Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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retired (AP completed)

Leaning on Pemsworth to serve as translator once more, Malavarius replies, "Well, madam, that depends entirely on who you are."


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 checks the wounds of the captives as the party converses with them.

Heal check: 1d20 + 10 ⇒ (15) + 10 = 25


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

"Please, tell us how you came to be here." Pems prompts.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"The priests -- or at least that's what we thought they were -- brought us here. But then they've done horrible things!"


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 turns back to the others and relays this horrible fact. "I think we should try to get them to safety. At least, after we deal with Raspytin."


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

"Ask them who else is in there? How many are there? Any monsters? And if Raspy Puddin' is there too. We need more information if we are to succeed," Zephtyr asks with a spit. He hopes Quinn can do something for them.

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Sorry, I'm not understanding the questions, Hektir. In where? They're only aware of the three priests.


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

Doesn't matter, just trying to figure out how many there are. Three. Is there anything else they want to tell us? Or does anyone else have questions?


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

"Pems, you may want to encourage them to remain here, until we're certain they'll come to no harm outside the Monastery. They don't appear to be soldiers ripped from the ranks to feed the vampires. Perhaps they come from the countryside? Let's hurry now."

Tsin waits for the questions to turn to quiet, before she floats down the first tower, and flies up into the second tower.


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 nods and tells the peasants to remain here, that they will deal with the dangers then they can safely return to their homes. Then he follows Tsin.

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The smell of death assaults your noses as you fly up to the other tower.

There, you find three mahogany coffins, each adorned with a cross, as well as a few ripe corpses on the floor, drained entirely of blood.


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, recognizing the significance of the coffins, wants to shatter the s%$~ out of all of them. He pulls out his Fire Seeds, ready to set them all ablaze.

He looks at Quinn and spits, wondering if the priest is thinking the same thing he is.

Do you think if we mix Fire Seeds with Vodka, we could have some pretty awesome drinks that would offer quite a burn.


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

Tsin feels a knot developing in her gut, as she remembers the corpse breath on her neck from their previous encounter with the Three. When Hektir brings out his fire, she waits patiently for the demolition to begin.

"Will this end them? The last time, they simply turned to gas, and escaped. What truly destroys a vampire?"

Knowledge(Religion), Monster Lore: 1d20 + 5 + 3 ⇒ (10) + 5 + 3 = 18

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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I think that's good enough that Tsin knows that if badly wounded in combat, a vampire assumes gaseous form and must reach its coffin home or be utterly destroyed.


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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

"We could put the coffins at the base of the pew wall, set them on fire, then collapse the wall onto them", Quinn suggests. "Or we push them off the top of the stairwell, while on fire, and let them crash below. Or I could animate the coffins and make them squeeze and crush their contents while trapping them inside." Holy symbol ready and presented at the end of his crossbow, Quinn aims at the coffins and waits for the party to decide the method of destruction.

Quinn will use his Holy Symbol to keep any vampire at bay if it tries to move on the party


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 honestly likes the animated coffin idea. "Oh, animate the coffins...have them walk out into the sunlight," Zephtyr offers with a smile. "I'll glad pay the fare to exit and enter again to see that. Let's take them outside. And burn them good and dead."


retired (AP completed)

Malavarius looks up at Quinn with a start, "Lad, if you're able to do that last one, then, by all means, be my guest. So long as these aren't decoys and are the blasted trio's legitimate coffins, that sounds like an excellent solution."


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 waits for the coffins to be destroyed. She imagines she'll enjoy slaying the vampires' homes more than the vampires themselves, for the promise of final revelation, when the Three turn to gas and find themselves homeless.


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

"Let's be sure the vampires are inside before we disturb Cayden and ask for his gifts." Quinn keeps his holy crossbow presented to keep the creature at bay and trapped in the coffin. "Hektir, Tsin, would you be so kind and open that coffin."


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 steps forward, glad to be of help, and opens each coffin.


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 edges forward, too, eager and curious to see what vampires look like in their coffins.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Aw, I was hoping you'd use the spell and then be disappointed! Though I loved the ideas.

It turns out that the drunkard priest actually shows his wisdom, as each of the three coffins is empty, except for a single candle, which radiates magic.

Spellcraft DC 32:

Each is a chaotic evil candle of invocation.


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

Yeah, there were some good ideas. :)

Zephtyr angrily smashes the s### out of all the coffins, going full hulk on them until they are smithereens.

