Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As Hektir looks around, his newly simian eyes spot six dragons or, more likely, drakes. Horns jut from the muscular creatures' beaked head, and spikes cover the dragons' hide even in places on their winged arms.

There are three on ledge D and three of ledge G.

Know (arcana) DC 23:

They're rift drakes.

As he spots them, they take to the sky.

Initiative:

Hektir: (+2 in surprise rounds): 1d20 + 4 ⇒ (6) + 4 = 10
Malavarius: 1d20 + 1 ⇒ (9) + 1 = 10
Pemsworth: 1d20 + 8 ⇒ (13) + 8 = 21
Quinn: 1d20 + 5 ⇒ (11) + 5 = 16
Tsin: 1d20 + 5 ⇒ (3) + 5 = 8
Antagonist: 1d20 + 7 ⇒ (8) + 7 = 15

Pems and Quinn are up for Round 1/2. Combat map will be updated when I get home, but you can get a basic idea of locations from the overall map. Notethat these are Large creatures, so won't be too tightly clustered.


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

Arcana: 1d20 + 20 ⇒ (9) + 20 = 29

Pems shouts out, "Rift drakes!" Special defenses?

He lays his EVIL EYE (Will DC 22, 7 rnds/1 rnd) on the closest drake for a -4 to SAVES!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

No special defenses; though they will have the usual draconic immunities (paralysis, sleep). They're also way too far away to hit with your evil eye.


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

Can I give them a neutral eye, that leans toward evil? Pems decides to ready a snowball to fling should a drake come near!

Snowball touch: 1d20 + 11 ⇒ (6) + 11 = 17 for 5d6 ⇒ (3, 5, 4, 1, 2) = 15 cold 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

Flying Quinn drifts a few feet away from the party, aims his crossbow at the nearest drake, and fires a trio of bolts. checked their alignment for damage calculation to make less 'clerical' work for you Mott

holy holy reliquary light crossbow: 1d20 + 18 ⇒ (18) + 18 = 36
damage: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (6, 5) = 14

holy holy reliquary light crossbow: 1d20 + 13 ⇒ (16) + 13 = 29
damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (1, 6) = 14

holy holy reliquary light crossbow: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (1, 5) = 10


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

Not sure if we had a party divvy, or interfaced with Zilvazaraat. We were told to hold off on upgrades, and Tsin loathes being tethered to the ground...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The party divvy is in the discussion thread. I wanted you to hold off on using those funds so I could get you those upgrades (as I didn't want someone to buy, say, a +2 item or upgrade a weapon when I was planning to replace those). As I noted in the discussion thread: While you're being urged to the northeast, the trapdoor remains at the top of the boulder, if you want to go out and call Zilvazaraat to do any other shopping based on that loot above. (I'm willing to retcon in that you already ordered the supplies above and that Zilvazaraat was able to fill that order quickly.) That said, you didn't choose to do that.

Also, looking more closely, I realized Hektir wanted to be on the ledge with the cave. But he didn't know the cave was there until he got to his current location, so he's not there yet.

Round 1/2:

Hektir: 10*
Malavarius: 10*
Tsin: 8*
Pemsworth: 21
Quinn: 16
Antagonist: 15

Before the drakes can react, Quinn draws their ire, peppering the nearest one with a couple bolts, causing it to roar in pain.

Pems readies himself to cast, but though the drakes approach, none gets close enough. Instead, the nearest three nearest spit a ball of caustic gas that bursts into a 15-ft. cloud upon impact, one catching Hektir 31 pts. acid damage, plus slowed 4 rounds; DC 20 Reflex for half damage and no slow, one catching Tsin and Pems 25 pts. acid damage, plus slowed 1 round; DC 20 Reflex for half damage and no slow and one catching Mal and Quinn 35 pts. acid damage, plus slowed 4 rounds; DC 20 Reflex for half damage and no slow.

The three farther drakes close in, moving effortlessly through the air.

Mechanics:

5d10 ⇒ (6, 1, 10, 10, 4) = 31
5d10 ⇒ (10, 3, 1, 4, 7) = 25
5d10 ⇒ (2, 9, 7, 10, 7) = 35
3d4 ⇒ (4, 1, 4) = 9
3d6 ⇒ (2, 4, 2) = 8

Drake (Purple): 28, 2 rounds
Drake (Red): 4 rounds
Drake (Aqua): 2 rounds
Drake (Orange):
Drake (Yellow):
Drake (Green):

Party is up; remember that they're 20-foot squares.


retired (AP completed)

Knowledge (arcana, DC 23): 1d20 + 25 ⇒ (2) + 25 = 27
Reflex (DC 20): 1d20 + 10 ⇒ (16) + 10 = 26

Malavarius frowns at the approaching drakes as the head of his staff flashes and absorbs the lingering effects of the acidic cloud. "Blasted Valley of Drakes, indeed!" He then taps the butt of his staff against the stone at his feet and sends a shimmering ruby bead darting off into the drakes' midst. A moment later, there's a tremendous bloom of fire that engulfs the bulk of the valley-dwellers. He then shuffles out of the remaining wisps of caustic cloud.

