Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It's 25.


retired (AP completed)

Aw, man! It's a super-crucifixion spirit?! DANGIT!


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 2, Init 18

Zephtyr summons 1d3 ⇒ 3 Stone Giant(s) into the fray, to chaos at the front door and vs. the spiritual bouncer.

They will move to the spirit and attack with their mighty clubs...which do nothing because they are non-magical.

Zephtyr will cast Produce Flame and will send a ball of fire into the fray.

1d20 + 10 + 4 - 4 ⇒ (7) + 10 + 4 - 4 = 17 touch to hit; (cover)
1d6 + 5 ⇒ (1) + 5 = 6 fire damage.

Stone Giant:

Stone Giant CR 8

XP 4,800
N Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching

OFFENSE

Speed 40 ft.
Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS

Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

SPECIAL ABILITIES

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 ⇒ (8) + 19 - 3 = 24 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


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

Round 1, Init 20

Status:

AC = 25
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Witch Hex, Haste

Tsin looks at the door of the Monastery, and freezes in place. Seeing Quinn's suffering form floating a distance from his body, the swordswoman stands, mouth agape.

When Mal steps forward with his flames, as does Hektir, Tsin comes to, and bolts forward, half-expecting her blade to whisk worthlessly through the apparition.

+1 Flaming Burst Falchion, Charge, Power Attack: 1d20 + 22 + 2 - 4 ⇒ (2) + 22 + 2 - 4 = 22 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 2) + 14 + 12 + (2) = 34 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

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

Tsin races forward as giants appear all around her, her blade far more effective against the spirit than their clubs, even with her swing hampered as she adjusts to the sudden appearance of what turn out to be allies. Still, even it seems to carve less than it should through the creature's incorporeal form.

Mal's fiery blasts seem to be more effective, but Hektir's ball of fire hits the ground in front of the spirit, who carefully reaches out in a defensive stance and reaches its hand through Tsin's armor. The swordswoman feels pain -- but nothing she can't handle -- rack her body, and her muscles threaten to seize 3 hp, but also need a DC 25 Fort save of be paralyzed.

At the door, Quinn's spirit continues to cry out in pain. Need another DC 25 Fort save or gain another negative level; also can attempt a DC 25 Will save again to break free of your bonds. I'll let you take the +3 from Pems' ward.

Mechanics:

1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27
1d8 ⇒ 3
1d4 ⇒ 2

CS: 124

Mal, thanks for halving your attacks; appreciated it.


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 = 27, PfE
HP = 159/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Haste, Ward, PfE

Fortitude Save v DC 25: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39

Tsin half-expects her form to appear next to Quinn's any second, as she watches the hand reach... through... her. When she finds her upper body still shuddering, though still under her control, she grits her teeth, and continues to swing away, hoping the blade's magics will pull hard enough at the spectre's essence to destroy it, one way or another.

+1 Flaming Burst Falchion, Power Attack: 1d20 + 22 - 4 ⇒ (5) + 22 - 4 = 23 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 2) + 14 + 12 + (5) = 36 damage, halved=18

2nd Swing: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 1) + 14 + 12 + (3) = 34 damage, halved=17

3rd Swing: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 3) + 14 + 12 + (5) = 36 damage, halved=18

Haste Attack: 1d20 + 22 - 4 ⇒ (1) + 22 - 4 = 19 for 2d4 + 14 + 12 + 1d6 ⇒ (4, 1) + 14 + 12 + (1) = 32 damage, halved=0


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 withers and struggles against the pain.

DC 25 Fort save: 1d20 + 16 + 3 ⇒ (11) + 16 + 3 = 30

Locked in a losing battle of wills, Quinn again attempts to break free from the thing's soul grip.

DC 25 Will save: 1d20 + 19 + 3 ⇒ (11) + 19 + 3 = 33


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 stares hard at the spirit and lays his Retribution hex on it! Will save DC 22 or 6 rounds! If I need to get a little closer to be within 60', I will fly there!


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 3, Init 18

The giants continue to attack with their mighty clubs...which do nothing because they are non-magical.

Zephtyr will fire many balls of fire at the spirit.

1d20 + 10 + 4 - 4 ⇒ (14) + 10 + 4 - 4 = 24 touch to hit;
1d6 + 5 ⇒ (4) + 5 = 9 fire damage.

1d20 + 5 + 4 - 4 ⇒ (17) + 5 + 4 - 4 = 22 touch to hit;
1d6 + 5 ⇒ (5) + 5 = 10 fire damage.

Stone Giant:

Stone Giant CR 8

XP 4,800
N Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching

OFFENSE

Speed 40 ft.
Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS

Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

SPECIAL ABILITIES

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 ⇒ (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 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)

Malavarius lets another cluster of fiery beams rip through the air hastily as he watches the thing's hand vanish into the center of Tsin's chest cavity. "Thrice blasted ghost!"

