Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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Awesome! 10,000 posts is so cool! Even more impressive that we're still with our entire starting crew!


retired (AP completed)

I dropped the 5th dimension door for a dimensional anchor in case something went sideways with Viktor. So, I'm out of dd's. I have 1 teleport prepped, but I'd like to save that in case we need to retreat from inside that chapel for any reason.

Malavarius watches the building in the center of the strange return to its normal state with interest. "What a fascinating process. Zeno? Zeno! Look at that, won't you? Isn't that fascinating?"

He then turns to Viktor, "I say, Viktor, is there anything we might adjust on this anchor to make sure that chapel stays put while we're inside?"

Status:

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] [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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"I have already told you," Viktor says in a huff. "The monastery should remain unless all the World Anchors are again manipulated, which only I or Rasputin would be able to do."


retired (AP completed)

"Yes, yes. But is there anything we can to do one of these anchors that would stop Rasputin from doing the thing that only you or he could do? I wouldn't put it past the mad monk to slip out of the chapel just as we slip in."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"No, nothing that I know of," Viktor replies, face pensive as he tries to peer through the rapidly diminishing storm.


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 speaks nothing Viktor would understand, and expects her words will go untranslated, as she addresses the others.

"So, we're done with Viktor? Is there something else he can do to assist our entry into the Monastery? Otherwise, we should hide him away, or incapacitate him, so we know there is only one person who can reverse this engine thing."

Tsin waits for magic to whisk them away from the last Tower, and establish a holding point, before they breach the Monastery.

"We should expect the vampires will retaliate at some point, while we siege Rasputin. Let's not give them undue preparation time."

The swordswoman keeps an eye on everyone, and expects movement quickly.


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:
"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?"

Zephtyr waits to hear if and when others are ready to fly over en masse.

Mass Fly, 14 minutes. We ready?


retired (AP completed)

Early warning: when it comes to these vampires, I'm not going to be able to contribute much apart from my wand. Them being immune to anything requiring a fort save unless it also affects objects is rough!

"Oh, a fine point, Tsin. Perhaps he'd like to explore my tower? Quinn? Do you have any magics left to bring Viktor to the tower door and then return to us once you've seen him inside?"

Do you have enough dimensional hops or whatever it is to bounce the pair of you to the door and then yourself back to us here in the tower, dude?


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 70 feet of Dimensional Hop left for the day, and that's used up per person. Quinn does have a Teleport for today as well

"I've still got the flaming cocktails to dump upon our evil foes, and a few other tricks that Cayden will appreciate."


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

"I can contribute some, but the undead tend to be immune to my icy spells. I can enchant someone to see through their illusions and trickery with sight as true as ice. I can pin them down with black tentacles or hit them with lightning. Or I can make one of them as stupid as well..." He looks around the group, looking somewhat ashamed, "Hektir after he drinks Quinn's celebration punch."


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 waits to hear if and when others are ready to fly over en masse or if others have other solutions.


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

"I can teleport us, Cayden surely wouldn't introduce any chaos into that plan." Quinn grins wickedly.

sure, let's trust dicebot, only a 3% chance we get scrambled and die

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

1d100 ⇒ 50

Moving things along...
Realizing you can't safely stay in the guard tower for long enough for the central building to restore it, you rely on Quinn's god ... and your faith is rewarded as you reappear in a nearby barracks. Barracks 5, as you've been there before and know it's been safe

The sounds of alarm fill the camp, but you manage to avoid detection for a few minutes. Finally, peering through the cracks, you can see the building is back: Like a rotten tooth in an infected jawbone, the restored chapel sits in the prison’s central yard. Strange lights flickering from within, and its onion-shaped domes scintillate with a sickly purple light.

Unfortunately, you can also see a woman wearing strange, spiked armor in front of the door, three huge white bears at her side. Next to them, even more strangely, is a massive armored vehicle like a deranged caterpillar of grinding metal and protruding turrets with no apparent crew that you can see.

Hektir can cast mass fly if you want. Let me know how/if you want to approach.


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

"What fresh hell is this?!?" Pems swears. He murmurs a word and a small ball of ice streaks toward the spiked woman and her bears!

Freezing Sphere: 12d6 ⇒ (6, 6, 5, 5, 4, 5, 3, 6, 6, 4, 3, 3) = 56 Reflex DC 23 for half!


