Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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

Doh! Forgot other Reflex: 1d20 + 11 ⇒ (10) + 11 = 21 80 HP! I am stunned for 1 round, so ignore my post above!
Doh! Forgot other Reflex: 1d20 + 11 ⇒ (19) + 11 = 30 Nothing due to Evasion!

HP 4/84

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 8:

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

Rasputing yells in rage as the seeds explode all around him, scorching him despite his attempts to avoid them.

Tsin, barely avoiding the fireball, quickly realizes it's not real, most of the pain fading immediately as she does so. Unfortunately, she's not able to avoid the electricity from Rasputin's spell and her body seizes, her bow falling from her nerveless clutches. Tsin takes 83 total, leaving her at 14 hp and stunned this round.

Quinn quickly channels +28 hp to all; Quinn, how many channels do you have left? and fires three bolts at the demon, hitting it twice despite the snow and sleet still falling around them.

Mal, whose magic insulated him better than his companions from the attacks, launches his own offensive spell and Rasputin grunts in pain again, before turning toward Hektir. As the strange energy continues to stream toward him, the clearly bruised and battered mad monk again casts two spells in quick succession, healing himself with the first one. The second again sends bolts of lightning streaming around the area. 90 hp to all plus stunned 1 round; DC 26 Reflex for half and no stun

The last demon waits a beat for the bolts to die down and then rushes toward Quinn, clamping incorporeal jaws around his arm. 8 hp plus 1 cold damage

Mechanics:

DC 20
Reflex: 1d20 + 12 ⇒ (9) + 12 = 21 9
Reflex: 1d20 + 12 ⇒ (6) + 12 = 18 16
Reflex: 1d20 + 12 ⇒ (11) + 12 = 23 9
Reflex: 1d20 + 12 ⇒ (6) + 12 = 18 19
Reflex: 1d20 + 12 ⇒ (20) + 12 = 32 10
Reflex: 1d20 + 12 ⇒ (20) + 12 = 32 11
Reflex: 1d20 + 12 ⇒ (4) + 12 = 16 19
Reflex: 1d20 + 12 ⇒ (8) + 12 = 20 9 = 102

Tsin Reflex: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Tsin Will: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36

Tsin Reflex: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

7d6 ⇒ (1, 1, 6, 6, 3, 5, 6) = 28
3d100 ⇒ (15, 45, 21) = 81

Rasputin Fort: 1d20 + 16 ⇒ (20) + 16 = 36

Concentration: 2d20 ⇒ (16, 10) = 26

4d8 + 18 ⇒ (6, 1, 4, 7) + 18 = 36
18d8 ⇒ (5, 5, 6, 4, 1, 8, 7, 6, 6, 6, 2, 1, 8, 7, 4, 3, 7, 4) = 90

1d20 + 11 ⇒ (19) + 11 = 30
1d8 + 1d6 ⇒ (8) + (1) = 9

SD (yellow): 31
Rasputin: 151; 8th [xxxx], 7th [xxx], 6th [x], 5th [xx], 4th[xx], 1st [x]

If you're still standing, you're up.


retired (AP completed)

Reflex Save (DC 26): 1d20 + 13 ⇒ (12) + 13 = 25 oh for pity's sake!

Despite Quinn's restorative magics, Malavarius buckles beneath Rasputin's lightning and he plummets from the air and crashes to the floor with a sickening thud. Zeno's shriek of fear and pain echo throughout the profaned chapel. "No! NOO!"

The wizard's magics still continue to resonate within the body of the mad monk, though, threatening to cripple Rasputin.

Resonating Word: 5d6 ⇒ (2, 6, 1, 5, 3) = 17 and stunned for 1 round; Fort Save DC 25 for 1/2 damage and no stun

Status:

HP: -17/77
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: 42/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 25/50 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* [X], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], 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 (7/12 rds): +2 to hit, ac, ref
resonating word (2/3 rds)

Malavarius is dead before he even hits the ground. It's a shame Rasputin never targeted him directly, otherwise spellturning might have made a big difference!