Scorching Ray 1: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15for: 4d6 ⇒ (3, 2, 3, 2) = 10 halved = 5
Scorching Ray 2: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11for: 4d6 ⇒ (3, 3, 4, 4) = 14 halved = 7
Scorching Ray 3: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24for: 4d6 ⇒ (3, 3, 6, 5) = 17 halved = 8

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: 21/50 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 6/14: +1 to hit, +1 AC, +1 Ref

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:
Tsin: 20
Hektir: 18
Malavarius: 6
Quinn: 7
Pemsworth: 28
Antagonist: 25

As Quinn manages to free himself from the spiritual nails, ripping himself free with one last burst of energy that leaves him stunned for the moment, Tsin's blade and Mal's blasts cut further into the spirit.

Hektir's balls, however, dissipate as they make contact.

The spirit reaches out again to touch Tsin, a small tremor rippling through her muscles, which are reflected in the spirits's own. 1 hp to both, though it saved vs. the hex; also Tsin must make a DC 25 Fort save or be paralyzed

Mechanics:

Mal wand CL: 1d20 + 18 ⇒ (16) + 18 = 34
Hektir CL: 1d20 + 14 ⇒ (1) + 14 = 15
Spirit save: 1d20 + 18 ⇒ (15) + 18 = 33
Bad touch: 1d20 + 18 ⇒ (8) + 18 = 26
1d8 ⇒ 1

CS: 169

Whole party is up; Quinn, you can now act normally, though don't forget the negative 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

Round 4, Init 18

The giants continue to attack with their mighty clubs...which do nothing because they are non-magical.

Zephtyr will fire many balls of fire at the spirit.

1d20 + 10 + 4 - 4 ⇒ (17) + 10 + 4 - 4 = 27 touch to hit;
1d6 + 5 ⇒ (1) + 5 = 6 fire damage.

1d20 + 5 + 4 - 4 ⇒ (19) + 5 + 4 - 4 = 24 touch to hit;
1d6 + 5 ⇒ (6) + 5 = 11 fire damage.

Stone Giant:

Stone Giant CR 8

XP 4,800
N Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching

OFFENSE

Speed 40 ft.
Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS

Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

SPECIAL ABILITIES

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 ⇒ (3) + 19 - 3 = 19 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)

Malavarius taps into the magics of his wand once more, though the third of the crimson beams goes errant as he cringes at the ghost's hand vanishing within Tsin's chest once more.
Scorching Ray 1: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20for: 4d6 ⇒ (1, 5, 6, 5) = 17 halved =8
Scorching Ray 2: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17for: 4d6 ⇒ (1, 5, 1, 2) = 9 halved =4
Scorching Ray 3: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5for: 4d6 ⇒ (4, 1, 1, 2) = 8 halved =4

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: 22/50 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 7/14: +1 to hit, +1 AC, +1 Ref


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 = 25, 27 PfE
HP = 158/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Haste, Ward

Fortitude Save v DC 25: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28

Tsin takes the second Kali Ma less kindly, as the spirit's grip almost seizes her firmly. "Every damnable evil shoved in front of us, trying to bar our passage, I won't know what to do with myself when we finally meet Baba Yaga herself."

Tsin's sword thrusts become a mockery of the spirit's stabs through her own chest, as she seeks nothing but obliteration for the crucifying spirit.

+1 Flaming Burst Falchion, Power Attack: 1d20 + 22 - 4 ⇒ (5) + 22 - 4 = 23 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 3) + 14 + 12 + (6) = 38 damage, halved=19

2nd Swing: 1d20 + 17 - 4 ⇒ (18) + 17 - 4 = 31 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 2) + 14 + 12 + (3) = 34 damage, halved=17
Confirm Critical?: 1d20 + 17 - 4 ⇒ (6) + 17 - 4 = 19 for 2d4 + 14 + 12 + 1d10 ⇒ (4, 2) + 14 + 12 + (6) = 38 damage, halved=19

3rd Swing: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 2) + 14 + 12 + (4) = 34 damage, halved=17

Haste Attack: 1d20 + 22 - 4 ⇒ (10) + 22 - 4 = 28 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 2) + 14 + 12 + (3) = 34 damage, halved=17


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 curses as the damnable spirit seems to persist despite being hit so many times. He flies to within 20' and shoots the thing with his fire-arm!

+2 Nagant M1895 revolver: 1d20 + 14 ⇒ (14) + 14 = 28 for 1d8 + 2 ⇒ (6) + 2 = 8 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Your combined attacks manage to bring the thing down as Quinn recovers, though the young cleric seems shaky still.