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 will wait to see what Hektir does. Likely Quinn will drop a Flame Strike on the lady and bears, especially if he can get the whole group and they are flat footed in a surprise round

"Well, I guess we're not sneaking past them now." Quinn notes as the party launches their assault.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You guys are in a building not near that (about 200 feet away). You're going to have to get closer (and we'll roll initiative) if you want to attack. If you sneak some way, you can get a surprise round. Right now, I know Hektir was thinking of mass fly.


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

Flame Strike is 240 foot range, Freezing Sphere is same as Fireball, like a quarter mile range or something silly at this level. That said, planning the attack would be a great if Mott lets us step off those actions

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You can do those as soon as you leave the building then, which would be your surprise round actions.


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 casts Mass Fly, touching everyone including himself, Flash, & Mal's pelican familiar. Lasts 140 minutes. Sheesh. I should be casting this a lot more often, huh? I thought it was min/level, but no 10 min/level. Uh, I'm terrible at this game.

Zephtyr is ready to fly and go after he double casts Fire Seeds, holding one bag in one of his airy mitts.

When others are ready, he will soar out and get going to the bears and battle.


retired (AP completed)

Are there any knowledge checks to make regarding the Lady of Spikes or the caterpillar (I don't know what kind of caterpillars y'all have where you're from, but that sure doesn't look like any caterpillar I've ever seen except for the gigantic, bulldozing kind) over there?

Provided nothing gives Malavarius the impression they'd be immune to fire, he'll open with a fireball immediately in the wake of Pemsworth's freezing sphere. Otherwise, he'll cast haste.

"Oh, good heavens! What the devil kind of devil is that spiky woman?!"
Knowledge (???): 1d20 ⇒ 9 +24 or +20 or +0, depending

If fire immunity = false AND fire resistance = false, then Fireball (fire): 10d6 ⇒ (5, 2, 1, 5, 1, 5, 2, 5, 2, 4) = 32 Ref Save DC 22 for 1/2 damage
Else, haste!

Status:

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] [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


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

Wary of the metal machine, Tsin waits for the boys to lay down distant destruction, before she even thinks about stepping into the air.

She does renew her Protection from Evil, while she waits.


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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

how about prep round, then we start with our freezing sphere, flame strike, fireball surprise round. Prep round is Hektir-Fly, Mal-Haste, Quinn-Bless, Tsin-PfE, Pems-?

Quinn blesses the party with Cayden's insight as the others grant their own boons. When they're ready, Quinn emerges with Mal and Pems as their spells go crashing into the group.

Flame Strike: 14d6 ⇒ (3, 2, 6, 6, 4, 3, 4, 4, 6, 6, 5, 4, 3, 6) = 62 damage, half fire and half divine, DC21 Reflex save for half, 10' radius, target lady and bears, include tank if possible


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

Prep round for Pems is laying his Witch's Charge hex on Tsin.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Initiative:

Hektir: 1d20 + 4 ⇒ (16) + 4 = 20
Malavarius: 1d20 + 1 ⇒ (2) + 1 = 3
Pemsworth: 1d20 + 8 ⇒ (17) + 8 = 25
Quinn: 1d20 + 3 ⇒ (16) + 3 = 19
Tsin: 1d20 + 5 ⇒ (10) + 5 = 15
Antagonist: 1d20 + 4 ⇒ (12) + 4 = 16
Antagonist: 1d20 + 5 ⇒ (10) + 5 = 15

Your preparations finalized, you emerge from the building an launches your assault on the enemies -- who Mal think probably aren't immune to energy though look like they may need better weapons than regular to pierce them DR/adamantine -- as they block your way into the abbey, hitting them with fire and ice.

The bears are almost instantly incinerated by the mass assault, though the armor-clad woman and tank remain in action, as you try to finish them off before they can react. Pems, Hektir and Quinn are up for Round 1/2; keep in mind you're about 200 feet away.

Mechanics:

Bear Hunter Reflex (freezing sphere): 1d20 + 12 ⇒ (2) + 12 = 14
Bear Reflex (freezing sphere): 1d20 + 5 ⇒ (3) + 5 = 8
Bear Reflex (freezing sphere): 1d20 + 5 ⇒ (1) + 5 = 6
Bear Reflex (freezing sphere): 1d20 + 5 ⇒ (9) + 5 = 14
Animated tank (freezing sphere): 1d20 + 6 ⇒ (2) + 6 = 8

