motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
"How dare you?" the crone snarls at Mal and Hektir. "Body? Do you have any idea what he did to me? His body is less than even dust after he made the one mistake that gave me my freedom. Now, let us be away. I've been trapped too long and have things that must be done."
And that's it for me until Sunday/Monday.
Malavarius King |
"Just what manner of fools do you take us for, madam? Goodness, as if being freed from you would be so easy." He shakes his head then gestures to the door behind him. "If you're really so eager to be off and to tend to whatever chores you wish us to believe you have, then we're not stopping you. You can release us from the geas, and your miserable hut is just out the door, to your right, past the trenches, near some trees. It's a big, monstrous thing. Gangly chicken legs. Can't miss it."
Tsin Windscar |
"Better yet, summon the Hut here. It's been looking for you for some time, surely you're connected, and it will come once called." Tsin gestures to the door, and waits to hear what new offense the hag decries.
Hektir the Tracksmage |
"How dare you?" the crone snarls at Mal and Hektir. "Body? Do you have any idea what he did to me? His body is less than even dust after he made the one mistake that gave me my freedom. Now, let us be away. "
1d20 + 4 ⇒ (2) + 4 = 6 Sense Motive
"Nope. We ain't going no where," Zephtyr says with a spit, indicating his position on taking orders from her. "Show me the dust then. Also, we're here to destroy some sort of engine...now where is it?"
Zephtyr closes his eyes and compares the sounds (via echolocation) against the image, seeking to penetrate any illusions nearby.
Quinn Kestrel |
As Mal blusters and hurrumphs, Quinn realizes he's seen this act dozen of times, from Hektir, whenever he was stricken by a fair maiden and didn't know how to talk to her. Could it be that Maldadius had found his match at the end of this quest? Was the quest itself not about summer, but love? Did 'good hat' mean something entirely other than a textile based item of clothing?
"Grandmother, forgive my companions, they miss their summer and forget their manners. And I think my father there might have a crush on you. Here, let me help you to the hut, there's lots of nasty men out there with hurtful weapons and we want to keep you safe." Quinn moves forward with a cheery smile and an outstretched hand to help the frail women.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
"Where is the body, woman? Where is he? I have a load to leave and it will be in his skull. Now where is it?" Zephtyr asks again.
Zephtyr closes his eyes and compares the sounds (via echolocation) against the image, seeking to penetrate any illusions nearby.
Malavarius King |
Malavarius raps his staff sharply atop the crown of Quinn's skull, "I agree with Hektir," and at this, Zeno's face twists into a rictus of shock, "though he's admittedly a bit crude in the asking. Have you no proof to offer that you are who you claim to be, woman? We've already been tricked by a three-headed dragon and Nethys only knows how many others have worn false faces." The old mage's eyes narrow to suspicious slits as he looks over the crone, as if that act were enough to see through any illusions that may be in place.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
Zephtyr snorts.
"I don't think this is Baby Icky at all," Zephtyr explains. "There is illusion here. She's taller than she appears. This ain't right." Zephtyr spits.
"Show me the body."
Tsin Windscar |
Tsin takes that as cue to initiate aggression, little to no thought required, as her last nerve has frayed long ago.
"Hektir has measured you, and found you wanting. I find that illusion reveals a good deal once the bleeding begins."
If there is room to step forward, and in front of the giants, Tsin does so, showing her falchion and its flame, and allowing her body posture to demonstrate what comes next.
Presuming we're off to Initiative...
Quinn Kestrel |
Quinn needs a map before his next action
"Tsin, a little kindness for grandmother, we're just a hop away from going home." Quinn flashes a mischievous grin at the sword woman as if to say be ready.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn Kestrel |
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Quinn's cheery smile freezes on his face a moment before the kind hand outstretched to help the old crone slaps her hard across the face. "HOW DARE YOU STEAL OUR SUMMER, YOU GOOD FOR NOTHING OLD WITCH!"
Slap of Chaos, touch attack: 1d20 + 12 ⇒ (18) + 12 = 30
touch of chaos: target takes the lower of 2d20 for each d20 roll for 1 round, now is the time for any hexes and anything that requires her to make a save
The judging slap of Cayden delivered, Quinn snakes his rapier from it's scabbard and then pops out of existence to reappear behind the old woman. "Pummel her, Hektir, a blow for every flake of snow that ruined our glorious summer!" try to hop into square behind her to create flanking for Hektir or Tsin
Pemsworth Smith, Esq. |
Pems grins suddenly as Quinn's slap hits! "Yeah, beat up the old woman! Finally an opponent worthy of Hektir's talents!"
Pems gives her the old EVIL EYE (Will Save DC 22 or -4 to Saves 1 round on a success, 7 rounds on a failure!)