CL Check vs SR: 1d20 + 21 ⇒ (10) + 21 = 31
Intensified Fireball (fire): 15d6 ⇒ (5, 1, 6, 2, 1, 1, 6, 3, 6, 6, 3, 6, 1, 2, 4) = 53 Ref Save DC 22 for 1/2 damage

I think I can get Yellow, Orange, Green, and Blue in the area of effect. If the acid breath leaves a lingering cloud effect, I'd like to move out of it, up to 30ft, away from the others so we're not clumped in convenient breath weapon formation for the next group's volley.

Status:

HP: 83/83
AC: 15 (11 T / 14 FF)
Fort: +9 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/45 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 28/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ], protection from arrows [ ] [ ], resist energy* [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ], haste [ ] [ ], magic weapon (greater) [X], protection from energy [X] [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [X] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (2+1+1): banishment [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (1+1+1): moment of prescience [ ], protection from spells* [ ] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from energy (Acid, Hektir)
protection from energy (Acid, Tsin)


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

1d20 + 10 ⇒ (8) + 10 = 18 Reflex vs. DC20

Apetir beats his chest, making gestures first touching Pems with Quickened Resist Energy Acid (30), then offering a Flame Strike to the back set of drakes.

15d6 ⇒ (6, 6, 1, 4, 3, 6, 4, 1, 1, 4, 3, 4, 6, 5, 3) = 57 Reflex vs. DC20 for half.

Curse:
You're filled with a sense of protectiveness for your companions as you see the image. You must aid your allies, immediately trying to help any that are in danger by targeting an opponent that most recently hurt them or targeting the ally with beneficial effects. You may not target yourself with any beneficial ability or spell that could instead target an ally. This is a curse effect (that will last 5 days).

ApeTir Status:

[ dice=bite]1d20+21[/dice] to hit;
[ dice]1d6+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

HP 168/168
AC: 10 + 7 breastplate + 3? shield + 1 dex - 1 size + 3? deflection + 4 NA + 5 Barkskin: 27/32 AC
Resist 15/cold and fire; 10/good; resinous skin
Fort +16, Ref +10, Will +18; +4 vs. fey and plant-targeted effects
Immune poison

N Large animal
Init +3; Senses low-light vision, scent, ferocity

Strength: 25+4=29 (+9)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.

Melee: +11 BAB +9 Str +4 Amulet -3 PowerAttack = +21 to hit
Damage, bite: 1d6+9 (str) + 6 (PA) + 4 amulet = 1d6+17
Damage, claw: 1d4+9 (str) + 6 (PA) + 4 amulet = 1d4+17

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d4+17)

Spells:
Barkskin (extended-300 minutes)
Resinous Skin (extended-300 minutes)
Gr. Longstrider (15 hours)
Resist Fire (30) - minutes
Echolocation - 0 minutes
Endure Elements

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 168/168 - DR5 piercing

Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.

+11 BAB +7 Str + 1 Mwk = +19 to hit

Spit:

Druid Spells Prepared (CL 15th; concentration +21)
. . 8th—summon nature's ally VIII (animals only)[D], word of recall
. . 7th—animal shapes[D], fire storm (DC 23), heal
. . 6th—fire seeds (2), mass fly[D,APG] (DC 22), quickened resist energy (2)
. . 5th—beast shape III (animals only)[D], death ward, fire snake[APG] (2, DC 21), stoneskin, wall of fire
. . 4th—echolocation[UM], flame strike* (DC 20), freedom of movement, life bubble[APG] (DC 20), slowing mud[ACG] (DC 20), summon nature's ally IV (animals only)[D]
. . 3rd—daylight, fly[D], greater longstrider[ACG], resinous skin[UC], communal resist energy[UC], sleet storm
. . 2nd—barkskin (2), feather fall[D], fog cloud (2), resist energy (2)
. . 1st—air bubble[UC], calm animals[D] (DC 17), liberating command[UC] (2), obscuring mist, produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 16), stabilize
. . D Domain spell; Domain Animal (Feather domain[APG] subdomain)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The cloud is a burst, so not lingering. You can still move away, though.