The doors into the church appears to be unguarded before you. 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.


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 looks down upon her bosom, and pats it once, before turning to Quinn, and waiting for him to speak, to reassure them that what lies ahead will be no more daunting than a door spirit which can wrest souls from their bodies.

"Quinn?"


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 floats down to the doors, seeking to move quickly while the giants are around to pound and smash. When others are ready, he will order the giants to open the doors and enter...then he will follow.

1d20 + 28 ⇒ (11) + 28 = 39 Perception


retired (AP completed)

"Blast and bebother these wretched spirits! Lashing out as if we were the ones who nailed him to that dreadful door." The wizard throws his hands up in frustration as he helps Quinn back to his feet. "There, lad. Are you still with us?"

Status:

HP: 77/77
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: 22/50 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 7/14: +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 moves over to Quinn and offers to healing hex him!


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 struggles to his feet, shaky and disorientated. "That was....unpleasant."

so Quinn has two negative levels, one from each save?

Slowly Quinn makes his way towards the doors to peer through them with his sight, but the giants smash them down well before he gets there. "A better solution anyways, let's keep moving before those trench troops catch us in the open."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It looks like two negative levels, yes. DC 25 Fort save each day to remove one.

The giants move to enter, but one lets out a grunt of pain as they do and the other flinches. 15 hp damage to both; no visual effect

6d6 ⇒ (2, 5, 5, 1, 1, 1) = 15
2d20 ⇒ (2, 14) = 16


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 eyes the front doors warily, as the giants courteously accept the pain of a first attempt at entry. She waits for the others to assess the problem, and unweave it, before they all enter.


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 casts detect magic on the area the giants moved through, looking concerned.

Spellcraft: 1d20 + 21 ⇒ (19) + 21 = 40


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 what Pems thinks before pushing onward.


retired (AP completed)

"Did Hektir's lumbering giants bump their heads or do see something else at work here, Pemsworth?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Note that that will take 3 rounds; you're not alone here in the camp and could be interrupted during that time.

Pems definitely detects an aura coming from the now-restored abbey.


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

"Something's here, but... I need a moment to study it!" Pems mutters as he concentrates on the aura.


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

did the giants stop, like they hit a barrier, or did they just take damage and still try to force the doors open?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

They took the damage when they entered.


retired (AP completed)

Malavarius tugs on his beard as he puzzles over the effect alongside Pemsworth. Do we both have to treat it is as separate checks if each of us casts detect magic or would it be ok for me to just aid Pemsworth with my casting?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You can treat it as an aid another, or a separate check (I'll allow whichever is more beneficial).

Anyone doing anything else during these three rounds. Again, remember that you're in a hostile war camp. You're almost certainly going to be confronted if you don't take steps to prevent that.


retired (AP completed)

"Hektir, lad, have the giants form a perimeter while Pemsworth and I try to solve this riddle!"


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, being a good lad, has the giants stay after crossing the threshold. In his mind, the feels the clock ticking.

Round 6, 7, 8 of 14. It’s not that much damage. Let’s get on with it.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The abbey has a moderate abjuration aura, the two spellcasters realize as the giants take up position behind you.

A few fraught seconds later, a couple explosions from grenades thrown by two approaching troops rock the giants one takes 37 hp and the other takes 33 hp piercing and slashing; DC 21 Reflex for half as the two spellcasters try to determine what caused the giants pain.

Know (arcana) DC 21:

It's an abjuration aura.

Know (arcana) DC 26:

You believe the whole abbey is covered with a forbiddance spell.

12d6 ⇒ (3, 3, 5, 3, 2, 6, 3, 3, 2, 1, 2, 4) = 37
12d6 ⇒ (5, 2, 4, 2, 6, 2, 1, 2, 2, 2, 1, 4) = 33


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 hunches lower to the ground when the grenades hit, taking a runner's position from which she'll spring through the doors, once she's given an all-clear from the examiners.

Knowledge(Arcana): 1d20 + 7 ⇒ (5) + 7 = 12


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

Know Arcana: 1d20 + 19 ⇒ (15) + 19 = 34

"It's a forbiddance spell! It only allows persons of your moral ethos into it, and forbids teleportation into or out of it. We will take damage if we try to pass inside."


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 looks at Pems with confusion.

”We can’t stay here forever, gnome!” He soars, gathering his fire seeds to hand. ”We don’t have the option to wait here. We can’t do this again.”

Zephtyr orders his giants forward and he follows, seeking to take the high ground as fast as possible.


retired (AP completed)

Malavarius tugs on his beard as he and Pemsworth work through the magical wards and he nods at the halfling's declaration. Knowledge (arcana, aid another): 1d20 + 24 ⇒ (6) + 24 = 30

"Ah, just so. Let's see if I can do a little something about that, hmm?" The old wizard then taps the butt of his staff down onto the threshold sharply, as he tries to undo the magics woven over the entry and the building.