Hektir the Tracksmage |
Round 1, Init 15
Zephtyr spits, sending in the giants first, angrily waving them in. They approach the winter-stealing-witch and try to club it good (with reach).
"CLUB HER FOR NEVERENDING WINTER! WE WANT OUR SUMMER BACK!"
1d20 + 16 ⇒ (18) + 16 = 34 to hit;
2d8 + 12 ⇒ (5, 5) + 12 = 22 damage.
1d20 + 16 ⇒ (9) + 16 = 25 to hit;
2d8 + 12 ⇒ (1, 6) + 12 = 19 damage.
Zephtyr floats into flank and gives her one airy mitt to the back of the neck. Zeph is 10' up, attacking down with reach. Giants in front.
1d20 + 19 - 3 ⇒ (11) + 19 - 3 = 27 to hit; (-PA)
1d8 + 9 + 6 ⇒ (2) + 9 + 6 = 17 magic damage.
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 40/102, 46/102 (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
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 ⇒ (9) + 19 - 3 = 25 to hit; (-PA)
1d8 + 9 + 6 ⇒ (4) + 9 + 6 = 19 magic damage.
+10 BAB +8 Str +1 amulet = +19 to hit
1d8 + 8 str damage +1 amulet = 1d8+9
Spells:
Barkskin (extended-280 minutes)
Resinous Skin (extended-280 minutes)
Gr. Longstrider (14 hours)
Resist 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
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 |
Hektir, are you Large? I thought you were still Medium.
Tsin: 11*
Malavarius: 10*
Quinn: 22
Pemsworth: 23
Hektir: 15
Antagonist: 13
Quinn slaps the old woman, and Pems gives her his evil eye, causing her to shudder momentarily. That ends a moment later when the giants get in a couple blows just before disappearing I think there was certainly 30 seconds worth of conversation, which would have used up their duration. Hektir also lands a blow, but like the giants, finds it does less damage than he'd have expected, her form far more solid than it appears under the crone illusion.
In response, she carefully but astonishingly quickly casts a spell that fills everyone but Hektir with despair DC 22 Will saved or take a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. She then turns to Quinn and claws and bites at the cleric, ripping his flesh ... and his soul. 26 total points of damage, plus 3 Cha drain
As she attacks, her form dissolves -- leaving a horned, purple-skinned female figure with a serpentine tail in its place. Oddly, she may be more attractive like this than she was appearing as Baba Yaga.
It's a erodaemon, an outsider that lives for the chance to revel in the misery of a broken heart, the despair of lost love, and the resulting spiritual bleakness.
Will: 1d20 + 14 ⇒ (1) + 14 = 15
Will (reroll): 1d20 + 14 ⇒ (10) + 14 = 24
Concentration: 1d20 + 22 ⇒ (7) + 22 = 29
Concentration (reroll): 1d20 + 22 ⇒ (12) + 22 = 34
Bite: 1d20 + 21 ⇒ (20) + 21 = 41
Bite (reroll): 1d20 + 21 ⇒ (6) + 21 = 27
1d6 + 6 ⇒ (1) + 6 = 7 1d4 ⇒ 3
Claw: 1d20 + 21 ⇒ (4) + 21 = 25
Claw (reroll): 1d20 + 21 ⇒ (1) + 21 = 22
Claw: 1d20 + 21 ⇒ (20) + 21 = 41
Claw (reroll): 1d20 + 21 ⇒ (20) + 21 = 41
2d6 + 12 ⇒ (1, 6) + 12 = 19
S: 38, -4 to saves for 7 rounds
Guess I can't complain about crits in this fight...
Whole party is up now for Round 1
Hektir the Tracksmage |
If I wasn't large before, he would have made himself large while waiting to enter the church.
1d20 + 7 ⇒ (20) + 7 = 27 Know (planes) - DR?SR?
"Another witch! A demony one! Them witches are a*!+%&*s even in demonic form."
Zephtyr will share what he remembers and totally isn't annoyed to waste a crit on a knowledge roll.
Tsin Windscar |
Round 1, Init 11
AC = 25 with PfE (Lunge)
HP = 162/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE
Will Save DC 22: 1d20 + 14 ⇒ (18) + 14 = 32
Tsin feels something wash over her, trying to interfere with her focus. Catching the sensation, and killing it in its crib, the swordswoman steps up and introduces the imposter to her falchion. Taking additional precaution, she decides to Lunge at the snake lady, keeping a healthy distance.