Bear Hunter Reflex (flame strike): 1d20 + 12 ⇒ (17) + 12 = 29
Bear Reflex (flame strike): 1d20 + 5 ⇒ (10) + 5 = 15
Bear Reflex (flame strike): 1d20 + 5 ⇒ (17) + 5 = 22
Bear Reflex (flame strike): 1d20 + 5 ⇒ (20) + 5 = 25
Animated tank (flame strike): 1d20 + 6 ⇒ (15) + 6 = 21

Bear Hunter Reflex (fireball): 1d20 + 12 ⇒ (15) + 12 = 27
Bear Reflex (fireball): 1d20 + 5 ⇒ (17) + 5 = 22
Bear Reflex (fireball): 1d20 + 5 ⇒ (8) + 5 = 13
Bear Reflex (fireball): 1d20 + 5 ⇒ (16) + 5 = 21
Animated tank (fireball): 1d20 + 6 ⇒ (11) + 6 = 17

BH: 103
AT: 119


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 dumps a second flaming cocktail on spiky woman and big caterpillar while they still stand together, then he flies forward with the party.

Flame Strike: 14d6 ⇒ (4, 5, 1, 1, 5, 5, 3, 5, 4, 5, 5, 1, 5, 1) = 50 damage, half fire and half divine, DC21 Reflex save for half


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 20

Zephtyr double moves toward the building, going a bit north to get out of line of sight of the combatants at the door.

With 260’ of flight on a double move, moving to a spot within 50’ or so that is out of sight from the combatants and any soldiers.

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 ⇒ (17) + 19 - 3 = 33 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 Fire (30) - 140 minutes
Echolocation - 140 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[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


retired (AP completed)

As Malavarius and the others shoot forward through the air, he fishes his trusty wand from his sleeve and lets a trio of fiery beams loose at the spiked woman.

Scorching Ray 1: 1d20 + 8 ⇒ (7) + 8 = 15for: 4d6 ⇒ (5, 3, 5, 5) = 18
Scorching Ray 2: 1d20 + 8 ⇒ (15) + 8 = 23for: 4d6 ⇒ (6, 4, 4, 6) = 20
Scorching Ray 3: 1d20 + 8 ⇒ (6) + 8 = 14for: 4d6 ⇒ (5, 3, 1, 3) = 12

Status:

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] [X], haste [X], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [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
haste 1/14: +1 to hit, +1 AC, +1 Ref


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 flies after Hektir, keeping at least 30' between them at all times.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I realized I was so impressed with the carnage you laid out last round that I forgot to have my characters go. The tank opened fire, as reflected in this post.

Round 1:

Tsin: 15*
Malavarius: 3*
Pemsworth: 25
Hektir: 20
Quinn: 19
Antagonist: 16

Despite its damage, the tank opens fire with several attached machine guns as Pems, Hektir and Quinn fly closer, though Mal's magic prevents any real harm Quinn takes 9, Tsin takes 12, most of which is covered by protection from arrows, I assume. Just before Quinn can unleash his own magic, destroying the thing, its main cannon fires, hitting near Mal, though the explosion catches all of you. 27 hp to all, DC 20 Reflex for half (this does not fall under protection from arrows).

As Mal flies closer, a bit slowed, his wand blasts lay low the bear hunter. The door to the abbey appears to be unguarded now! Dang; I know it took some spell resources, but you guys laid waste to that encounter!

Mechanics:

1d5 ⇒ 5
Tank: 1d20 + 15 ⇒ (14) + 15 = 29
2d8 ⇒ (4, 5) = 9

1d5 ⇒ 1
Tank: 1d20 + 15 ⇒ (19) + 15 = 34
2d8 ⇒ (7, 5) = 12

1d5 ⇒ 5
Tank: 1d20 + 15 ⇒ (2) + 15 = 17
2d8 ⇒ (6, 4) = 10

Tank: 1d20 + 15 ⇒ (9) + 15 = 24
8d6 ⇒ (3, 1, 6, 1, 5, 5, 3, 3) = 27

Bear Hunter Reflex: 1d20 + 12 ⇒ (5) + 12 = 17
Animated tank: 1d20 + 6 ⇒ (10) + 6 = 16


retired (AP completed)

Reflex (DC 20): 1d20 + 10 ⇒ (3) + 10 = 13

Is that tank shot fire damage or energy damage of any sort?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It is bludgeoning, piercing, and slashing damage.


retired (AP completed)

Malavarius grunts as the explosion bypasses all his protections and buffets him around in the air. "What th- blasted contraption!" Shaking off the pain and the ringing in his ears, he angles for the structure's front door while the magics quickening his steps are still intact.