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

Reflex Save v DC 26: 1d20 + 8 ⇒ (18) + 8 = 26

Tsin drops the monastery's floor, unconscious and dying.

Stabilize: 1d20 + 4 ⇒ (9) + 4 = 13

-3hp/162hp


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 19 Reflex: 1d20 + 11 ⇒ (15) + 11 = 26

DC 19 Will: 1d20 + 19 ⇒ (11) + 19 = 30

DC 26 Reflex: 1d20 + 11 ⇒ (19) + 11 = 30

DC 26 Reflex: 1d20 + 11 ⇒ (1) + 11 = 12

Quinn avoids the worst of the fireball and the first wave of lightning, but the second wave catches him full force and the charred body of the cleric falls to the floor.

hp: -22, dead


retired (AP completed)

Pems is on vacation, but at 32hp even on a successful save he's toast too D=

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

1 person marked this as a favorite.

Except he has evasion. I'll wait and see what Hektir does and if Pems hasn't posted, I'll DMPC him. And then we'll figure out what's going on from there.


retired (AP completed)

gasp! Evasion!


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 8, Init 8

With Quinn's healing, the hp of the airs are 75/95, 58/95, & 58/95.

1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 Reflex 90 damage to Zephtyr and stunned.
1d20 + 16 ⇒ (10) + 16 = 26 Reflex Air 1
1d20 + 16 ⇒ (6) + 16 = 22 Reflex Air 2 -Dead.
1d20 + 16 ⇒ (5) + 16 = 21 Reflex Air 3 -Dead.

Zephtyr could save himself or Mal...humrph.

Zephtyr airpalms as Mal seems to be electrified to death. He shouts brave words to the old coot: ”Dude, I think I can see your good hat from up here.”

A crazy coot can, if he wishes, add +4 to his save, via Inexplicable/Bestow/Defiant Luck.

Two elementals die, but the remaining keeps pounding on Raspy Pudding.

Remaining elemental @ Raspy:
1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27 to hit;
2d6 + 6 ⇒ (2, 2) + 6 = 10 damage.

1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 22 to hit;
2d6 + 6 ⇒ (6, 5) + 6 = 17 damage.

Air Elemental:

Huge Air ElementalCR 7

XP 3,200
N Huge outsider (air, elemental, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +13

DEFENSE

AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size)
hp blue 30/95
Fort +11, Ref +16, Will +5
Defensive Abilities air mastery; DR 5/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)
Melee 2 slams +17 (2d6+6)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 21, 10-50 ft.)

STATISTICS

Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +18; CMD 38
Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB
Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (planes) +7, Perception +13, Stealth +9
Languages Auran

ZephTyr Status:

AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 78+28-90=16/143
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 ⇒ (12) + 19 - 3 = 28 to hit; (-PA)
1d8 + 9 + 6 ⇒ (7) + 9 + 6 = 22 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* (2, DC 19), wall of fire
. . 4th—echolocation*[UM], flame strike* (2) (DC 18), freedom of movement, summon nature's ally IV[D], Life Bubble
. . 3rd—sleet storm** (2), fly[D], greater longstrider*[ACG], resinous skin* (2)
. . 2nd—barkskin* (2), feather fall[D], fog cloud*, resist energy*, lesser restoration
. . 1st—calm animals[D] (DC 15), endure elements, liberating command[UC] (2), produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 14), stabilize

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

What's your hp, Hektir?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Going to go in chunks in case the site goes down again, plus have to run out in a few minutes to go to work, where I'll try to finish the round if I don't get to before then...

Pems Reflex: 1d20 + 11 ⇒ (8) + 11 = 19

Pems, stunned from the first set of lightning bolts, can't move to avoid the second, and -- like his companions -- dies, his small body crumpling to the floor.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Rasputin Fort: 1d20 + 16 ⇒ (2) + 16 = 18

Rasputin begins to cast again, but suddenly Mal's magic -- still active as the old coot remains alive though Zeno's reaction was heartbreaking, thanks to Hektir -- hits him, stunning him.

