Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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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

"The lost Fortress of Vashliq, if you'd be so kind. Are you guardians here? Are you meant to frustrate us as we seek the Fortress? Are you vassal to Baba Yaga?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Ah, I am Mametqul, and these" -- he gestures to the scowling women -- "are my servants."

He smiles at Tsin.

"Frustrate you? Not at all. Please, seat yourselves," he says as he takes a few puffs of from a hookah. "Would you care for a cup of coffee?"


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

Dude, you’re an idiot. I’m *clearly* an ape, not an elephant. He’s a bit insulted, as he thinks his shapechanging is perfect...and his ape is very apy.

Apetir does not sit, instead he scratches himself and continues a defensive posture. He places himself between the party and the insepid div.


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

"Certainly! So what brings you and your servants out here?" Pems takes the proffered cup but doesn't drink until the man does.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

“My role here is simple. As Baba Yaga sought, I watch Vashliq’s destruction and observe Queen Bremagyr as she howls her rage at the void," the div says, drinking from his cup.

Mametqul walks over to the tent entrance, where he pushes the flap aside, revealing that the tent sits on the edge of a cliff. Beyond the cliff edge lies nothing but a vast, dark expanse of roiling chaos. Far out in the void, a shadowy vortex slowly swirls, intermittently illuminated from within by sudden flashes and streaks of color. Bits of the rocky cliff edge crumble in the howling winds and are dragged out into the vortex where they disappear, as if the maelstrom were slowly eating the land bit by bit. In the distance to the west, the ruins of a large fortress cling to the edge of the cliff, as if it were also slowly being consumed by the vortex.

"You said you see Vashliq? Queen Bremagyr established her empire with Baba Yaga’s help over a thousand years ago but we stand now in what is left of her capital of Vashliq. The final battle of her conquest was fought on this very cliff above a vast fertile plain of fields and sprawling towns below. This was the breadbasket of her empire, and the fortress of iron and stone that she built was its crown jewel.

“Baba Yaga gave Bremagyr her empire and demanded only her fealty in return, but Bremagyr became drunk on the power of her newly won realm and believed it was by her might that it had been established. Bremagyr spurned Baba Yaga and threatened to turn the might of her empire against her if she ever returned. Instead, Baba Yaga called upon the might of the cosmos, struck Queen Bremagyr down, and wrested her capital from its very foundations to be placed here in this void within her hut. Baba Yaga captured Bremagyr’s soul and imprisoned her here in her fortress, to watch as her empire slowly decays into nothing, just as her power has.

"When the time comes, my retinue and I shall depart and report on the soul-rending anguish that has occurred here -- a fitting punishment that brought the queen to this end. Now, however, it seems that Baba Yaga needs to reclaim the power that she invested here to imprison Bremagyr’s soul and realm. For you to recover it, you must venture into the fortress of Vashliq, where Bremagyr still waits in her throne room. Bremagyr’s crown holds the power of Baba Yaga that you seek. Destroy Bremagyr, recover her crown, and bring it back here, and I will show you the way back to Grandmother’s Cauldron.”


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 recognizes the protective stance of Apetir and looks to Mal for insight on their strange solicitor. "Seems like a strange proposal, what do you think, my friend?" Quinn questions as he places a hand on Mal's shoulder.

cast Guidance on Mal

Guidance: This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. Lasts one minute or until used.


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

"'When the time comes', you say. How long have you been holding this vigil of yours? As for the Crown, is it necessary to show us the way back, or do you already know how to return?"


retired (AP completed)

Knowledge (planes): 1d20 + 25 + 1 ⇒ (6) + 25 + 1 = 32

Malavarius frowns and strokes his beard as he considers the speaker and the women arrayed around him. "Oh, I'm sure he knows the way with or without the crown, Tsin. But I reckon he's as eager to see all these great works come tumbling down as we are to be rid of the rider's mantle and the old crone's yoke." The old wizard than looks toward the west and the fortress-consuming vortex for a few moments before turning back to the div, "On the subject of headwear though, I don't suppose you might also know where my good hat has gotten to, hmmm?"