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 follows up the original volley with a second trio targeting the same drake.

holy holy reliquary light crossbow: 1d20 + 18 ⇒ (4) + 18 = 22
damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (4, 1) = 14

holy holy reliquary light crossbow: 1d20 + 13 ⇒ (16) + 13 = 29
damage: 1d8 + 1 + 2d6 ⇒ (4) + 1 + (3, 5) = 13

holy holy reliquary light crossbow: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (5, 3) = 17


retired (AP completed)

Yes, please with regard to the moving =)


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

Reflex: 1d20 + 14 ⇒ (10) + 14 = 24 Pems avoids the entirety of the damage!

He concentrates and casts ICE STORM trying to hit the second ranks of drakes! COLD: 2d6 ⇒ (2, 1) = 3 damage and BLUDGEONING: 3d6 ⇒ (3, 1, 5) = 9 damage rain down!


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 8

Status:

AC = 28
HP = 127/174
Weapon Equipped = +1 Flaming Burst Falchion with a Touch of Vorpal
Condition(s) = Protection from Acid(55)

Reflex Save v DC 20: 1d20 + 8 ⇒ (18) + 8 = 26

Tsin takes the acid bath in stride, stepping up mildly, while waiting for any one of the drakes to descend within striking distance.

Readied Attack:

Strike Back

+1 Flaming Burst Vorpal Falchion, Power Attack: 1d20 + 24 - 4 ⇒ (17) + 24 - 4 = 37 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 2) + 14 + 12 + (5) = 35 damage, including Fire

Confirm Critical?: 1d20 + 24 - 4 ⇒ (19) + 24 - 4 = 39 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 4) + 14 + 12 + (5) = 38 damage, including Fire

Not sure how often the Acrobatics Checks are required...

Acrobatics Check v DC 15: 1d20 + 2 ⇒ (16) + 2 = 18

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It looks like the Acrobatics checks were just for getting up, which at this level is pretty much a moot point. These ledges you're on now are wide enough.

Round 1:

Hektir: 10
Malavarius: 10
Tsin: 8
Pemsworth: 21
Quinn: 16
Antagonist: 15

Hektir quickly casts a protection on Pems and then blasts the back rank of the drakes with fire, catching two of them full on. They're even less prepared for Mal's spell, and Pems' final assault nearly knocks two of them out of the sky yellow and green are badly hurt, though they persevere. Quinn shoots the lead drake another time, two bolts bouncing off its tough hide, while Tsin takes a ready stance.

Unfortunately (or not) for her, none of the drakes get close enough, two of them closing with a burst of speed on Hektir and a third seemingly determined to stop Quinn's bolts. Hektir takes one bite 18 hp, plus 4 bleed, but is able to fend off the other attacks, while Quinn's new armor proves to be more than up to the task.

The remaining three drakes, spreading out, breath their own blasts of corrosive gas, two of them catching Tsin and Hektir 27 acid, plus slowed 3 rounds AND and 24 hp plus slowed 3 rounds; DC 20 Reflex saves for half damage and no slow, while one catches Quinn. 22 hp acid, plus slowed 2 rounds; DC 20 Reflex for half damage and no slow

Mechanics:

Orange Reflex: 1d20 + 10 ⇒ (15) + 10 = 25
Yellow Reflex: 1d20 + 10 ⇒ (9) + 10 = 19
Green Reflex: 1d20 + 10 ⇒ (5) + 10 = 15

Orange Reflex: 1d20 + 10 ⇒ (2) + 10 = 12
Yellow Reflex: 1d20 + 10 ⇒ (7) + 10 = 17
Green Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Blue Reflex: 1d20 + 10 ⇒ (8) + 10 = 18

Red bite: 1d20 + 18 ⇒ (7) + 18 = 25
Red tail: 1d20 + 12 ⇒ (14) + 12 = 26

Purple bite: 1d20 + 18 ⇒ (12) + 18 = 30
2d8 + 10 + 1d6 ⇒ (5, 3) + 10 + (4) = 22
Purple tail: 1d20 + 12 ⇒ (10) + 12 = 22

Aqua bite: 1d20 + 18 ⇒ (14) + 18 = 32
Aqua tail: 1d20 + 12 ⇒ (7) + 12 = 19

5d10 ⇒ (2, 7, 1, 9, 8) = 27
5d10 ⇒ (8, 2, 9, 2, 3) = 24
5d10 ⇒ (3, 3, 9, 2, 5) = 22
3d4 ⇒ (3, 3, 2) = 8
3d6 ⇒ (1, 1, 2) = 4

Drake (Purple): 28, 1 round
Drake (Red): 3 round
Drake (Aqua): 66, 1 round
Drake (Orange): 93, 1 round
Drake (Yellow): 122, 1 round
Drake (Green): 122, 2 rounds


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

Apetir, slowed, delays a fraction of a second to see if someone is going to cast a spell in *haste* to eliminate his slowed condition.