+1 Flaming Burst Falchion, Power Attack, Flank: 1d20 + 22 - 4 + 2 ⇒ (16) + 22 - 4 + 2 = 36 for 2d4 + 14 + 12 + 1d6 + 1d6 ⇒ (3, 4) + 14 + 12 + (2) + (5) = 40 damage, including Fire and Precision
Confirm Critical?: 1d20 + 22 - 4 + 2 ⇒ (4) + 22 - 4 + 2 = 24 for 2d4 + 14 + 12 + 1d10 ⇒ (1, 2) + 14 + 12 + (2) = 31 damage, including Fire
Pemsworth Smith, Esq. |
Pems makes a disgusted face at the demon-woman. "Dammit! I thought we might finally be done!" He casts an icy tomb hex at the demon-woman!
COLD: 3d8 ⇒ (6, 4, 1) = 11 damage and possible entombment! Fort DC 22 for half and negates the entombment!
Malavarius King |
Will Save (DC 22): 1d20 + 16 ⇒ (9) + 16 = 25
"Bah! Wretched thing, go bother someone else!" Malavarius then taps the butt of his staff on the group with an air of authority, his spell threatening to send the erodaemon back to her home plane.
CL Check vs SR: 1d20 + 18 ⇒ (1) + 18 = 19
Will Save (DC 23) or she gets blown back from whence she came!
HP: 57/77
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: 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 [X], 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
Read forbiddance through again and it seems like that spell blocks travel into and within the area, not out? Seems like an edge case, but even if it fizzles, that spell slot wasn't going to do me any good anyhow.
EDIT: moot point with that caster level check. <sigh>
Hektir the Tracksmage |
Round 2, Init 15
"We are *so* done with tricksy witches who aren't so tricksy! Bring back summer!"
Zephtyr continues to angrily pound on the demonwitch, the worst kind of witch. He mourns the loss of his angry brah-giants, who spit and stomped with aplomb Zeph is 10' up, attacking down with reach.
1d20 + 19 - 3 + 2 ⇒ (10) + 19 - 3 + 2 = 28 to hit; (-PA,+flank)
1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20 magic damage.
1d20 + 19 - 3 + 2 ⇒ (16) + 19 - 3 + 2 = 34 to hit; (-PA,+flank)
1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20 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 ⇒ (15) + 19 - 3 = 31 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
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
Quinn Kestrel |
DC 22 Will save: 1d20 + 19 ⇒ (2) + 19 = 21 +2 vs. enchantments
Knowledge Planes DC 22: 1d20 + 4 ⇒ (13) + 4 = 17
Quinn shifts back from the transformed creature as he sheathes his rapier and draws his crossbow.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin: 11
Malavarius: 10
Quinn: 22
Pemsworth: 23
Hektir: 15
Antagonist: 13
Tsin cuts the creature, but can't quite land the blow in its rib cage, hurting it but not as badly as she would have hoped. The fire seems to not harm it at all It's got fire resistance 10, so unless you crit... Her blow is compounded by Hektir's, who lands two solid shots against her hard flesh.
As Mal's spell fails, Pems tries his own magic, and before the creature can do anything else, it's entombed in a block of ice, unable to move.
Fort: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15
S: 86, -4 to saves for 7 rounds
Combat's over unless you want to free it.
Hektir the Tracksmage |
Zephtyr feels pretty happy with the demonwitch being entombed in ice.
"How do you like them winters! HUH!?! HA!" Zephtyr does an airy dance behind the witchytricksywitch. "Where is your summer now? Huh!? HA!"
Zephtyr looks around, his eyes eventually settling Tsin.
"Do you want to kill it good too? Or just let it melt itself out in time?"
Tsin Windscar |
"Do you want to kill it good too? Or just let it melt itself out in time?"
Tsin traces a finger over the demon's iced eyes, making sure it can see them through the thickness, while they discuss its fate.
"If you can guarantee the ice will keep, master Pems, I suggest we move on. Let her worry when we might return."
Tsin looks deeper into the Monastery, and wonders what will try to obstruct them next.
Malavarius King |
Malavarius shuffles up behind Pemsworth and drops a grandfatherly hand on the halfling's new, leaner shoulder. "Well done there, my lad. Well done."
As the others peer deeper into the structure and Quinn tries to make himself less Hektir-like, Malavarius weaves a protective ward over himself.
mott, do you want to roll my spell turning roll in secret like the spell says (1d4+6) or should I?
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: 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 [X], 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* [X]
Protective Ward used: 1/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from arrows (everyone): 90/100 remaining
spell turning (140 minutes): ??/?? levels remaining
Hektir the Tracksmage |
Motte, does the ice tomb look to hold more or less than 1 hour? Not sure how long the effect is, but ice melts, but melts slowly. I dunno.
Zephtyr grunts and still considers killing the fake demonwitch.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Mal, sure, I'll do that. Hek, yeah, it should last more than an hour.
Beyond the statue, you can see the heads and limbs of several shattered statues litter the floor of the chapel’s nave, where two spiral staircases lead upward into darkness. Dozens of thick wooden pews are piled to the apex of the chamber’s partially collapsed vaulted ceiling and across the width of the nave, totally obstructing the view to the transept beyond.