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 grunts and shifts from ape foot to ape foot, happy that Mal is finally addressing the actual elephant in the room. He facepalms when Mal asks about his hat.

No one has seen your damn hat.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"It is hard to say how long, but probably 1,000 years at least. Time does tend to lose its meaning when you have endless amounts of it," he says, with a shrug as if in apology. "And, indeed, I cannot leave here without the crown. As for your hat, I would be more than happy to trade you some fine headwear, should you just return that crown."


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

"Why haven't you retrieved it yourself, Mametqul? You describe it as your means of finally departing your vigil. Unless you were meant to wait for those more powerful than you to do it for you?"


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 grunts, shifting from foot to foot. The question he would ask if how far is it to the Bremagyr’s castle and what to expect when we get there.


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

"What's that, Hektir? 'Timmy's trapped in a well?' What the heck does that mean? Flash, do you speak ape?" Pems asks his rabbit, who shrugs and goes back to being a class feature.


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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

Quinn's years of traveling with Hektir provide him with the insight to understand the ape's actions. "Clearly he needs to go to the bathroom. Go ahead, buddy, this tent is as good as anywhere." His ape buddy reassured, Quinn turns his attention back to the otherman. "Right, so, what kind of journey will it be to the fortress of Vashliq and what will Bremagyr have waiting for us when we get there?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Baba Yaga bound me to observe, and no more," Mametqal replies. "Until Vashliq is truly destroyed, I am unable to interfere. You, however, bear no such limitation.

You can see from where he opened the tent flap that the path to the fortress is not long -- less than half a mile -- though it is on a treacherous, rubble strewn path along the cliff. That said, it is dark outside dim light and the bitterly cold wind is howling temperature is 20 degrees F, requiring a Fortitude check each hour to avoid nonlethal cold damage, and the wind is strong, with severe gusts not at all uncommon.

"Strange creatures from the void may be out there as well, though they know not to disturb us here," the div concludes.


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
Quinn Kestrel wrote:
"Clearly he needs to go to the bathroom. Go ahead, buddy, this tent is as good as anywhere."

Unsure if that is a suggestion or a command from the alpha male, Apetir looks for a good corner in which to squeeze one out. He doesn't want to risk upsetting the order by disobeying.


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 others to decide when to strike out towards the Fortress. She doesn't obscure her obvious distrust of the demon and his shrouds.

"Mal, can you see us safely to the gates with your magic, or must you lay eyes on it directly?"


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

"I wouldn't try to teleport us in this realm, it's too risky, even for Cayden, we could be lost in the void."

Greater Teleport might work, but...PRD: Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

Quinn shoulders his pack and gets ready to head to the fortress right away. He doesn't trust the otherman or the weird shrouded figures and exits the tent without delay. Plus, Apetir just took a giant dump in there.

if we're walking, Tsin can wear Quinn's Winged Boots, one more 5 minute use left today, that will give the butcher Fly for an encounter and Quinn still has ranged attacks


retired (AP completed)

Didn't Hektir pop us with mass fly or some such back in Russia? Barring that, a single dimension door can go 1000ft at this level, which is 320ft shy of a full quarter mile and I happen to have 2 preppared.

Malavarius regards the distance with a stroke of his beard at Tsin's question. "Hmmmm. A tricky proposition, my dear. It's hard to tell the exact distance what with all the swirling and distortions, but no, I needn't see a place to get to it directly. I'd want us to be a good bit closer though before we try though, if we wish to at all."


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 nods and hoots after he finishes his business with the pooping, he will indicate that he can cast Mass Fly which will last 150 minutes or Animal Shapes and y'all can get turnt to whatever you deem fitting for flying across the frozen tundra.

He will also cast a few Resist Energy, Cold spells as needed, but not on himself...he'll suffer for the protection of others.

Also, we can camp for the night and do some recon of the area ahead, preparing better for the morrow.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You can walk if you want (not that you have to, just pointing out that's an option).

The women scowl at Hektir, and the div's smile fades as you soil his tent.

"Perhaps you should train your hippopotamus," he growls.