So I think Mal is up for this round, then Rasputin is stunned, which means Mal and Hektir are up again next round. The elemental missed.

Rasputin: 168


retired (AP completed)

His life flashing before his eyes, Malavarius peeks out from behind his hands to find that the lightning didn't hurt him nearly as much as he'd expected. Frowning, he points at Rasputin, "That's quite enough of that!"

CL Check vs SR: 1d20 + 18 ⇒ (4) + 18 = 22
Fort Save DC 24 or turned to stone!

Status:

HP: 28/77
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: 42/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 25/50 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 [X], greater dispel magic* [X], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], 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 (7/12 rds): +2 to hit, ac, ref
resonating word (2/3 rds)

Next turn depends on whether or not he saves!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The spell has no effect. Didn't beat his SR


retired (AP completed)

Did Rasputin charm my d20's somehow? Good grief!

Malavarius tugs his beard in frustration then points once more at the infuriating monk. "Blast you and your thrice-blasted abjurations, Rasptuin!" He then turns to Hektir, "Can you help the others at all, lad?" The old mage then spins back toward Rasputin with an angry light in his eyes and quickly weaves a skein of protection over himself.

Zeno, hearing Malavarius shouting to Hektir, looks down and does a double take in surprise. Too softly for anyone but himself to hear, he stammers, "You-you're... a-alive?"

Resonating Word: 10d6 ⇒ (1, 6, 5, 2, 6, 6, 6, 6, 5, 2) = 45and stunned: 1d4 + 1 ⇒ (1) + 1 = 2 (DC 26 Fort Save for 1/2 damage and no stun)

protection from energy (electricity)

Status:

HP: 28/77
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: 42/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 25/50 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 [X]
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 [X], greater dispel magic* [X], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], 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 (8/12 rds): +2 to hit, ac, ref
resonating word (3/3 rds)
protection from energy (electricity): 0/120 damage


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

Sorry for s**#post, the downage took away most of my posting time. However, can copy/paste the elemental's attacks in case the Mal spell and the elemental take out Raspy Puddin'.

Remaining elemental @ Raspy:
1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31 to hit;
2d6 + 6 ⇒ (6, 2) + 6 = 14 damage.

1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27 to hit;
2d6 + 6 ⇒ (1, 3) + 6 = 10 damage.

Should be able to do Zephtyr post tomorrow morning.


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 9, Init 8

Phew, just confirmed that Zephtyr double cast fire seeds on this very combat day.

Railing and roiling from the unwelcome double electricity enema, Zephtyr roars with rage. He then looks over at the shattered remains of his comrades. He roars again. Reaching into his special pouch, he draws his other set of fire seeds, dropping them on to Raspy Puddin’.

”BURN!” Zephtyr commands as he flies 70’ away and closer to Tsin.

fire seeds:

1d8 + 14 ⇒ (4) + 14 = 18 fire
1d8 + 14 ⇒ (7) + 14 = 21 fire
1d8 + 14 ⇒ (6) + 14 = 20 fire
1d8 + 14 ⇒ (4) + 14 = 18 fire

1d8 + 14 ⇒ (8) + 14 = 22 fire
1d8 + 14 ⇒ (2) + 14 = 16 fire
1d8 + 14 ⇒ (6) + 14 = 20 fire
1d8 + 14 ⇒ (3) + 14 = 17 fire

112 damage or Reflex DC 20 for half, 56.

Air Elemental:

Huge Air Elemental
CR 7 XP 3,200
N Huge outsider (air, elemental, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +13

DEFENSE

AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size)
hp blue 17/95
Fort +11, Ref +16, Will +5
Defensive Abilities air mastery; DR 5/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)
Melee 2 slams +17 (2d6+6)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 21, 10-50 ft.)