"Figures that the wouldn't be here," Zephtyr rages, then letting loose with a stream of urine upon the splinters. "I'd like to get them too if we can find them."


retired (AP completed)

Spellcraft: 1d20 + 24 ⇒ (15) + 24 = 39

Malavarius gestures at the trio of candles after a tug on his beard as Hektir smashes the coffins, "Those candles there are trouble. No doubt the brothers have been using them to heighten the potency of their magics, but each one can also be burnt in its entirety to bring one of the most powerful denizens of the deepest hells to their aid." He shakes his head and huffs, his beard and mustache billowing by his lips with the gesture. "We'd best destroy them, along with the coffins, I should think."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Hektir destroys the coffins -- and at Mal's suggestion, the candles unless someone wants to counter that decision; it's not worth slowing things down for -- leaving you back downstairs to face the precariously perched partition of pews.


retired (AP completed)

Malavarius turns to Quinn, "Lad, do you think you could animate some of the pieces of that barricade if I pointed them out to you?"

Given the success of my earlier knowledge check, could I hazard a guess at a load-bearing portion of the barrier? I'm just looking for a means to collapse it from a safe distance or the like.

Status:

HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 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


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

we're all flying, we could start dismantling the barrier at the top and then use it to our advantage if we want cover or to turn it back into a barrier for whatever is inside

"I could probably make the lower pews twist and creep out of position to bring the thing down, but maybe we can use it to our advantage? Maybe whatever it blocks inside we want to be blocked inside?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sure; you think any good push could likely topple it -- in your direction, at least.


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 the pews and grunts. He spits. He itches airily in the groinal area.

"You want me to summon some friends to knock it down? Or do you have that, Mal? More of them there big giants should do the trick, right?"

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As you try to make a decision, all of a sudden the choice is taken out of your hands when the pews suddenly tumble out and down, tumbling about 15 feet in a way that you're sure would have hurt had you been any closer.

Beyond them, the piercing echoes of squeaking bats bounce from the walls of the chapel’s transept. Saintly statues of cold white marble perch high above in recessed alcoves, their lifeless eyes streaming blood and their stone faces bathed in purple light—and all of their faces have turned to focus on the unholy fey energies emanating from the strange machinery surrounding the altar beyond.

Arrayed against you stand the three familiar vampire priests dressed in the severely cut cassocks of Orthodox priests, their razor-sharp incisors protruding from behind thin black beards. As before, the three seem to mimic each other’s movements and mannerisms

Beyond them, you can see coils of insulated wires snake forth from mechanical cylinders and batteries standing in the apse beyond, their ends terminating in rows of strange machines arranged like technological standing stones along the walls of the chapel’s presbytery. Between them, the copper-plated floor pulses with engraved runes that writhe like tortured living things.

The “Mad Monk” Grigori Rasputin levitates above the copper plate in the center of the room. Purple energy coruscates around him from the machinery of the World Engine, and this same energy leaks from his eyes, ears, and mouth.

Around him also flicker three familiar shadows, still bearing distorted facades of Hektir, Pems and Quinn.

Initiative:

Hektir: 1d20 + 4 ⇒ (4) + 4 = 8
Malavarius: 1d20 + 1 ⇒ (13) + 1 = 14
Pemsworth: 1d20 + 8 ⇒ (4) + 8 = 12
Quinn: 1d20 + 3 ⇒ (14) + 3 = 17
Tsin: 1d20 + 5 ⇒ (18) + 5 = 23
Antagonist: 1d20 + 7 ⇒ (3) + 7 = 10

5-ft. squares on the map; consider yourself in the square right to the left of what is on the map. The orange square is difficult terrain. All but Hektir are up for Round 1/2.


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

"Yikes!" Pems peeps!

Pems makes a few deft motions and a storm of ice and hail erupts around the vampires! He darts away from the others, trying to avoid a cluster situation!

Ice storm! Bludgeoning: 3d6 ⇒ (6, 1, 2) = 9 and Cold: 2d6 ⇒ (1, 3) = 4 damage!