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

forgotten DC 20 Reflex save: 1d20 + 15 ⇒ (16) + 15 = 31

DC 20 Reflex save: 1d20 + 15 ⇒ (10) + 15 = 25

28 damage total and no slow

Quinn pops through space to appear beside Tsin. With a touch he grants her the gift of flight. "Go get them, Summer's Butcher!"

dimensional hop to Tsin, cast Fly on Tsin


retired (AP completed)

It looks like I can safely catch Red, Purple, Blue, and Green without hitting any allies. If so, I would like to do so, please!

Malavarius taps his staff on the stone a second time and sends another flash of fire into the drakes' midst.

Intensified Fireball (fire): 15d6 ⇒ (6, 6, 4, 4, 2, 5, 3, 5, 2, 3, 1, 3, 2, 2, 3) = 51 Ref Save DC 22 for 1/2 damage

Status:

HP: 83/83
AC: 15 (11 T / 14 FF)
Fort: +9 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/45 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 28/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ], protection from arrows [ ] [ ], resist energy* [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ], haste [ ] [ ], magic weapon (greater) [X], protection from energy [X] [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (2+1+1): banishment [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (1+1+1): moment of prescience [ ], protection from spells* [ ] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from energy (Acid, Hektir)
protection from energy (Acid, Tsin)


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

Round 2, Init 8

Status:

AC = 28
HP = 127/174
Weapon Equipped = +1 Flaming Burst Falchion with a Touch of Vorpal
Condition(s) = Protection from Acid(4), Slowed, Fly

Reflex Save v DC 20: 1d20 + 8 ⇒ (3) + 8 = 11 Slowed 3 Rounds
Reflex Save v DC 20: 1d20 + 8 ⇒ (3) + 8 = 11 Slowed 3 Rounds

Cumulative Rounds?

Tsin finds little motivation to leave the ledge, as her frame slows to sloth-like muscle movements.

"Their acid... it's stiffening my joints..."

She readies another attack, choosing to remain rooted, at least for now.

Readied Attack:

Strike Back

+1 Flaming Burst Vorpal Falchion, Power Attack: 1d20 + 24 - 4 - 1 ⇒ (12) + 24 - 4 - 1 = 31 for 2d4 + 14 + 12 + 1d6 ⇒ (1, 2) + 14 + 12 + (6) = 35 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

No, the rounds are not cumulative.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I was going to bot Pems, but he doesn't have haste prepped, so looks like no one's going to cast that, Hektir. Waiting on your and Pems' actions. (That said, green will be killed by Mal's spell and the others will still be alive after it, regardless of saves.)


retired (AP completed)

I'll pop a haste next round if we haven't sufficiently thinned their numbers =\


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 was going to bot Pems, but he doesn't have haste prepped, so looks like no one's going to cast that, Hektir. Waiting on your and Pems' actions. (That said, green will be killed by Mal's spell and the others will still be alive after it, regardless of saves.)

+1 to this excellent update. Thank you.

Round 2

Apetir tries to defend his companions, slowly biting at pink.

bite: 1d20 + 21 ⇒ (18) + 21 = 39 to hit;
1d6 + 17 ⇒ (6) + 17 = 23 magic damage;

Curse:
You're filled with a sense of protectiveness for your companions as you see the image. You must aid your allies, immediately trying to help any that are in danger by targeting an opponent that most recently hurt them or targeting the ally with beneficial effects. You may not target yourself with any beneficial ability or spell that could instead target an ally. This is a curse effect (that will last 5 days).

ApeTir Status:

[ dice=bite]1d20+21[/dice] to hit;
[ dice]1d6+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

HP 168/168
AC: 10 + 7 breastplate + 3? shield + 1 dex - 1 size + 3? deflection + 4 NA + 5 Barkskin: 27/32 AC
Resist 15/cold and fire; 10/good; resinous skin
Fort +16, Ref +10, Will +18; +4 vs. fey and plant-targeted effects
Immune poison

N Large animal
Init +3; Senses low-light vision, scent, ferocity

Strength: 25+4=29 (+9)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.

Melee: +11 BAB +9 Str +4 Amulet -3 PowerAttack = +21 to hit
Damage, bite: 1d6+9 (str) + 6 (PA) + 4 amulet = 1d6+17
Damage, claw: 1d4+9 (str) + 6 (PA) + 4 amulet = 1d4+17

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d4+17)

Spells:
Barkskin (extended-300 minutes)
Resinous Skin (extended-300 minutes)
Gr. Longstrider (15 hours)
Resist Fire (30) - minutes
Echolocation - 0 minutes
Endure Elements

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 168/168 - DR5 piercing

Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.