The 30-foot-high room is lit only by the dim light of the electric bulbs in the area where you stand, as well as occasional flashes of sickening purple sparks from beyond the densely piled pews.
Tsin Windscar |
"I don't suppose you have the means of shoving the the pews aside, Mal? Something to destroy them, or collapse them to allow us passage?"
Tsin doesn't advance, yet. She waits where she stands, observing the ice-encased demon woman, envisioning what world she may be returned to, were she to be killed outright.
She turns back to the mockery made of the pews, and watches.
Quinn Kestrel |
Quinn has Animate Objects and could maybe make a half dozen pews pull themselves from the barricade and start pulling down the others, but this feels like we're suppose to go up the spiral stairways into the darkness
Quinn looks up into the darkness. "I wonder what's up there?"
Perception: 1d20 + 31 ⇒ (13) + 31 = 44
Pemsworth Smith, Esq. |
"I guess I could summon something big enough to smash these things, but I doubt it'd be smart enough to smash only what we tell it to smash. Mostly I just let them loose on things that need to be stopped. I can't exactly, you know, reason with them." Pems shrugs. "Stairs it is."
Tsin Windscar |
Tsin looks back at the obvious barricade of pews, and those likely skulking behind it, and sighs.
When the priest decides their course, she doesn't object. It feels reasonable enough to allow the clergyman free roam of a desecrated church, and lead the way. Cayden's and Pharasma's presence may, perchance, have a stronger presence here, despite the conditions.
Hektir the Tracksmage |
"Stairs it is."
Zephtyr roils in irritation.
"Stairs, halfgnome? Don't forget you *all* can fly," Zephtyr breezes as he waits for Quinn's wooden army to fight. I wonder if they make a pew-pew sound when they fight?
Zephyr listens intently for any more foes or traps.
1d20 + 28 ⇒ (6) + 28 = 34 Perception
If clear, he will soar forward, looking for danger (about 20' up).
Malavarius King |
Malavarius shakes his head at Tsin's question, "I'm afraid not, Tsin. Bouncing us from tower to tower and warding us from those Alkenstari arrows took no small amount of effort. I've a trick or two left up my sleeves, but none that will deal with a ramshackle pile of furniture."
The wizard shuffles along behind, stroking his beard in growing worry as his gaze flits about the ruined chapel.
Tsin Windscar |
Tsin nods in resignation, though she still watches the pews with an irrational dread. "Your protections were a sound investment, master Malavarius. Perhaps the way up will also prove to be a way over." She doubts her own words, of course.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
The stairways lead up, up, up, certainly more than a single story. Based on what you saw outside, they rise about 75 feet up. There are two of them, one to the east, one to the west.
Hektir doesn't see anything else in the area that looks like an immediate threat, however.
Also, as you look more closely at the pews, it definitely looks like they could collapse with a minimum disturbance.
Three options forward; let me know which you choose.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Mal Engineering: 1d20 + 7 ⇒ (15) + 7 = 22
Tsin Engineering: 1d20 + 4 ⇒ (14) + 4 = 18
Correct, Mal.
As Mal looks at the pews more carefully, he notices it looks like they're precariously balanced -- they could easily be pushed to collapse in your direction. You don't see anything that could trigger it from this side, but if something lurks on the far side...
You ascend the western tower, climbing or flying up 60 feet, to a dome shaped room that rises another 15 feet. As Tsin leads the way in, she's greeted by cries of fear. Fifteen emaciated humans in dirty, ragged gray clothes look fearfully toward you with deep-sunken eyes.
Tsin Windscar |
"More meat. The vampires had stores in camp, and here? They are a prudent set of bloodsuckers. If we're being thorough, we examine the second tower, then tackle the pews."
Tsin doesn't bother engaging with the humans, figuring their language would not be her own. She leaves that to the others, while readying to descend one tower for the other.
Hektir the Tracksmage |
Zephtyr spits, hating witches even more and thinking to go back and kill the ice-bound witch because it would be the right thing to do.
"This ain't right, Tsin. Ain't right at all," Zephtyr grunts. "All these witches need to die. All of them."
Zephtyr stops and ponders whether they should put the people out of their miseries, but decides against it. Not yet. Maybe Quinn can help them. Maybe.
He waits for Pems or Mal to interrogate the victims, hoping for answers that will help them prepare for the dangers ahead.
Tsin Windscar |
"This ain't right, Tsin. Ain't right at all. All these witches need to die. All of them."
Tsin rolls her eyes as Hektir rages against the ocean. She gladdens when Pems speaks up, and gives them all a reason to pay attention to intelligence gathering, however emaciated it may be.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |