Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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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

1d20 + 10 ⇒ (3) + 10 = 13 Reflex
1d20 + 16 ⇒ (6) + 16 = 22 Fort

Gah, using daily Defiant Luck to add +4 to the Fort save. Apetir takes 41.

Round 3

Apetir continues to claw and bite at light blue, unwilling to let the coward get away.

bite: 1d20 + 21 + 1 ⇒ (10) + 21 + 1 = 32 to hit;
1d6 + 17 ⇒ (3) + 17 = 20 magic damage;

claw: 1d20 + 21 + 1 ⇒ (12) + 21 + 1 = 34 to hit;
1d4 + 17 ⇒ (2) + 17 = 19 magic damage;

claw: 1d20 + 21 + 1 ⇒ (15) + 21 + 1 = 37 to hit;
1d4 + 17 ⇒ (4) + 17 = 21 magic damage;

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 168-30-41/168
AC: 10 + 9 breastplate + 5 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 36 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, 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)


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 moves to just NW of Tsin and throws an ice storm over the two fey to the south!

Bludgeoning: 3d6 ⇒ (5, 2, 3) = 10 and Cold: 2d6 ⇒ (4, 4) = 8 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Round 3:

Quinn: 25
Tsin: 20
Hektir: 19
Pemsworth: 12
Malavarius: 4
Antagonist: 27

Quinn casts again, calling on his god's power, but this time it's less effective, merely causing the creature to cry out in pain.

Across the way, Tsin cuts into the beast, deep slashing wounds that draw its attention and leave it open for Hektir to finish off with one mighty blow, before he moves past the swordswoman to attack the final one. Only required a single shot from Hektir, so having him do that as a standard action and then move toward the other one.

Pems' magic catch the creature threatening Mal, just as it's about to strike at the alarmed wizard -- "Gadzooks! I'm just an old man, leave me alone!". The storm appears to be too much for the badly hurt creature, and it falls, quickly becoming covered in ice and sleet.

"Well, that's more like it!" Mal says in satisfaction, not quite remembering when he learned -- much less cast that spell -- but certain that he had. "Now let's deal with the last one, boys. I don't know why you're just standing around being less than useful." Not sure Mal would use disintegrate here, but don't know his other options, so he's just going to do nothing in his certainty that he just cast a deadly spell.

The remaining nuckelavee ducks under the waves, where you can't see it.

Mechanics:

Pink will: 1d20 + 13 ⇒ (20) + 13 = 33

Pink: 70

Party is up.


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 shakes his fist at the fleeing cowards, grunting and hooting. If he has excrement about, he would certainly consider throwing it.

Apetir does not plan on chasing the bad things into the water.

Apetir looks for more foes.


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 dismisses his ice storm and waits to see what happens.


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 decides that water-based fey creatures might prefer to pull a non-water-based creature into the water, where one has a decided advantage. She retreats inland, and waits to see if anything stirs beneath the waves, expecting that their initial engagement with the nuckelavees was unsuccessful in deterring them from their demands on the maftets.

"Well, we learned little from that. We don't know their numbers, nor their allies. I don't suppose the queen will find our actions enough?" She doesn't look at anyone specifically, only side frowns while she waits to learn that the maftets are now enraged at them for defying the nuckelavees without slaying them to a one.


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 readies his crossbow to fire on the Nuckalavee should it reappear and follows Tsin to a better tactical location.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 4:

Quinn: 25
Tsin: 20
Hektir: 19
Pemsworth: 12
Malavarius: 4
Antagonist: 27

The group retreats to the center of the rock, where Quinn readies his crossbow for the nuckelavee to reappear, which it does a few seconds later, ignoring the bolt that finds its mark even as it moves with such speed back up the rock that it seems to blur. Once it gets close enough, it sprays death toward you. 29 hp to each; Reflex DC 24 for half

Mechanics:

+1 holy holy reliquary light crossbow: 1d20 + 18 ⇒ (12) + 18 = 30
1d8 + 1 + 2d6 ⇒ (1) + 1 + (4, 6) = 12
Miss chance?: 1d100 ⇒ 93

10d6 ⇒ (3, 2, 2, 6, 1, 2, 1, 6, 2, 4) = 29
1d4 ⇒ 1

Pink: 82, 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 5, Init 20

Status:

