jovially and offers some small praise. "Well done! You're quite good at this, you know. Though why you don't believe in magic is beyond me!"
HP: 74/77
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: 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 [ ], protection from arrows [X] [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [X] [X] [ ], haste [ ], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1):dimensional anchor [ ], dimension door [X] [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* [ ], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 1/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (everyone): 90/100 remaining
Hektir the Tracksmage |
1 person marked this as a favorite. |
”See? I told you that would work,” Zephtyr brags with a proud spit. ”Not a scratch on me. Now lets go get the next one.”
Zephtyr has a second sleet storm and will repeat the process.
Tsin Windscar |
Tsin waits for the magic wielders to bring about another tower's completion. She awaits more painful bee stings, while resting assured that her blade will see at least two foes felled in quick fashion.
"It feels close, what we need to finish here. When we've finished the last tower, will we need to move somewhere quickly, or simply watch as the center of camp returns to something different?"
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Victor shrugs at Tsin's question.
"I do not know for sure," he says, "but I think it should not take long..."
Once your preparations are made, Mal teleports you once more to your final destination, Hektir casting his second storm spell to obscure you from the enemies outside.
This time you manage to dispatch the guards without taking any more harm yourself, and once again Victor applies himself to the controls.
Once he finishes, purple lightning streaks from the four corner watchtowers to join above the ruined chapel in the center of the prison camp as a curtain of arcane sparks erupts skyward from the perimeter fence. The smoldering chapel -- barely visible through Hektir's magic -- erupts into strange flames, which seem to burn backward through time. You see the structure begin to rebuild, as if it were unburning. It appears as if it may take a few minutes, however, far longer than Hektir's spell will last.
10d20 ⇒ (11, 1, 1, 1, 15, 9, 2, 11, 11, 16) = 78
Quinn Kestrel |
Quinn will take care of any healing that's needed
"Where do we hide until the reverse burn is extinguished?"
looks like building 4 that is 8 squares south of the chapel front doors might be a good spot to lurk if we can teleport to there?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
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AH YEAH...POST 10,000!! This witch hunt is still in full swing!
Zephtyr lets loose with an airy spit, waiting and watching with his *ears* echolocating for troubles nearby.
Zephtyr casts Resist Fire, unsure what else to expect and worried for the weird fires burning.
"That's pretty weird," he says with another spit, ready to get rocking. "If Mal doesn't want to bampf us in, I'll get us a way to fly over. Whatcha want?"