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 points at the defiling priest and curses him to fall prey to his own blasphemy. "Die, funky monk, by the very church you corrupted!" The forgotten trappings, ornament, pipe organs, altars, and craftsmanship of the old church lift from the walls and floor as the errant pieces of machinery, coiled wires, and burnt out batteries weave them together into a monstrous multi-limbed golem that rises directly behind the mad monk. It's nest of wiggling arms lash out at the priest like a mechanical hydra. While the spectacle over the bronze plates unfolds, a large pew leaps from the front of the tumbled stack and quickly scuttles forward to pounce on the central vampire. cast Animated Objects

Huge Animated Church Revenant:

(it is surprisingly hard to build animated objects per size and ability selected, I've done my best to keep all rules in mind along with the construct traits. Overall Adjustments from medium construct: CR3 to CR7 increases, size to AC/Attack -2, size to CMD/B +2, HP:78 (no Con bonus), str from 14 to 26 attack/damage +6s (-2 from size still applies), stealth -8, damage from d6 to d8.

Huge Animated Church Revenant

Init +0; Senses darkvision 60 ft., low-light vision; Perception –5

DEFENSE

AC 12, touch 8, flat-footed 10 (+4 natural)

hp 78 (7d10+40)

Fort +5, Ref +3, Will 0

Defensive Abilities hardness 5 (or more); Immune construct traits

OFFENSE

Speed 30 ft.

3 Melee slams +13/+13/+13 (1d8+9)(Grab and Constrict)

STATISTICS

Str 26, Dex 6, Con —, Int —, Wis 1, Cha 1

Base Atk +7; CMB +17; CMD 25 (Grapple +21/29)

4 CP Points:
2 on Additional Attack (Ex, 1 CP): Gains an additional slam attack.
1 on Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the object must have grab before it can take this ability).
1 on Grab (Ex, 1 CP): Gains grab special attack with slam attacks.

Large Animated Church Pew:

(it is surprisingly hard to build animated objects per size and ability selected, I've done my best to keep all rules in mind along with the construct traits. Overall Adjustments from medium construct: CR3 to CR5 increases, size to AC/Attack -1, size to CMD/B +1, HP:52 (no Con bonus), str from 14 to 20 attack/damage +3s (-1 from size still applies), stealth -4.

Huge Animated Church Pew

Init +0; Senses darkvision 60 ft., low-light vision; Perception –5

DEFENSE

AC 13, touch 9, flat-footed 11 (+4 natural)

hp 52 (4d10+30)

Fort +3, Ref +2, Will 0

Defensive Abilities hardness 5 (or more); Immune construct traits

OFFENSE

Speed 30 ft.

2 Melee slams +9/+9 (1d6+6)(Grab and Constrict)

STATISTICS

Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1

Base Atk +5; CMB +12; CMD 20 (Grapple +16/24)

3 CP Points:
1 on Additional Attack (Ex, 1 CP): Gains an additional slam attack.
1 on Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the object must have grab before it can take this ability).
1 on Grab (Ex, 1 CP): Gains grab special attack with slam attacks.


The mad monk over estimated the strength that time and history can build into a place, into a building that so much life passes through. As the old church rises again wrapped in discarded pieces of an industrial future it has but one focus, kill the mad monk responsible for this atrocity.

Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 1d8 + 9 ⇒ (7) + 9 = 16 plus chance to grapple on hit at CMB +23

Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (10) + 15 = 25
Damage: 1d8 + 9 ⇒ (6) + 9 = 15 plus chance to grapple on hit at CMB +23

Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus chance to grapple on hit at CMB +23

While the massive golem slams at the monk, a large pew scuttles forward and leaps on the central bloodsucker.

Large Church Pew Slam attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus chance to grapple on hit at CMB +16

Large Church Pew Slam attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 9 ⇒ (3) + 9 = 12 plus chance to grapple on hit at CMB +16

first mistake found, huge object would be at +15, updated stats below

Huge Animated Church Revenant:

(it is surprisingly hard to build animated objects per size and ability selected, I've done my best to keep all rules in mind along with the construct traits. Overall Adjustments from medium construct: CR3 to CR7 increases, size to AC/Attack -2, size to CMD/B +2, HP:78 (no Con bonus), str from 14 to 26 attack/damage +6s (-2 from size still applies), stealth -8, damage from d6 to d8.

Huge Animated Church Revenant

Init +0; Senses darkvision 60 ft., low-light vision; Perception –5

DEFENSE

AC 12, touch 8, flat-footed 10 (+4 natural)

hp 78 (7d10+40)

Fort +5, Ref +3, Will 0

Defensive Abilities hardness 5 (or more); Immune construct traits

OFFENSE

Speed 30 ft.