Dispel Magic: 1d20 + 14 ⇒ (16) + 14 = 30 (DC = 11 + CL)

He then gestures for Tsin to dash onward and test the effectiveness of his own magics in thwarting Rasputin's.

Full disclosure, doesn't matter what I rolled, if the source of the forbiddance was higher than level 14 at the time of casting, my dispel attempt auto-fails. So this could really end up smarting.

Status:

HP: 77/77
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: 22/50 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* [X], 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 10/14: +1 to hit, +1 AC, +1 Ref


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 doesn't tarry. She bolts into the Monastery, expecting pain. Pain is the way forward, always the way. Getting through the doorway, she avoids the path of the giants, using them as shields, should they encounter hostility the moment the pass across the threshold.

"Well, let's get this over with."


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

The explosions rock Quinn into action and he bolts through the open doors after Mal's casting with the expectation of more pain.

Once inside the monastery, he looks around quickly to take in the situation.

Perception: 1d20 + 31 ⇒ (10) + 31 = 41

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal's spell fails, as Tsin finds out painfully as she darts inside, followed by Quinn and the others. 20 hp to Mal, Hektir and Pems; 35 hp to Quinn, Tsin

The intricate and beautifully tiled mosaic floor of this chamber is weathered with weblike cracks. Numerous alcoves holding statues of saints and martyrs, each with fresh blood dripping from its eyes, run up the walls to the ceiling overhead. The thin air smells stale, as if the room had been sealed for thousands of years.

Beyond the bleeding statues and faded murals surrounding the alcoves, very little else stands in this chamber beyond a pair of toppled holy water fonts, a small stone pew, and several torch brackets hanging loosely from the walls, each holding a small filament bulb that lights the room with a soft glow. To the north, a passage opens into another chamber beyond, where towering piles of wooden pews block the passage further into the cathedral.

The flickering light bulbs reveal an aged, stooped crone perched in one dark corner of the room, sweat dripping from her lank hair and down her bony frame, as she struggles to rise, gasping for breath.

Hektir, the ceiling is 15 feet high in this room.

Mechanics:

6d6 ⇒ (2, 4, 5, 3, 2, 4) = 20
6d6 ⇒ (2, 2, 2, 3, 4, 2) = 15
Man, my rolls suck.

1d20 + 16 ⇒ (2) + 16 = 18
1d20 + 15 ⇒ (2) + 15 = 17
1d20 + 11 ⇒ (3) + 11 = 14
1d20 + 19 ⇒ (19) + 19 = 38
1d20 + 14 ⇒ (19) + 14 = 33


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, using his echolocation, listens for others around, including those who might be hiding. He urges the giants forward, not yet attacking the crone, but uh, doing their best detecting of traps.

1d20 + 28 ⇒ (10) + 28 = 38 Perception

What knowledge check for the crone? No, not Mal, the one already inside the church.

"Quinn, please close the door behind you."


retired (AP completed)

Malavarius sees the crone struggling to stand in the corner and his eyes go wide. "Gadzooks, another of Rasputin's cronies! Well, we're ready for you, witch!" The old wizard then produces his trusty wand from his sleeve again.

I'll ready a casting of greater dispel magic to counterspell if I'm able.

Status:

HP: 57/77
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: 22/50 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* [X], 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 11/14: +1 to hit, +1 AC, +1 Ref

3 rounds of haste left!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Knowledge (local), Hektir

The old woman gnashes her iron teeth and feebly attempts to stand, rashing against a nearby baptismal font.

“Hardly,” she croaks, barely above a whisper, in response to Mal. “My son, he is destroyed, his chapel beyond in ruins. You heard my call, and you have come. Now, children, take me to my Dancing Hut and we will leave this place.”


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

1d20 + 19 ⇒ (6) + 19 = 25 Know (Local)

"No. Where is Raspy Puddin'? I will see his body so that I may piss upon it," Zephtyr airs back, looking around. Nothing else here?


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

"Wait, THAT'S Baba Yaga?!? I thought she'd be larger." Pems mutters.


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retired (AP completed)

Malavarius blurts loudly in response to Pemsworth, "BABA YAGA?! Her?" Malavarius looks up at the wrinkled crone and balks. "Preposterous."


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 remains where she stands, wholly suspicious to be met at the door so soon after their battle outside. She doesn't address Baba Yaga, preferring the boys to do so, but she does wonder what mind game is being played at present.


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 shuts the doors behind the party, then moves to the group and expels a wave of healing energy.

channel heal: 7d6 ⇒ (2, 2, 5, 4, 2, 5, 6) = 26

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