STATISTICS

Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +18; CMD 38
Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB
Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (planes) +7, Perception +13, Stealth +9
Languages Auran

ZephTyr Status:

AC: 7 armor+2 dex+3 dex(form)+1 ring+5 barkskin+3 NA(form)= 31AC DR 5 bludgeoning
HP 78/143
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 ⇒ (11) + 19 - 3 = 27 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* (2, DC 19), wall of fire
. . 4th—echolocation*[UM], flame strike* (2) (DC 18), freedom of movement, summon nature's ally IV[D], Life Bubble
. . 3rd—sleet storm** (2), fly[D], greater longstrider*[ACG], resinous skin* (2)
. . 2nd—barkskin* (2), feather fall[D], fog cloud*, resist energy*, lesser restoration
. . 1st—calm animals[D] (DC 15), endure elements, liberating command[UC] (2), produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 14), stabilize

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The fire seeds seem to do their trick and Rasputin collapses, sinking to the floor.

The shadow demon races after Hektir, its chill touch penetrating his airy form. 5 hp and 5 cold damage

1d20 + 11 ⇒ (19) + 11 = 30
1d6 + 1d6 ⇒ (5) + (5) = 10

Party is up.


retired (AP completed)

"Bah! Troublesome demon!" Malavarius turns to blast the remaining shadow demon with a trio of fiery beams from his wand but before he can his vision is suddenly obfuscated by a mass of thrashing feathers and sharp pains atop his skull.

"I told you before when you turned into a statue not to scare me like that again you witless old goat! What were you thinking?! I thought you'd died!"

The old wizard fends his familiar off with his staff, "Blast it, Zeno! Now is not the time!" With his view clear again, he proceeds to try and incinerate the demon.

CL Check vs SR: 1d20 + 18 ⇒ (5) + 18 = 23
Scorching Ray 1: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19for: 4d6 ⇒ (5, 6, 2, 5) = 18
Scorching Ray 2: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15for: 4d6 ⇒ (1, 2, 3, 6) = 12
Scorching Ray 3: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6for: 4d6 ⇒ (4, 5, 6, 6) = 21

Status:

HP: 28/77
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: 42/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 26/50 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 [X]
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 [X], greater dispel magic* [X], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], 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 (9/12 rds): +2 to hit, ac, ref
protection from energy (electricity): 0/120 damage


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 only takes the 5 cold because of resinous skin.

Round 10, Init 8

Zephtyr takes an AoO at the shadow demon as it comes within his reach.

1d20 + 19 - 3 ⇒ (15) + 19 - 3 = 31 to hit; (-PA)
1d8 + 9 + 6 ⇒ (5) + 9 + 6 = 20 magic damage.

He had intended this spell for Tsin, he realizes he needs it for himself, 5' flapping back and casting Heal on himself.

"Oh yeah, I'm ready to go now. You barely hurt me," Zephtyr spits.

Air Elemental:

Huge Air ElementalCR 7

XP 3,200
N Huge outsider (air, elemental, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +13

DEFENSE

AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size)
hp blue 17/95
Fort +11, Ref +16, Will +5
Defensive Abilities air mastery; DR 5/—; Immune elemental traits

OFFENSE

Speed fly 100 ft. (perfect)
Melee 2 slams +17 (2d6+6)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 21, 10-50 ft.)

STATISTICS

Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +18; CMD 38
Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Weapon FinesseB
Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (planes) +7, Perception +13, Stealth +9
Languages Auran

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 ⇒ (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* (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 cheers when Rasputin falls! He lays his healing hex on himself!

Healing: 2d8 + 10 ⇒ (3, 8) + 10 = 21

HP 25/84

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Er, Pems is dead. He has expired. is no more, has ceased to be, bereft of life, hr rests in peace, and is an ex-parrot ... er, gnome ... er, halfling.

Mal's spell and Hektir's punch finish off the demon, leaving you along among the scattered corpses.