3 Melee slams +15/+15/+15 (1d8+9)(Grab and Constrict)

STATISTICS

Str 26, Dex 6, Con —, Int —, Wis 1, Cha 1

Base Atk +7; CMB +19; CMD 27 (Grapple +23/31)

4 CP Points:
2 on Additional Attack (Ex, 1 CP): Gains an additional slam attack.
1 on Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the object must have grab before it can take this ability).
1 on Grab (Ex, 1 CP): Gains grab special attack with slam attacks.

Large Animated Church Pew:

(it is surprisingly hard to build animated objects per size and ability selected, I've done my best to keep all rules in mind along with the construct traits. Overall Adjustments from medium construct: CR3 to CR5 increases, size to AC/Attack -1, size to CMD/B +1, HP:52 (no Con bonus), str from 14 to 20 attack/damage +3s (-1 from size still applies), stealth -4.

Huge Animated Church Pew

Init +0; Senses darkvision 60 ft., low-light vision; Perception –5

DEFENSE

AC 13, touch 9, flat-footed 11 (+4 natural)

hp 52 (4d10+30)

Fort +3, Ref +2, Will 0

Defensive Abilities hardness 5 (or more); Immune construct traits

OFFENSE

Speed 30 ft.

2 Melee slams +9/+9 (1d6+6)(Grab and Constrict)

STATISTICS

Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1

Base Atk +5; CMB +12; CMD 20 (Grapple +16/24)

3 CP Points:
1 on Additional Attack (Ex, 1 CP): Gains an additional slam attack.
1 on Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the object must have grab before it can take this ability).
1 on Grab (Ex, 1 CP): Gains grab special attack with slam attacks.


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

Ah man, Quinn, that's some good stuff. +1

Zephtyr nods in grim approval as the Quinn pews all over the vampires.


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 1/2, Init 23

Status:

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

From the moment she spies the Three, Tsin spares no time in asking Pharasma for a touch of protection against whispers and minds being overtaken.

Cast Protection from Evil

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Round 1 (top of the order):

Hektir: 8*
Tsin: 23
Pemsworth: 12
Quinn: 17
Malavarius: 14
Antagonist: 10

Tsin calls on Pharasma's protection as Pems tries to blast the closest foes with his chill magic, catching two of the vampires in its effect. The cold seems to have no effect on them, and even the hail seems to barely bother them.

"Oh dear," Zeno mutters. "We're done for now, you old fool. Look where you've led us!"

"Quiet, you bothersome buzzard," Mal snaps back. "I have just the spell prepared for this situation."

He cast quickly, and lightning arcs between the two farthest vampires, catching the third in its path. All three dodge the worst of it, but each takes some shocks, even if less than the wizard might have hoped. Damn, that was a horrible damage roll, five 1s and no 6s. They did not seem very hurt after it.

Finally, Quinn joins his companions in casting, his spell seeming to have the most effect as the church itself joins the battle. Eep! Definitely didn't expect that...

The pew lands a blow on the central vampire, rocking him forward slightly but failing to grab him as he turns his ire on it. It gets an AoO as he can't 5-ft. step to close; takes 9 and 11 hp

The other vampires, their wounds already closing, emerge from Pems' storm and hold up their holy symbols toward the group, which is suddenly racked by pain. Both channel negative energy against everyone but Pems; 23 and 19 hp, DC 25 Will saves for half

In the apse, Quinn's spell seems to roll off the machinery without effect, though other discarded elements of the church's original structure respond to his command, attacking Rasputin, he actually seems surprised for a moment by the sudden assault, though none of the blows actually seem to touch him.

"Fool!" he snarls. "I might actually keep you alive, let you witness your friends' deaths and then bring you before my mother so she can see the last of her plans foiled!"