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retired (AP completed)

"Hektir! Quit acting like an idiot and quit pouting! Look at this div, hmm? His life isn't far from what you're always fantasizing about is it? Do you think he earned it by being a pitiable fool? No! Now enough with the sulking, man up for heaven's sake, and let's get this miserable work done already!" Zeno's eyes go wide as Malavarius suddenly tears himself from his calculations to reprimand Hektir, and the little thrush balks at the display.

The old wizard then turns to the div and growls, "I've a mind to turn it into stone and blast it into dust if he doesn't shake off this blasted malaise." He shoots a look back at Hektir. "Thrice blasted giraffe!" Malavarius then gestures a few times and prestidigitates the awful offal away, though the angry look in his eye and the way his bushy eyebrows bunch together suggests he's strongly considering depositing the load atop the ape's head.

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)


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 makes an apologetic shrug. "Trust me, if we could train him, we would have. All he does these days is growl and stare at Quinn's junk. I think he's broken. It's probably because he hasn't gotten a new body in some time. Really freshens the outlook."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Let me know how you want to proceed. The fortress is about a half-mile away along the treacherous, rubble strewn path. Beyond the cliff edge lies nothing but a vast, dark expanse of roiling chaos. Far out in the void, a shadowy vortex slowly swirls, intermittently illuminated from within by sudden flashes and streaks of color. Bits of the rocky cliff edge crumble in the howling winds and are dragged out into the vortex where they disappear, as if the maelstrom were slowly eating the land bit by bit. In the distance to the west, the ruins of a large fortress cling to the edge of the cliff, as if it were also slowly being consumed by the vortex.


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 doesn’t seem the accept or even hear the words from Pems or Mal, but seems like he would take any harsh words from Quinn very unkindly.

He waits to hear from Quinn whether or not he wishes to fly or be turned into a glorious flying animal for the trip across the roiling chaos.


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

Tsin doesn't allow her attention to be drawn into Hektir's gutter behavior- the div is more than enough to occupy her paranoia, as everything within the Hut seems to gravitate to selfishness at one point or another.

"Well spoken, Mal. Thank you, Quinn, for the offer to wear your boots. If we all have the means of flight, to help us avoid the treacherous slopes, we should fully do that."

Tsin waits for magics to be brought out, before setting off for the Fortress, by foot or by flight.


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

When the ape hoots and flaps his arms, Quinn agrees. "Good idea, buddy, let's all fly there, but as ourselves so we have our usual defenses. Best we stay close to the ground and sort of skip along the rough terrain, that wind looks heavy and it could blow us into the maelstrom."


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 nods at Quinn, understanding completely. He casts animal shapes transforming the party to lovely witchcrows, touching himself last after everyone else is transmorgrified.

When others are ready, he will begin to fly to the bad place, leaving the stinky poop home behind.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Staying low to the ground, you make your way toward the fort, though buffeted terribly by the gusting wind each of you takes 15 hp bludgeoning damage, DC 20 Reflex save for half. In the distance, against the void, you can see what looks like tiny red stars in darker patches, but realize a moment later that they are in fact eyes in enormous, night-black, bat-like creatures. Mounted on them are large humanoid figures. There are a number of these things, but you seem to have avoided their notice for now.

Know (planes OR religion) DC 29:

You believe they are nightwings, the least of the nightshades, a mysterious form of necrotic abominations composed of equal parts darkness and ineffable evil.

The humanoid figures are too far away to see clearly enough to make out what they are.

At the end of your journey, a great fortress with walls of rusting, pitted iron and massive stone blocks, stained and scarred by time and the perpetual winds, clings to the edge of the ever-eroding cliff as if awaiting only the right moment to collapse and crumble away into the distant vortex. An ancient lava flow has descended from the volcanic peaks behind the fortress to consume much of the rear portion of the citadel, leaving only its imposing gatehouse, its curtain wall, and a portion of its central keep unburied by the volcanic rock. Although half-buried by the ancient eruption and battered by the erosion of this dark place, the fortress still seems strong and grim.

The iron and stone walls of the fortress of Vashliq are 60 feet tall. A massive, 10-foot-thick riveted iron plate closes off the fortress’s main gate.

DC 20 Perception:

You notice that there are murder holes in the ceiling 60 feet above, which are open and large enough for a man-sized creature to fit through. The rivets on the iron plate can serve as handholds requiring only successful DC 15 Climb checks to reach the murder holes.

While in the gate house red star on the overall map, you are sheltered from the winds, so can continue to fly up while you remain in crow form.

4d6 ⇒ (4, 3, 3, 5) = 15


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

Planes: 1d20 + 21 ⇒ (10) + 21 = 31
Perception: 1d20 + 21 ⇒ (11) + 21 = 32

Crow-Pems screams his crow-words at the rest of you, letting you read the spoilers!


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 + 10 + 2 ⇒ (1) + 10 + 2 = 13 Reflex

HekCrow takes a frozen snowball to the face...he has DR 10 good and Resist 15 cold, so takes 5? This bludgeoning is weapon damage, yes?...but won’t complain any damage to himself, wanting others to be healed.

HekCrow will fly up to the murderholes, entering up there. He will look around with his beady crow eyes.

1d20 + 31 ⇒ (18) + 31 = 49 Perception


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 ⇒ (14) + 14 = 28 Pems-crow avoids-crow the damage-crow.


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

Reflex DC 20: 1d20 + 15 ⇒ (19) + 15 = 34

The murder of crows flaps up the aptly named murder holes. Quinn inspects their new surroundings expecting nasty threats.

Perception: 1d20 + 30 ⇒ (8) + 30 = 38

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yeah, it would be treated as weapon damage -- basically you were buffeted into rocks and whatnot (on the other hand, you stayed low enough to avoid beings spotted by the nightwings and/or their riders.

You fly into the upper gatehouse through the murder holes that look down into the fortress’s gateway. Arrow slits provide a view of the plain outside and the fortress’s inner bailey. Two spiral staircases descend to the northwest, and iron doors open out onto the parapets on either side of the gatehouse.

Before you can look around any further, though, your eyes are drawn to a A spider the size of a bull elephant, which rears up on its back four legs in a violent challenge as it notices you, eyes shimmering with magical energy.

Know (arcana or planes) DC 26:

It's a retriever, a construct made by demon lords of the raw, protoplasmic flesh of the Abyss.

1d20 + 15 ⇒ (10) + 15 = 25

Initiative:

Hektir (+2 in surprise rounds): 1d20 + 4 ⇒ (10) + 4 = 14
Malavarius: 1d20 + 1 ⇒ (12) + 1 = 13
Pemsworth: 1d20 + 8 ⇒ (12) + 8 = 20
Quinn: 1d20 + 6 ⇒ (11) + 6 = 17
Tsin: 1d20 + 5 ⇒ (17) + 5 = 22
Antagonist: 1d20 + 7 ⇒ (2) + 7 = 9

Entire party is up first; we'll say you're all in the room, just above the holes. Note that there is a combat map up sort of, but the squares are 15 ft., so I need to do a tighter version so I can blow it up more. The light blue square is where the retriever is.


retired (AP completed)

Reflex Save (DC 20): 1d20 ⇒ 1
Knowledge (planes, DC 29): 1d20 + 25 ⇒ (6) + 25 = 31
Perception (DC 20): 1d20 ⇒ 18

----
Knowledge (planes, DC 26): 1d20 + 25 ⇒ (17) + 25 = 42

Bursting from the murder hole and finding a retriever lying in wait, Malavarius squawks in a voice much more shrill than Zeno's, "A retriever?! Gadzooks!" As the wizard begins to shed his crow form and its useless-for-casting-spells wings, he blurts all he knows of these horrifying constructs.

Full round action from Malavarius to de-witchcrow. Unless people about face and fly back down the murder holes, at which point Malavarius would follow suit and retreat.

Status:

HP: 68/83
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)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Combat map is now updated.


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

Driven by a desire to protect his companions, Apetir quick shapes back into his large and mighty ape form. He roars, trying to draw the fire of the retriever and bites at the large spider jerk.

bite: 1d20 + 21 ⇒ (4) + 21 = 25 to hit;
2d6 + 17 ⇒ (4, 5) + 17 = 26 magic damage; (+vital strike)

It’s clear from the look at his face he would happily die to this thing if it would save his companions.

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 168-5/168
AC: 10 + 7 breastplate + 3 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 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)


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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

Crow-Quinn pops out of space to appear above the spider and pecks it hard on top of it's multi-eyed head. dimensional hop to spider's head

Caw Caw!:

"See that, Zeno, just like I learned from you!"

Peck of Chaos, touch attack: 1d20 + 11 ⇒ (12) + 11 = 23 (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round


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 22

Status:

AC = 28
HP = 155/174
Weapon Equipped = +1 Flaming Burst Vorpal Falchion
Condition(s) = None

Reflex Save v DC 20: 1d20 + 8 ⇒ (5) + 8 = 13

Tsin slips from bird form, desiring only to destroy the impediment.

Full Round Action to ReEmbody

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Tsin: 22
Pemsworth: 20
Hektir (+2 in surprise rounds): 14
Malavarius: 13
Quinn: 17
Antagonist: 9

As Tsin and Mal begin returning to their true forms, Pems flaps away and brings a curse down on the creature using retribution hex. Quill pops away from where he was, appearing above the spider-like creature and infusing it with more chaos as Hektir transforms more quickly than the others and launches an attack. Its carapace cracks under the blow, but immediately starts restoring itself.

One of its eyes seems to glow blue for a moment, and then a blast of electricity shoots out toward Quill 44 points electricity, DC 19 Reflex save for half, as it bites and claws at the more obvious attacker, Hektir, though it can't manage to land a blow way to go, stealing my 20, Pems!.

Mechanics:

Pems Know (planes): 1d20 + 21 ⇒ (20) + 21 = 41
Retreiver Will: 1d20 + 5 ⇒ (7) + 5 = 12

Ray?: 1d4 ⇒ 3
Target?: 1d5 ⇒ 5
12d6 ⇒ (5, 2, 4, 4, 4, 5, 4, 3, 1, 3, 3, 6) = 44

Bite: 1d20 + 19 ⇒ (2) + 19 = 21
Claw: 1d20 + 19 ⇒ (8) + 19 = 27
Claw: 1d20 + 19 ⇒ (6) + 19 = 25
Claw: 1d20 + 19 ⇒ (12) + 19 = 31
Claw: 1d20 + 19 ⇒ (5) + 19 = 24

R: 21, retribution 5 rounds

Note that it has long reach, so if you're within 15 feet, it can hit you.


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

Round 2

Apetir screeches loudly and goes a@&$@~% on his foe, heedless of the damage done to him with laser eyes.

bite: 1d20 + 21 ⇒ (17) + 21 = 38 to hit;
1d6 + 17 ⇒ (3) + 17 = 20 magic damage;

claw: 1d20 + 21 ⇒ (16) + 21 = 37 to hit;
1d4 + 17 ⇒ (3) + 17 = 20 magic damage;

claw: 1d20 + 21 ⇒ (1) + 21 = 22 to hit;
1d4 + 17 ⇒ (4) + 17 = 21 magic damage;

If both claws hit, then rend: 1d4 + 17 ⇒ (1) + 17 = 18 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 168-5/168
AC: 10 + 7 breastplate + 3 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 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)


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 22

Status:

AC = 28
HP = 155/174
Weapon Equipped = +1 Flaming Burst Vorpal Falchion
Condition(s) = None

Tsin looks up at hideous guardian standing in her way, so aligns her weapon to strike at Constructs Bane. Looking down on her falchion, she pauses for a moment. "It's time you had a name, constant weapon. I name you 'Sever', and so you shall, again and again, without fail."

She guides her swings into the side of the thing, hoping to end its animating essence.