+11 BAB +7 Str + 1 Mwk = +19 to hit

Spit:

Druid Spells Prepared (CL 15th; concentration +21)
. . 8th—summon nature's ally VIII (animals only)[D], word of recall
. . 7th—animal shapes[D], fire storm (DC 23), heal
. . 6th—fire seeds (2), mass fly[D,APG] (DC 22), quickened resist energy (2)
. . 5th—beast shape III (animals only)[D], death ward, fire snake[APG] (2, DC 21), stoneskin, wall of fire
. . 4th—echolocation[UM], flame strike (DC 20), freedom of movement, life bubble[APG] (DC 20), slowing mud[ACG] (DC 20), summon nature's ally IV (animals only)[D]
. . 3rd—daylight, fly[D], greater longstrider[ACG], resinous skin[UC], communal resist energy[UC], sleet storm
. . 2nd—barkskin (2), feather fall[D], fog cloud (2), resist energy (2)
. . 1st—air bubble[UC], calm animals[D] (DC 17), liberating command[UC] (2), obscuring mist, produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 16), stabilize
. . D Domain spell; Domain Animal (Feather domain[APG] subdomain)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Hektir: 10
Malavarius: 10
Tsin: 8
Pemsworth: 21
Quinn: 16
Antagonist: 15

Hektir, in his simian form, bites the drake right back, ripping into its flesh. A second later, a second flashing boom echoes through the canyon, Mal's fireball catching four of the drakes, knocking one of them out of the sky.

Quinn pops over to Tsin's side, granting her the gift of flight. Pems pulls his revolver, and fires -- the crack of the shot reverberating as it hits its target right between the eyes. The drake rears back and then slowly falls from the sky, spiraling toward the ground.

The remaining drakes seem even more furious, one of them continuing to focus on the biggest foe in front of them -- Hektir -- while three others spit more caustic gas. Hektir bleeds more from his new gash 22 hp, plus 2 more bleed (along with the 4 bleed from before), as smoke envelops each of you. 19 hp acid to Quinn, Tsin and Hektir, plus 4 rounds slow; 26 acid to Pems and 1 round slow; 34 acid to Mal and 2 rounds slow; DC 20 Reflex for everyone for half and no slow

Mechanics:

Red Reflex: 1d20 + 10 ⇒ (2) + 10 = 12
Purple Reflex: 1d20 + 10 ⇒ (10) + 10 = 20
Blue Reflex: 1d20 + 10 ⇒ (8) + 10 = 18
Green Reflex: 1d20 + 10 ⇒ (15) + 10 = 25

Pems: 1d20 + 14 ⇒ (18) + 14 = 32
1d8 + 2 ⇒ (8) + 2 = 10

Purple Fly: 1d20 + 14 ⇒ (3) + 14 = 17
Red Fly: 1d20 + 14 ⇒ (1) + 14 = 15
Orange Fly: 1d20 + 14 ⇒ (4) + 14 = 18
Yellow Fly: 1d20 + 14 ⇒ (9) + 14 = 23

1d20 + 18 ⇒ (10) + 18 = 28
2d8 + 10 + 1d6 ⇒ (6, 6) + 10 + (2) = 24
1d20 + 12 ⇒ (9) + 12 = 21

5d10 ⇒ (5, 2, 3, 7, 2) = 19
5d10 ⇒ (5, 7, 5, 2, 7) = 26
5d10 ⇒ (6, 8, 10, 5, 5) = 34
3d4 ⇒ (4, 1, 2) = 7
3d6 ⇒ (6, 4, 6) = 16

Drake (Purple): 102, 6 rounds
Drake (Red): 51, 2 rounds
Drake (Orange): 93, 4 rounds
Drake (Yellow): 122, 6 rounds


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

Apetir continues to bleed and take damage but chooses to not heal nor protect himself, thinking it's better to help his companions instead.

1d20 + 10 ⇒ (7) + 10 = 17 Reflex
1d20 + 10 ⇒ (12) + 10 = 22 Reflex

31+27+12+22+18+4+4=118 damage.


retired (AP completed)

Reflex (DC 20): 1d20 + 10 ⇒ (8) + 10 = 18
The head of Malavarius' staff flares as the acidic fumes wash over him, and the staff draws them in, leaving him unscathed. The old wizard then huffs and taps his staff on the stone at his feet a third time, but instead of seeing a bright flash of flame engulf their foes, his hangers on feel the lethargy from the drakes' attacks vanish.

Cast haste, I'll catch everyone but me in the area. So if anyone was slowed, that will be gone (until the next volley of breath weapon attacks at least) and if anyone wasn't slowed, they get all the speedy benefits!

Status:

HP: 83/83
AC: 15 (11 T / 14 FF)
Fort: +9 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 34/45 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 28/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ], protection from arrows [ ] [ ], resist energy* [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [X] [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (2+1+1): banishment [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (1+1+1): moment of prescience [ ], protection from spells* [ ] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from energy (Acid, Hektir)
protection from energy (Acid, Tsin)
slowed: 1/2 rds


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 3, Init 8

Status:

AC = 28
HP = 122/174
Weapon Equipped = +1 Flaming Burst Falchion with a Touch of Vorpal
Condition(s) = Fly

Reflex Save v DC 20: 1d20 + 8 ⇒ (14) + 8 = 22

Tsin slowly shirks the third wave of acid attack in so many moments, hissing wordlessly as the acid finally gets through Mal's protections. When Mal releases her from the slowing, she leaps into the air, intent on flensing. Targeting Yellow

+1 Flaming Burst Vorpal Falchion, Power Attack: 1d20 + 24 - 4 ⇒ (4) + 24 - 4 = 24 for 2d4 + 14 + 12 + 1d6 ⇒ (1, 3) + 14 + 12 + (3) = 33 damage

I'm presuming Yellow is more distant than 15'(Lunge). If not, Tsin levels a full attack.

Additional Swings:

Second Swing: 1d20 + 19 - 4 ⇒ (8) + 19 - 4 = 23 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 4) + 14 + 12 + (2) = 34 damage

3rd Swing: 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 2) + 14 + 12 + (4) = 34 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
Malavarius King wrote:
that will be gone (until the next volley of breath weapon attacks at least)[/ooc]

Mostly sure that's not how it works: all slows and all hastes will be suppressed for their overlapping durations. That is, assuming equal spell levels, one haste spell will cancel out 100 slows and vice versa.

Round 3

Apetir ignores his own wounds, ripping and tearing at red.

bite: 1d20 + 21 ⇒ (1) + 21 = 22 to hit;
1d6 + 17 ⇒ (1) + 17 = 18 magic damage;

claw: 1d20 + 21 ⇒ (5) + 21 = 26 to hit;
1d4 + 17 ⇒ (3) + 17 = 20 magic damage;

claw: 1d20 + 21 ⇒ (15) + 21 = 36 to hit;
1d4 + 17 ⇒ (3) + 17 = 20 magic damage;

If both claws hit, then rend: 1d4 + 17 ⇒ (2) + 17 = 19 more magic damage.

Curse:
You're filled with a sense of protectiveness for your companions as you see the image. You must aid your allies, immediately trying to help any that are in danger by targeting an opponent that most recently hurt them or targeting the ally with beneficial effects. You may not target yourself with any beneficial ability or spell that could instead target an ally. This is a curse effect (that will last 5 days).

ApeTir Status:

[ dice=bite]1d20+21[/dice] to hit;
[ dice]1d6+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

[ dice=claw]1d20+21[/dice] to hit;
[ dice]1d4+17[/dice] magic damage;

HP 168/168
AC: 10 + 7 breastplate + 3? shield + 1 dex - 1 size + 3? deflection + 4 NA + 5 Barkskin: 27/32 AC
Resist 15/cold and fire; 10/good; resinous skin
Fort +16, Ref +10, Will +18; +4 vs. fey and plant-targeted effects
Immune poison

N Large animal
Init +3; Senses low-light vision, scent, ferocity

Strength: 25+4=29 (+9)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.

Melee: +11 BAB +9 Str +4 Amulet -3 PowerAttack = +21 to hit
Damage, bite: 1d6+9 (str) + 6 (PA) + 4 amulet = 1d6+17
Damage, claw: 1d4+9 (str) + 6 (PA) + 4 amulet = 1d4+17

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d4+17)

Spells:
Barkskin (extended-300 minutes)
Resinous Skin (extended-300 minutes)
Gr. Longstrider (15 hours)
Resist Fire (30) - minutes
Echolocation - 0 minutes
Endure Elements

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 168/168 - DR5 piercing

Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.

+11 BAB +7 Str + 1 Mwk = +19 to hit

Spit:

Druid Spells Prepared (CL 15th; concentration +21)
. . 8th—summon nature's ally VIII (animals only)[D], word of recall
. . 7th—animal shapes[D], fire storm (DC 23), heal
. . 6th—fire seeds (2), mass fly[D,APG] (DC 22), quickened resist energy (2)
. . 5th—beast shape III (animals only)[D], death ward, fire snake[APG] (2, DC 21), stoneskin, wall of fire
. . 4th—echolocation[UM], flame strike (DC 20), freedom of movement, life bubble[APG] (DC 20), slowing mud[ACG] (DC 20), summon nature's ally IV (animals only)[D]
. . 3rd—daylight, fly[D], greater longstrider[ACG], resinous skin[UC], communal resist energy[UC], sleet storm
. . 2nd—barkskin (2), feather fall[D], fog cloud (2), resist energy (2)
. . 1st—air bubble[UC], calm animals[D] (DC 17), liberating command[UC] (2), obscuring mist, produce flame (2)
. . 0 (at will)—light, mending, spark[APG] (DC 16), stabilize
. . D Domain spell; Domain Animal (Feather domain[APG] subdomain)


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 20 Reflex save: 1d20 + 15 ⇒ (5) + 15 = 20

Quinn sends another trio of bolts at the unhampered drake. target orange

holy holy reliquary light crossbow: 1d20 + 19 ⇒ (5) + 19 = 24
damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (1, 6) = 11

holy holy reliquary light crossbow: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (6, 1) = 16

holy holy reliquary light crossbow: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (6, 4) = 17


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

Rfelex: 1d20 + 14 ⇒ (20) + 14 = 34

Pems fires twice at the nearest drake!

GUN TOUCH!: 1d20 + 14 ⇒ (5) + 14 = 19 for 1d8 + 2 ⇒ (4) + 2 = 6 damage!
GUN TOUCH!: 1d20 + 9 ⇒ (3) + 9 = 12 for 1d8 + 2 ⇒ (8) + 2 = 10 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Malavarius: 10
Hektir: 10
Tsin: 8
Pemsworth: 21
Quinn: 16
Antagonist: 15

Hektir tears and rips at the nearest drake as Mal's spell returns his speed to him, Tsin following suit in her inimitable style, blade barely cutting through the injured creature's hide, adding one fatal blow that ends its reign.

Quill and Pems fire, both hitting their targets, which roar in rage. They take a more cautious tack, biting at Hektir and Tsin as they fly past them orange will provoke from Hektir, who takes 14, along with the continuing 6 bleed.

Mechanics:

Purple bite: 1d20 + 18 ⇒ (8) + 18 = 26
Red bite: 1d20 + 18 ⇒ (4) + 18 = 22
Orange bite: 1d20 + 18 ⇒ (15) + 18 = 33
2d8 + 10 ⇒ (1, 3) + 10 = 14

Drake (Purple): 118, 6 rounds
Drake (Red): 91, 2 rounds
Drake (Orange): 104, 4 rounds


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

1d6 ⇒ 4 bleed
118 damage + 14 + 4 bleed = 136.
Also, oops, have DR 10/good...so going to add 30 hp back on. Might keep Apetir alive for another round. 106 damage on Apetir.

Apetir snaps at the flyby drake.

bite: 1d20 + 21 ⇒ (2) + 21 = 23 to hit;
1d6 + 17 ⇒ (5) + 17 = 22 magic damage;

Apetir waits for Tsin and Quinn to move so he can 5' step and go after pink.


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 4, Init 8

Status:

AC = 28
HP = 122/174
Weapon Equipped = +1 Flaming Burst Falchion with a Touch of Vorpal
Condition(s) = Fly

Tsin launches into the air, this time against Orange.

+1 Flaming Burst Vorpal Falchion, Power Attack, Charge: 1d20 + 24 - 4 + 2 ⇒ (14) + 24 - 4 + 2 = 36 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 4) + 14 + 12 + (1) = 34 damage

"As always, Quinn, you are ever-gracious with this magical flight. Let the drakes tremble for ever deigning to raise a fang against us."


retired (AP completed)

Hektir, a) you're exactly right with regard to haste vs slow and the overlapping durations and b) you haven't been taking loads of acid damage, have you? The protection from energy (acid) I popped you with earlier would still be in effect provided it hasn't ablated 120 acid damage yet.

Seeing his hangers on overcome the drakes' slowing attacks in the wake of his magic, Malavarius produces his trusted wand but then finds himself out of breath and unable to bring it to bear.

move action: draw wand

Status:

HP: 83/83
AC: 15 (11 T / 14 FF)
Fort: +9 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 34/45 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 28/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], locate object [ ], protection from arrows [ ] [ ], resist energy* [ ] [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X], protection from energy [X] [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [X] [X] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (2+1+1): banishment [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (1+1+1): moment of prescience [ ], protection from spells* [ ] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
protection from energy (Acid, Hektir)
slowed: 2/2 rds


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
Malavarius King wrote:
b) you haven't been taking loads of acid damage, have you? The protection from energy (acid) I popped you with earlier would still be in effect provided it hasn't ablated 120 acid damage yet.

Well good, point. I had been taking acid, because not sure long was between first fight and this fight. We’ll see what Motte says.

Apetir scans the air, looking for more drakes to rend. He wants to protect his pack, even if he is no longer the Alpha. He can’t speak in this form, but doesn’t complain about his injuries, letting others take all the healing and no worrying about his own injuries.

There is something wrong about him, but he isn’t talking about it...mostly because he can’t in this form.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Oh, you're definitely still protected from the acid. Hasn't been very long at all.


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

Confident that Hektir isn't dying, Quinn continues focusing his attacks on the same drake.

holy holy reliquary light crossbow: 1d20 + 19 ⇒ (14) + 19 = 33
damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (6, 5) = 18

holy holy reliquary light crossbow: 1d20 + 14 ⇒ (18) + 14 = 32
damage: 1d8 + 1 + 2d6 ⇒ (1) + 1 + (4, 1) = 7

holy holy reliquary light crossbow: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (3, 2) = 14

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin and Quinn kill two of the remaining drakes, leaving just one left for Pems and Hektir. Only red is left; not sure if Hektir can get to it but will wait and see before I resolve its actions.


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

Round 4

Apetir readies to bite the drake if it comes closer.

bite: 1d20 + 21 ⇒ (13) + 21 = 34 to hit;
1d6 + 17 ⇒ (5) + 17 = 22 magic damage;

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Pems can't bring down the final drake before it swoops by Tsin once more, biting her but managing to only get her armor, before she's able to down it with a final charge. Combat over.

1d20 + 18 ⇒ (9) + 18 = 27


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

Apetir looks around, trying to see if any of his companions need help. He clearly willing to offer it. He continues to bleed and won’t be curing it until everyone else has been tended to.

-4 hp.


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 channels healing energy for the party before tending to the more serious wounds.

Channel Heal: 8d6 ⇒ (5, 5, 6, 2, 1, 6, 2, 2) = 29


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 takes Quinn's healing power in quiet vigilance for more drakes flying about the Valley. When it's come to most of the team being healed, she'll take advantage of the Flight to make her way up to the ledge with the Cave Entrance, figuring this to be the main focus of their thrust.

151/174


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 expels a second burst of healing energy.

Channel Heal: 8d6 ⇒ (3, 2, 5, 1, 1, 3, 3, 1) = 19

does anyone need more healing?


retired (AP completed)

No healing needed here

As the last drake falls and Quinn busies himself ministering to the group's wounds, the old wizard strides up to the edge of the ledge they're on and surveys the valley. He mutters to Zeno, "Hmmmpf. Leave it to the old crone to fill such a nice place with nasty things like drakes. Pfah."


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

Apetir seems mostly fine, but if he was hurting, he wouldn't talk about it. Not only can he not talk, but also he wants everyone else to be healed before himself.

He will follow whatever Quinn decides to do next.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As Tsin heads toward the cave, she notices bones on one of the other ledges, though it turns out to be only part of a rib cat and a left arm. On the arm is a light steel shield that investigation will reveal is +2 arrow catching.

With no threats remaining, you finish healing yourselves and enter the cave. However, though your first steps are into the darkened mouth, your next few find you instead in the dim interior of a large tent.

The large, opulent dwelling is made of heavy silk, its walls and roof supported by a dozen sturdy teak poles. Despite two silver braziers giving off warmth and smoke from a pungent incense, the tent’s interior is still uncomfortably cold, and its walls whip and snap against gusts of icy wind. The tent is luxuriously outfitted with cushioned beds, camp chairs and tables, and amenities such as fine cabinetwork around the walls, rich wall hangings, and a large silver hookah.

Behind you, there is no sign of the cold, frost-shrouded canyon or the cave entrance you just came through, just the blank silk wall of the tent behind them.

A strange humanoid figure, nearly twice the height of most of you and decked out in rich finery and jeweled rings, smiles as you enter.

Know (planes) DC 29:

It appears to be a sepid div, warlords among the extraplanar beings that strive to ruin and despoil all things created by mortals.

"Ah, visitors," he says in a surprisingly mellow baritone. "Welcome to my humble camp."

Less apparently welcoming, however, are six human women dressed in coarse robes and veils who scowl suspiciously at you (though they do nothing more hostile than that).


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 + 9 ⇒ (20) + 9 = 29 Know (Planes)

Apetir steps protectively in front of his companions, ready to die for them. He grunts ominously.

His apish eyes dart to the women.

Six wives? Now that's pretty impressive.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Ah, charming," the figure says, looking down a little at Hektir. "An elephant! I do hope you have it trained."

A note of concern, or perhaps doubt, creeps into his last few words.

The women glower.


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

"Less trained than you'd think. He still pees all over the carpets whenever he gets excited. Don't excite him." Pems grins. "I'm Pems, possibly the third at this point. Who might you be?" He smiles charmingly at the women. Diplomacy: 1d20 + 19 ⇒ (2) + 19 = 21

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