The shadow demons close in on the animated object pink provokes an AoO, claws and fangs tearing at it. Accounting for hardness 5, it looks like it took no physical damage, but 18 cold damage

Rasputin carefully casts and a cylinder of flame roars through the temple, charring the two animated objects. 41 hp total (half fire, half divine), DC 23 Reflex for half

Mechanics:

14d6 ⇒ (3, 1, 1, 1, 4, 5, 4, 4, 5, 5, 3, 1, 1, 5) = 43
Save: 1d20 + 18 ⇒ (16) + 18 = 34
Save: 1d20 + 18 ⇒ (5) + 18 = 23
Save: 1d20 + 18 ⇒ (13) + 18 = 31

Grapple?: 1d20 + 16 ⇒ (4) + 16 = 20

1d20 + 20 ⇒ (14) + 20 = 34
1d8 + 8 ⇒ (1) + 8 = 9
1d20 + 20 ⇒ (12) + 20 = 32
1d8 + 8 ⇒ (3) + 8 = 11

6d6 ⇒ (4, 6, 1, 3, 3, 6) = 23
6d6 ⇒ (5, 3, 1, 4, 4, 2) = 19

1d20 + 11 ⇒ (2) + 11 = 13
1d6 + 1d6 ⇒ (2) + (4) = 6
1d20 + 11 ⇒ (5) + 11 = 16
1d6 + 1d6 ⇒ (3) + (1) = 4
1d20 + 11 ⇒ (6) + 11 = 17
1d8 + 1d6 ⇒ (3) + (3) = 6

1d20 + 11 ⇒ (12) + 11 = 23
1d6 + 1d6 ⇒ (4) + (1) = 5
1d20 + 11 ⇒ (16) + 11 = 27
1d6 + 1d6 ⇒ (1) + (3) = 4
1d20 + 11 ⇒ (1) + 11 = 12

1d20 + 11 ⇒ (7) + 11 = 18
1d6 + 1d6 ⇒ (5) + (4) = 9
1d20 + 11 ⇒ (16) + 11 = 27
1d6 + 1d6 ⇒ (1) + (2) = 3
1d20 + 11 ⇒ (1) + 11 = 12

Rasputin: 1d20 + 26 ⇒ (4) + 26 = 30
15d6 ⇒ (2, 2, 6, 3, 3, 1, 1, 5, 2, 3, 5, 3, 2, 1, 2) = 41

V (green): 10, channel 1
V (blue): 16
V (orange): 10, channel 1
SD (tellow):
SD (red):
SD (pink):
Rasputin: 0; 5th [x]

Note that the light blue circle indicates an area of heavy snow and sleet. Creatures inside this area take a –4 penalty on Perception skill checks and the entire area is treated as difficult terrain. The things that lesser plays might think are mimics suddenly appearing out of nowhere are in fact animated objects.

Also, this is going to be a very busy fight to keep track of, so apologies in advance if I make mistakes.


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 Will save, 23hp: 1d20 + 19 ⇒ (14) + 19 = 33

DC 25 Will save, 19hp: 1d20 + 19 ⇒ (5) + 19 = 24

Quinn expels a burst of healing energy to counter the vampires negative vibes. quick channel heal

Channel Heal: 7d6 ⇒ (6, 5, 1, 4, 4, 4, 4) = 28

Then he calls upon Cayden to divinely bless the party. cast Blessing of Fervor, only lasts 12 rounds due to negative levels, remember you can choose a new benefit each round

blessing of fervor:

Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

~Increase its speed by 30 feet.
~Stand up as a swift action without provoking an attack of opportunity.
~Make one extra attack as part of a full attack action, using its highest base attack bonus.
~Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


The pew slams the vampire a second time as the foul thing advances.

AoO, Animated Pew: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Then the divine fire rips through it...

DC 23 Reflex save: 1d20 + 2 ⇒ (5) + 2 = 7

...and the solid planks of the pew crack and splinter, the burning pieces falling to the icy floor.

The huge revenant holds off the shadows and endures the fire, then lashes out again at the monk.

AoO on shadow, Animated Church: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 9 ⇒ (3) + 9 = 12

DC 23 Reflex save: 1d20 + 3 ⇒ (9) + 3 = 12

HP: 19/78

Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus chance to grapple on hit at CMB +23

Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d8 + 9 ⇒ (3) + 9 = 12 plus chance to grapple on hit at CMB +23

Huge Church Revenant Slam attack: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus chance to grapple on hit at CMB +23


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 23

Status:

AC = 31, PfE, Judgment, BoF
Current CMD = 37
HP = 160/162
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = PfE, Blessing of Fervor

Will Save v DC 25: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Will Save v DC 25: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23

Blessing of Fervor for +2s

Tsin prepares herself further, seeing the Three standing between her and Rasputin. She asks Pharasma for more power, seeking to slay them for the abominations they are. Swift Action- Judgment of Sacred Protection +2

She moves in front of Malavarius, and asks Pharasma for Favor, to gild Cayden's Fervor. Cast Divine Favor

"There are more minions than I expected. Can we reduce the pawns from here, or must we engage immediately? The lightning didn't seem to be very effective."