Purple energy continues to shoot back and forth in the area where Rasputin's machines are.


1 person marked this as a favorite.
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 spits into the fading mist of the demon and looks around, trying to confirm there are no more foes. This was a deadly fight...and not all his companions were alive. He floats down to Tsin, who at least seems to be nominally alive, and tries to revive her.

He dusts off a pair of really old potions of CLW and forces them down her throat.

1d8 + 1 ⇒ (6) + 1 = 7 CLW
1d8 + 1 ⇒ (5) + 1 = 6 CLW If they taste old, those potions are from book 1.

”C’mon butcher, wake up. We have been butchered and need...and need to recollect ourselves,” Zephtyr says, offering her an old scroll of CMW should she wish it.

He goes to check on Quinn and Pems, shaking his head as he goes.

”Mal? You there Mal? You still in that cranky old head of yours?” Zephtyr asks, wondering if the man’s mind has completely snapped or will be mostly normal. ”Let’s turn off this machine, then get back to the hut. I’m done...I’m done fighting for today.”

Zephtyr looks tired as an elemental can be, his airy form whirling slowly. It’s as if seeing the dead body of his ‘friend’ Quinn has taking a lot of the fight out of him.


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

Hmmm. I go on vacation for a moment and I come back dead. That's talent!


retired (AP completed)

"What? Yes, yes, I'm still here, Hektir. I don't know how to shut off the blasted machine with it being beneath that wretched, impenetrable dome though." The wizard's voice is low and disappointed as he alights next to Pemsworth. Kneeling down beside the halfling, he cradles the lad's head and gently pours a potion of his own down his throat.

cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7

Status:

HP: 28/77
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: 42/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 26/50 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 [X]
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 [X], greater dispel magic* [X], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], 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 (10/12 rds): +2 to hit, ac, ref
protection from energy (electricity): 0/120 damage

I know it's a wasted potion, but Malavarius hopes he's in time.


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 stares at Mal, waiting. He lets the man work through his grief, somewhat patiently. Grief that Zephtyr has pushed way down within himself so he was strong and didn't have to cry or care or acknowledge the loss. He waits.

"Mal, the machines. What do we do?"


retired (AP completed)

Malavarius shrugs. "We could maybe try destroying it outright, but I've not the foggiest notion of what would happen after. Fiddling with the planar boundaries isn't a child's game and Nethys only knows what damage Rasputin's already wrought here. Ruining the machine might work, but it could also make things worse for all I know." He sighs, rising to his feet as Pemsworth fails to stir after the potion's administration.

"Viktor might offer some insight, but Pemsworth's ice won't keep that devilish Baba Yaga impersonator contained for much longer. And this blasted dome won't let Viktor approach the machine any more than it will us."

we have those dimensional grenades and i have a pair of disintegrates left if you want go the HulkSmash route, Hektir =)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin groggily gets to her feet, her face bleak as she looks at Quinn and Pems' still forms. Still on vacation, I guess She gathers her weapons and looks toward Mal.

Mal, you think destroying it would likely stop the machine's effects. You could also try disabling it, using the blueprints you got from Viktor. That said, you also think the strange lightning it's generating could be very dangerous if it finds a new target now that Rasputin isn't absorbing it.


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 spits.

”Unless you want to fiddlefaddle with it, Mal,” Zephtyr apes some fiddlefaddling gestures. ”I say we blow the s+~@ out of it. I’m ready to be done here. Damn this place to hell. Damn it all to hell. I just want to go back to my summer. In my woods. With no witches.”


retired (AP completed)

Isn't the machine inside the anti-life shell?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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No, the spell ended with Rasputin's life.


retired (AP completed)

Oh! My bad.

Blinking at the machines and realizing the dome was gone, Malavarius harumpfs. "Wha- ah, alright then." He regards the lightning crackling in the air and frowns, questioning his own protections.

what all's involved in attempting to disable it with the blueprints?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As a full-round action, a single character can attempt a DC 40 Disable Device check. If the PCs have Viktor Miloslav’s blueprints, they gain a +5 bonus on this check. If the check is successful, the World Engine takes damage equal to the result of the check (this damage bypasses the device’s hardness). Failing this check badly would likely be bad.


retired (AP completed)

Disable Device? rofl
Nothing like a net +6 bonus to hit a DC 40 =P I'll bypass hardness my own wizardly way!

Malavarius looks at the blueprints for a few long moments before huffing and returning them to one of his voluminous sleeves. He then taps his staff on the ground sharply before pointing toward the machine with it. A thin emerald beam leaps from the head of the staff and into the crackling device. He shouts helpfully to the others, "Hold on to your backsides, I don't know what this will do!"

Zeno squawks loudly in alarm and wings as quickly as he can for the front door of the building.

disintegrate!

disintegrate wrote:


When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.


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 drags Quinn & Pems away from Mal’s ministrations, fearful of some otherworldly backlash that might harm...uhm...actually...well...might ruin their bodies.

After about 60’ away, he gives the thumbs up to Mal to Mal things up.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mal's spell disintegrates a section of machinery, causing a cascading series of failures, the lightning coalescing for a moment, before spraying out in a rainbow pattern and then dissipating.

You notice now that the energy is gone, a spiral staircase on the far side of the room leads upward.


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

Any loots downstairs?

"Good job, Mal. Well done," Zephtyr says, looking around for things of interest now that the energy is gone.

Zepthtyr spits, grabs Quinn and Pems, and airs up the stairs.


retired (AP completed)

Malavarius pulls his face out from behind his baggy sleeve, tentatively looking around the room in disbelief. "Ha! Ha ha! It worked!" Hopping up and clicking his heels together in the air in delight, the old mage then calls back to his hangerson, "Zeno? Get your cowardly tail back in here! Hektir? Tsin? It worked!"

The wizard then strides up to the crumpled form of Rasputin and looses another emerald beam into his corpse and huffs as he scatters to ash and dust. "Harumpf. Good riddance."

Status:

HP: 28/77
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: 42/42 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 26/50 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 [X]
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 [X] [X], flesh to stone [X], greater dispel magic* [X], veil [X]
Level 7 Prepared (2+1+1): mmm [ ], resonating word [X] [ ], 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 (10/12 rds): +2 to hit, ac, ref
protection from energy (electricity): 0/120 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Rasputin has mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, magical cassock, and headband of mental prowess +4 (Wis, Cha)

Spellcraft DC 27 (cassock):

This ankle-length black robe (body slot), cut in the style favored by Orthodox priests, bears little outward ornamentation beyond its gold buttons, though subtle occult symbols embroidered in black thread decorate the skirt’s hem. The cassock of the Black Monk grants a +4 luck bonus to the wearer’s touch AC. In addition, while wearing the cassock, an oracle of the occult mystery get some other stuff that don't matter because none of you is an oracle.

Tsin follows you up the stairs. The small, arched openings that perforate this bell tower are boarded up from the inside. The tang of ozone hangs in the air. The floor of the tower is covered with dozens of wooden matryoshka dolls—commonly known as Russian nesting dolls—each surrounded with tiny, glowing sigils and connected to the others with ropy strands of insulated wiring plugged into the dolls.

DC 20 Perception:

One of the matryoshka dolls is different from all the others. This doll bears the image of an old crone.


retired (AP completed)

Spellcraft (DC 27): 1d20 + 24 ⇒ (6) + 24 = 30


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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

Once the loot is logged and tagged, and then packed, Zephtyr lugs up the dead to the top of the bell tower.

1d20 + 20 ⇒ (2) + 20 = 22 Perception

"Hey Quinn, that one doll looks like that ugly wom-...oh...oh...f&&&..." Zephtyr begins a snap but trails off as he remembers that Quinn is dead. A part of him hurts all over again. He'd lost a friend. And it hurts. A lot. Inside.

Zephtyr spits and tries to put up a brave face rather than sobbing in a corner.

"Mal, that doll look funny to you?" Zephtyr asks with exaggerated manliness, trying to hide the hurt inside.


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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

As Quinn's muscles remain slack in death, trapped gas continues to escape from him and it almost appears as if the corpse is grinning.


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
Hektir wrote:
"C’mon butcher, wake up. We have been butchered and need...and need to recollect ourselves."

As she finds herself awake, again, she reassesses herself from the floor. She shakes her head, trying to loosen her jaw from its intense spasm. The taste of two potions across her teeth leaves her feeling entirely too vulnerable, too weak by half, and her eyes enlarge, as she cranes her tensed neck muscles to locate her companions first, Rasputin second.

Mal wrote:
"Viktor might offer some insight, but Pemsworth's ice won't keep that devilish Baba Yaga impersonator contained for much longer. And this blasted dome won't let Viktor approach the machine any more than it will us."

Tsin wordlessly witnesses both Quinn's and Pems's lifeless forms, hearing Mal's caution regarding the enclosed creature's likely emergence. She doesn't give herself time to process the loss of their healing priest, slowly reading from the scroll, and recovering a little more of her health.

CMW: 2d8 + 3 ⇒ (1, 4) + 3 = 8 18/162

"Do we have any more healing? I need more, if I'm going to stand in wait for the ice to disappear. I should be able to cut her down quickly, but she might get lucky."

She slowly realizes the implication of both healers being down. "Who's going to... bring them...? Don't tell me they've both been... slain?"

When Hektir begins to carry both bodies up the tower, she begins to doubt the likelihood that they'll overcome the remaining troops in the camp, should they return to the 'real' world.

As they look upon the Doll, Tsin concurs that its singular appearance bears further scrutiny. "If it doesn't animate, we should take it with us, and plan our departure from the camp. With Rasputin dead, we can debate our next move in the 'safety' of the Hut, I think."

Tsin returns to Rasputin's corpse, and severs his head. Using what she needs, she secures the head on her waist belt, expecting to use it as proof that the man is indeed dead. To whom she expects to proffer it, she gives little thought.


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

Tsin, for healing, see the group's responses to this post: on carrying healing.

Zephtyr offers his last 3 potions of CMW to Tsin.

Quinn, is the healing stuff listed on your char sheeting correct?

He also offers Quinn's body to Tsin if she wished to search him for healing.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That's cold when you start looting your own allies' corpses.


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 slowly accepts more potions, though part of her still looks for the priest, and the healing that she's come to expect. In slight stupor, she restores herself, before recognizing that she herself has several potions that try and fail to fully heal her. Not like Quinn would have, or Pems, for that matter.

CMW x7: 14d8 + 21 ⇒ (8, 8, 7, 5, 4, 5, 7, 1, 6, 8, 7, 2, 8, 3) + 21 = 100

118/162

She tosses aside the vials, thoughtlessly, though she stops asking for more healing by the time she quaffs the first potion. When Hektir turns ghoul, she curls her upper lip at the elemental, disgust evident on her face.


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
motteditor wrote:
That's cold when you start looting your own allies' corpses.

It's a tough business, this witch slayin'.

Tsin Windscar wrote:
When Hektir turns ghoul, she curls her upper lip at the elemental, disgust evident on her face.

I don't know what this means.

* * *

Zephtyr looks at Mal, wondering if the man can see the doll or we need another quest to find Mal's Good Bifocals.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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I think she means looting your platonic life partner's corpse is ghoulish...


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
motteditor wrote:
I think she means looting your platonic life partner's corpse is ghoulish...

Oh, that's ridiculous. Quinn has our wands of CLW and she's bleeding all over the floor. Wands that we all paid for. This after Zephtyr just got her upright and gave her all the healing he had on him? Nah, Zeph will will good to think generously of her.


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' corpse also yields a patch on his robe that turns into a Cure Serious Wounds potion.

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