Status:

HP: 47/77
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: 19/50 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 [X], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [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
haste 2/14: +1 to hit, +1 AC, +1 Ref


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

As the party floats back together for the approach on the doors, Quinn sends a wave of healing energy over the group.

Channel Heal: 7d6 ⇒ (5, 5, 6, 3, 6, 3, 3) = 31


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 demurs, and is rewarded for her delay, as the spiked woman and bears are proven the worst kind of martyrs, as her comrades rake the field with flame and destruction.

When the doors are cleared, she moves with the others, remaining nearby, expecting that the strange machine will continue to spew hellfire.

Reflex Save v DC 20: 1d20 + 8 ⇒ (16) + 8 = 24

She only hopes that the metal beast will refrain from targeting them, once they enter the Monastery.

Maintain movement and speed with the others.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You quickly approach the chapel, where you find nailed to the cruciform crossbars of the monastery’s front doors is an emaciated corpse. It is stripped bare to the waist, its body marked with crude tattoos, and a long mustache droops over the macabre grin that only rigor mortis can bring. You don't think you could open it without disturbing the corpse.

Elsewhere, large stained-glass windows adorn the chapel’s otherwise solid stone exterior, depicting the fall of angels from the heavens, the miracles of saints, and the death of martyrs.

As you get close, Quinn's eyes notice the translucent form of the figure seemingly crucified to the door along with its emaciated corpse. It attempts to lock eyes with him!

Know (religion):

You think it's a crucifixion spirit, the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.

Perception checks:

Hektir : 1d20 + 23 ⇒ (8) + 23 = 31
Malavarius: 1d20 + 10 ⇒ (17) + 10 = 27
Pemsworth (+1 vs. traps): 1d20 + 21 ⇒ (11) + 21 = 32
Quinn: 1d20 + 30 ⇒ (9) + 30 = 39
Tsin: 1d20 + 20 ⇒ (7) + 20 = 27

1d20 + 26 ⇒ (5) + 26 = 31

Initiative:

Hektir: 1d20 + 4 ⇒ (14) + 4 = 18
Malavarius: 1d20 + 1 ⇒ (5) + 1 = 6
Pemsworth: 1d20 + 8 ⇒ (20) + 8 = 28
Quinn: 1d20 + 3 ⇒ (4) + 3 = 7
Tsin: 1d20 + 5 ⇒ (15) + 5 = 20
Antagonist: 1d20 + 7 ⇒ (18) + 7 = 25

Quinn, Pems and Hektir will be able to act in a surprise round (remember, no full actions), but only Pems acts before the spirit (so after he posts, I'll post the spirit's action, then it will be Hektir and Quinn in the surprise round, then Pems will get a full Round 1/2 action. The spirit will go at the end of that, and then the entire party will be up). You're about 20 feet away (map coming tomorrow).


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

door ghost would have been caught in both flame strikes, the fireball, and the freezing sphere, also Quinn should have a 40 perception total if it makes any difference


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

”What is that, Quinn? Some sort of bouncer? What kind of church is this?” Zephtyr zests airily.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

10-4, Quinn. The change in Perception wouldn't really have mattered. Combat map is currently set so you guys can place your figs where you want (within reason). I tried to spread you out a bit, but I did assume you were approaching the front/doorway, where the remains of the bears, bear hunter and tank remain (if you want to loot them later).

Also that Know (religion) check is DC 24. Sorry about that!.


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

Knowledge, Religion, DC24: 1d20 + 8 ⇒ (15) + 8 = 23

"I dunno, looks pretty skinny for a bouncer, maybe it's a drinking game they play at this church and he lost last night?"


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

"Um, isn't that fellow dead?" Pems ventures. "I mean, I hope he's dead, because otherwise... damn."


retired (AP completed)

Knowledge, Religion (DC 24): 1d20 + 20 ⇒ (18) + 20 = 38

Malavarius nods grimly, "Oh, that man's dead alright. And rendered so in one of the most horrific and painful ways possible: crucifixion. This one's spirit remains chained to his body though, twisted into madness by the trauma." He turns to Quinn, "Mind your step there, lad. Those things have a tendency to focus their mournful wrath on clergy."

Do I learn anything else, mott? Is that check high enough for a link to the beastie's bestiary entry?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sure, but it's not Paizo's; you'll have to look on d20pfsrd. I'll update with its action in the morning.


retired (AP completed)

Malavarius shares all he knows of these dreadful spirits.