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 + 16 ⇒ (6) + 16 = 22 Will vs. DC 25
1d20 + 16 ⇒ (6) + 16 = 22 Will vs. DC 25

Hektir delays for the Quinn heal and BoF.

Turn to come on the morrow when sobriety exists. 42-28 = -14 hp.


retired (AP completed)

Will Save (DC 25): 1d20 + 16 ⇒ (15) + 16 = 31 (halved to 12 damage)
Will Save (DC 25): 1d20 + 16 ⇒ (2) + 16 = 18 (19 damage)

CL Check vs SR: 1d20 + 18 ⇒ (18) + 18 = 36
Lightning Arc: 14d6 ⇒ (2, 5, 5, 2, 2, 3, 5, 4, 5, 2, 6, 3, 6, 3) = 53 Ref Save DC 23 for 1/2 damage

The head of the wizard's staff flares beneath the flashes of negative energy and when the blasts clear, Malavarius stands unscathed. "Bah! Blasted vampires!" The old mage then tries his previous spell again, letting loose another blast of lightning that leaps from brother to brother (green and orange).

Status:

HP: 77/77
AC: 15 (11 T / 14 FF)
Fort: +8 // Ref: +9 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 31/42 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 [X] [X], 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


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 8

Zephtyr almost smiles at the array of foes in front of them as he realizes that they are all jerks and he will enjoy re-killing most of them.

Zephtyr floats around the corner, 5' above greenjerk (10' above ground). Situate Zephtyr between greenjerk and blue circle (fountain?).

He casts fire snake, snaking the fire on to all 3 priest jerks.

14d6 ⇒ (3, 6, 2, 2, 6, 2, 4, 1, 6, 4, 1, 5, 3, 3) = 48 fire vs. DC 18 reflex for half

ZephTyr Status:

AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 129/143
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

Hektir Status:

AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 129/143 - 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


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 to the side, trying to stay out of the cluster fireball formation. He unleashes a sonic scream on one of the more hale looking vampire priests!

Ear Splitting Scream!: 5d6 ⇒ (5, 6, 4, 3, 6) = 24 sonic damage! Fort DC 16 for half.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Hektir pointed out that usually channel negative energy doesn't work at that range. BUT you don't know if there's some special ability that lets them do that in here, so I'm going with that, rather than I don't know the rules.

The blue circle is a font.

Round 2:

Hektir: 8
Tsin: 23
Quinn: 17
Pemsworth: 12
Malavarius: 14
Antagonist: 10

Magic wracks the vampires, fire and lightning blasting them, though they avoid the worst of the attacks and the lightning especially seems to do little to hurt them. As Quinn's healing soothes everyone but Hektir, Pems moves farther away, unleashing a sonic cry that hits one of the vampires technically, I think it shouldn't affect them, but I think it makes sense that it does so I'm going to allow it; plus he rolled a 1 on his saving throw, which was the only way he could fail that.

Tsin and Quinn hang back and cast, as the animated church parts continue their assaults. It swings one pew right through a demon -- which seems unaffected -- but then is able to land a couple blows against Rasputin, who growls in rage even as it takes hold of him. The demons continue their assault against the thing 1 hp, plus 39 hp cold damage, freeing the mad monk before he can take any further harm, and he casts two spells in quick succession, one of them healing his wounds.

At the second, the floor suddenly seems to drop out from under Tsin, Quinn and Mal as gravity reverses, slamming them into the ceiling 30 feet up! 6 hp "falling" damage

Spellcraft DC 18:
He casts quickened cure serious wounds.

Spellcraft DC 22:
He casts reverse gravity.