Sever, Bane: 1d20 + 24 + 2 ⇒ (3) + 24 + 2 = 29 for 2d4 + 14 + 1d6 + 2d6 ⇒ (3, 4) + 14 + (5) + (3, 5) = 34 damage, including Fire and Bane

2nd Swing: 1d20 + 19 + 2 ⇒ (20) + 19 + 2 = 41 for 2d4 + 14 + 1d6 + 2d6 ⇒ (2, 4) + 14 + (3) + (5, 5) = 33 damage, including Fire and Bane

3rd Swing: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32 for 2d4 + 14 + 1d6 + 2d6 ⇒ (4, 1) + 14 + (1) + (2, 5) = 27 damage, including Fire and Bane

edit:

Confirm, Vorpal?: 1d20 + 19 + 2 ⇒ (5) + 19 + 2 = 26 for 2d4 + 14 + 1d10 ⇒ (2, 4) + 14 + (5) = 25 damage, including Fire

Confirm Critical #2?: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23 for 2d4 + 14 + 1d10 ⇒ (1, 1) + 14 + (7) = 23 damage, including Fire


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-crow flaps around, trying to stay away from the others and uses his evil eye to target the spider's Saves! Will Save DC 22


retired (AP completed)

Restored to his crotchety, old-man state, Malavarius steps back out of reach and, knowing the bulk of his magics to be ineffectual against constructs like this one, he instead weaves a quick but powerful protection over himself as the others hew at the towering retriever with abandon.

"Blasted fortresses and their abyssal vortices and retrievers! What a dreadful place!"

cast moment of prescience

Status:

HP: 68/83
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 [X], protection from spells* [ ] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
moment of prescience


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 save: 1d20 + 15 ⇒ (8) + 15 = 23

Crow-Quinn continues pecking at the spider's multi-eyed head.

Peck of Chaos, touch attack: 1d20 + 11 ⇒ (4) + 11 = 15
(Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Tsin: 22
Pemsworth: 20
Hektir (+2 in surprise rounds): 14
Malavarius: 13
Quinn: 17
Antagonist: 9

Tsin swings her blade with a mighty hack, and severs the creature's head, which falls to the ground, followed a split-second later by its body and legs as it collapses in a heap. I'm not sure 100 percent vorpal would have worked against a spider-shaped construct, as it doesn't really have a separate neck to several, but technically the vorpal didn't matter -- she just outright killed it with that attack. No uses of other spells/abilities unless you want to have cast them.

In the silence, you're left in the cold chamber, the sound of the wind whipping around outside whistling through the murder holes. As a reminder, the room's description was above.

The arrow slits facing inward show the inner bailey of the fortress has flooded completely between the curtain wall and the keep, forming an internal moat. A single causeway, broken in several places, crosses this murky expanse from the gatehouse to the keep’s gate, which stands slightly ajar. Piled in the center of the causeway is a mound of corpses, their death wounds still visible upon their shattered and broken forms. Bodies continually drift away from this mound in the moat’s waters, floating away to the north and east, but more corpses float in from the west to join the conglomeration so that the pile never seems to grow or shrink.


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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

Crow-Quinn flaps around as he investigates the gatehouse.

Perception: 1d20 + 30 ⇒ (6) + 30 = 36

in crow... "Let's not even get near the corpse pile, last time we did that was a bad idea. We should fly to the keep and be as sneaky as murderous crows."


retired (AP completed)

Malavarius squints at Hektir as the group regroups, "Hektir, why are you acting so strange? What's gotten into you, hmm?" His suspicions raised in light of the tracksmage's behavior, the old wizard bunches his bushy eyebrows and furrows his brow as he regards the smelly ape more deliberately.

I'd like to cast detect magic on Hektir. See if there are any magical auras I'm not anticipating upon him.

Spellcraft: 1d20 + 25 ⇒ (2) + 25 = 27

Status:

HP: 68/83
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 [X], protection from spells* [ ] [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
moment of prescience

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You do not detect magic (but are definitely aware that many supernatural effects might not be picked up by that spell).


retired (AP completed)

Malavarius frowns at how little his spell reveals, but his nagging suspicion remains. "Well, something's wrong with you, whether my magic can see it or not. Something else, at least." The old wizard frowns, looking from Hektir to the others. "When did Hektir start acting like this? As soon as he gave the two of you new bodies or after?" This last question is directed at the two of his hangerson who are still witchcrows, though he can't tell the difference between them.

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