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 18

"This can't be good. You want me to handle it?" Zephtyr spits, uncertain. He usually isn't afraid of any spirits, but then again there are some you can't drink.

"Maybe you want me to handle this. Sounds like man stuff," Zephtyr says, calling into action some friends to help.

Begin casting Summon Monster VII.

Motte, how high is the spirit above the ground?

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 ⇒ (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 Fire (30) - 140 minutes
Echolocation - 140 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[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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The spirit is basically in its body nailed to the doorway, so maybe 2 or 3 feet off the ground?

The creature gestures toward Quinn, but nothing seems to happen. Aw. I guess dicebot just hates all your Strange Aeons characters, not these ones.

Mechanics:

1d20 + 14 ⇒ (11) + 14 = 25
1d20 + 14 ⇒ (3) + 14 = 17
1d20 + 14 ⇒ (15) + 14 = 29
1d20 + 12 ⇒ (1) + 12 = 13
1d20 + 11 ⇒ (4) + 11 = 15
1d20 + 11 ⇒ (5) + 11 = 16

Ranged touch: 1d20 + 18 ⇒ (1) + 18 = 19

CS: 82

That was its surprise round action. As noted before, Quinn, Pems and Hektir can all act in the surprise round (I see Hektir's action, above). Then Pems gets his Round 1/2 full action, so waiting on Quinn and Pems now.


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 shudders as the thing gestures toward him. "Ugg, cut that thing down! I don't want it ever waggling that bony hand in my direction again!" Quinn floats backwards past his strong companions as he adjusts to aiming his crossbow while hanging midair. "Let's see if it will focus on me, like Mal says, and bring it drifting past your waiting strikes."

drift back in a straight line with Tsin and door ghost, so that Tsin would get AoO if it comes after Quinn. Only drift back to 100' of the door so that Quinn stays within one range increment

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Pems, where are you?

Round 1/2:

Pemsworth: 28
Antagonist: 25
Tsin: 20
Hektir: 18
Malavarius: 6
Quinn: 7

Pems casts ear-piercing scream, but it doesn't seem to affect the spirit at all. Hektir, staying out of the way, begins to cast his own spell as Quinn takes shelter behind Tsin.

The spirit leaves the shelter of its body, moving out into the area in front of the temple and gestures toward Quinn again. This time the cleric collapses, and a moment later, you can see his soul superimposed on the body in front of the door, crying out in pain.

Quinn:

Your spirit can't move and is in excruciating pain so much so you suffer 2 negative levels; DC 25 Fort save to remove a negative level. At the start of your turn, you can attempt a DC 25 Will save to try to escape, but you will be stunned 1 round if successful.

Mechanics:

Pems CL: 1d20 + 12 ⇒ (10) + 12 = 22
1d20 + 18 ⇒ (9) + 18 = 27

CS: 82

I added a fig to represent the spirit (I have no specific art for it, so it's an old fig, but work with me). Also remember these are 10-ft. squares.

Entire party is up.


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

DC 25 Fort save: 1d20 + 16 ⇒ (16) + 16 = 32

Quinn watches in horror as his own body collapses and then the pain spears through him. He struggles with all his might to pull free.

DC 25 Will save: 1d20 + 19 ⇒ (4) + 19 = 23


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, I swear I thought I posted, but maybe it got eaten.

Pems shoots over to Quinn's prone form! He lays a Ward on him, granting him a +3 resistance bonus to saves and a +3 deflection bonus to AC!


retired (AP completed)

Will save to break free is DC 22, not 25, so I think Quinn was successful.

As the tortured soul lashes out against the party, Malavarius produces his trusted wand once more and lets fly a trio of thin, fiery lances.

CL Check vs SR: 1d20 + 18 ⇒ (7) + 18 = 25
Scorching Ray 1: 1d20 + 8 ⇒ (9) + 8 = 17for: 4d6 ⇒ (5, 5, 5, 1) = 16 halved = 8
Scorching Ray 2: 1d20 + 8 ⇒ (10) + 8 = 18for: 4d6 ⇒ (1, 5, 2, 6) = 14 halved = 7
Scorching Ray 3: 1d20 + 8 ⇒ (2) + 8 = 10for: 4d6 ⇒ (6, 4, 5, 3) = 18 halved = 9

Status:

HP: 47/77
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: 0/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 20/50 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 [X], magic weapon (greater) [X], protection from energy [ ]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [X] [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
haste 5/14: +1 to hit, +1 AC, +1 Ref

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