Meanwhile, the vampires -- unfettered from the animated church -- move into action, one emerging from the storm to heal himself and the one dazed by Pems' spell. The third, as his own wounds start to heal, merely scrambles 5 feet up the wall as if it were a flat surface and rakes his claws at Hektir. 11 hp and 10 hp, slashing (magic)

Mechanics:

Reflex (green): 1d20 + 18 ⇒ (9) + 18 = 27
Reflex (blue): 1d20 + 18 ⇒ (4) + 18 = 22
Reflex (orange): 1d20 + 18 ⇒ (14) + 18 = 32

Reflex (green): 1d20 + 18 ⇒ (7) + 18 = 25
Reflex (orange): 1d20 + 18 ⇒ (20) + 18 = 38

1d3 ⇒ 1
Fort (orange): 1d20 ⇒ 1

Grab?: 1d20 + 23 ⇒ (4) + 23 = 27
Grab?: 1d20 + 23 ⇒ (7) + 23 = 30

Demon: 1d20 + 11 ⇒ (2) + 11 = 13
1d6 + 1d6 ⇒ (2) + (3) = 5
Demon: 1d20 + 11 ⇒ (13) + 11 = 24
1d6 + 1d6 ⇒ (2) + (5) = 7
Demon: 1d20 + 11 ⇒ (12) + 11 = 23
1d8 + 1d6 ⇒ (6) + (4) = 10

Demon: 1d20 + 11 ⇒ (17) + 11 = 28
1d6 + 1d6 ⇒ (5) + (5) = 10
Demon: 1d20 + 11 ⇒ (19) + 11 = 30
1d6 + 1d6 ⇒ (1) + (5) = 6
Demon: 1d20 + 11 ⇒ (8) + 11 = 19
1d8 + 1d6 ⇒ (8) + (1) = 9

Demon: 1d20 + 11 ⇒ (8) + 11 = 19
1d6 + 1d6 ⇒ (6) + (6) = 12
Demon: 1d20 + 11 ⇒ (5) + 11 = 16
1d6 + 1d6 ⇒ (3) + (5) = 8
Demon: 1d20 + 11 ⇒ (14) + 11 = 25
1d8 + 1d6 ⇒ (7) + (5) = 12

CSW: 3d8 + 15 ⇒ (3, 3, 4) + 15 = 25
Falling: 3d6 ⇒ (1, 2, 3) = 6

Channel: 6d6 ⇒ (1, 4, 5, 4, 5, 2) = 21

Claws: 1d20 + 20 ⇒ (17) + 20 = 37
1d8 + 8 ⇒ (3) + 8 = 11
Claws: 1d20 + 20 ⇒ (12) + 20 = 32
1d8 + 8 ⇒ (2) + 8 = 10

V (green): 45, channel 1
V (blue): 14, channel 1
V (orange): 48, channel 1, dazed
SD (tellow):
SD (red):
SD (pink):
Rasputin: 0; 7th [xx], 5th [x]

OK, think I got everything right that time.


retired (AP completed)

Do we still have Hektir's fly going?

Malavarius crashes to the ceiling and grunts. Pushing himself back to his feet, he grumbles, "Bah! Blasted monk!" Shaking his head to banish the disorientation that comes with Up and Down suddenly revserving themselves, he then extends his wand toward the vampire (orange) that seems to still be reeling from Pemsworth's spell.

CL Check vs SR: 1d20 + 18 ⇒ (5) + 18 = 23
Scorching Ray 1: 1d20 + 7 ⇒ (4) + 7 = 11for: 4d6 ⇒ (3, 2, 6, 1) = 12
Scorching Ray 2: 1d20 + 7 ⇒ (5) + 7 = 12for: 4d6 ⇒ (4, 5, 3, 2) = 14
Scorching Ray 3: 1d20 + 7 ⇒ (5) + 7 = 12for: 4d6 ⇒ (1, 3, 1, 5) = 10

Status:

HP: 71/77
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: 31/42 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 [X] [X], 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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yes, so you can each make a DC 25 Reflex save to catch yourself before you hit the ceiling.


retired (AP completed)

Oh! I also forgot about BoF so those scorching rays are all at an additional +2 to hit
Reflex (DC 25): 1d20 + 12 ⇒ (14) + 12 = 26

Status:

HP: 77/77
AC: 17 (13 T / 14 FF) (includes +2 from bof)
Fort: +8 // Ref: +11 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from bof)
Resist 10: Cold
Energy Absorption: 31/42 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 [X] [X], 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
blessing of fervor (2/12 rds): +2 to hit, ac, 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 cringes a little when he sees the gravity change direction. He starts casting a summoning spell!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

1 person marked this as a favorite.

Do you guys all hate me? Aren't there enough things for me to keep track of?


1 person marked this as a favorite.
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

You brought the shadow demons! I'll stop summoning if you dismiss the demons. Deal?

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