AC = 33 (Barkskin)
HP = 125/174
Weapon Equipped = Sever
Condition(s) = Barkskin, Stoneskin(140/150), Protection from Spells, and Protection from Arrows, Life Bubble, Haste
Bane = 10/13

Reflex Save v DC 24: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Fortitude Save v DC 24: 1d20 + 18 ⇒ (11) + 18 = 29

Tsin takes the full blast, before stepping shortly, and lunging widely to strike at the singular nuckelavee. For its aggression, she hopes the others decide to try their might, one at a time, and dying in the same order. 5' Step, Lunge to engage with Full Attack

Sever, Power Attack, Haste, Bane: 1d20 + 24 - 4 + 1 + 2 ⇒ (11) + 24 - 4 + 1 + 2 = 34 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (4, 4) + 14 + 12 + (6) + (5, 1) = 46 damage, including Fire and Bane

Second Swing: 1d20 + 19 - 4 + 1 + 2 ⇒ (19) + 19 - 4 + 1 + 2 = 37 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (2, 2) + 14 + 12 + (3) + (1, 4) = 38 damage, including Fire and Bane

Third Swing: 1d20 + 14 - 4 + 1 + 2 ⇒ (12) + 14 - 4 + 1 + 2 = 25 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (3, 2) + 14 + 12 + (3) + (4, 6) = 44 damage, including Fire and Bane

Haste Attack: 1d20 + 24 - 4 + 1 + 2 ⇒ (1) + 24 - 4 + 1 + 2 = 24 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (1, 3) + 14 + 12 + (1) + (2, 4) = 37 damage, including Fire and Bane

edit:

Confirm Critical?: 1d20 + 19 - 4 + 1 + 2 ⇒ (4) + 19 - 4 + 1 + 2 = 22 for 2d4 + 14 + 12 + 1d10 ⇒ (3, 4) + 14 + 12 + (6) = 39 damage, including Fire


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

1d20 + 10 ⇒ (19) + 10 = 29 Reflex - take 14

Apetir nearly pushes Quinn down as he uses his long reach to beat at the creature with the foul breath (no, not Mal).

bite: 1d20 + 21 + 1 ⇒ (16) + 21 + 1 = 38 to hit;
1d6 + 17 ⇒ (3) + 17 = 20 magic damage;

claw: 1d20 + 21 + 1 ⇒ (20) + 21 + 1 = 42 to hit;
1d4 + 17 ⇒ (1) + 17 = 18 magic damage;

claw: 1d20 + 21 + 1 ⇒ (8) + 21 + 1 = 30 to hit;
1d4 + 17 ⇒ (2) + 17 = 19 magic damage;

Pot crit:
claw: 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41 to hit;
1d4 + 17 ⇒ (3) + 17 = 20 magic damage;

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 168-30-14/168
AC: 10 + 9 breastplate + 5 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 36 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, 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

Unstopped by the foul breath, Hektir and Tsin put an end to the last threat. As you recover, you realize the bodies each seem to have gold and coral ornaments worth 1,000 gp in total.

By the time you've stripped them, a group of maftets -- talking excitedly -- arrive in a flurry of wings, led by the queen.

"Truly you are heroes," Pems translates. "If you would join us in the palace, I will have rooms prepared for you. We would welcome you to join our war councils as we prepare for the creatures' invasion. Perhaps with your help, we can fight them off."


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 returns to his human form, hoping to engage better.

”Are there no more coming this day?” Hektir looks out to sea. ”I would like to kill more of them, they are awful creatures.”

But if no more are coming now, he will be happy to follow them to the war room, where there is no fighting allowed.


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 continues watching the water expecting the Knuckleaves to have a few friends hanging around under the surface.

Perception: 1d20 + 30 ⇒ (1) + 30 = 31

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

There don't see to be any more in the nearby water -- or if they are, they're choosing to just observe and be unobserved.


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
Queen Esmyra wrote:
""Truly you are heroes. If you would join us in the palace, I will have rooms prepared for you. We would welcome you to join our war councils as we prepare for the creatures' invasion. Perhaps with your help, we can fight them off."

"Pems, be a dear. Ask her if we're heroes worthy of the intelligence we seek, regarding the Tree. I would hate to see her fall in battle, and in her death, the dying of the location. We will, of course, honor her request to fight at her side, when the nuckelavees siege the city."

Tsin doesn't object to returning to the palace, though she finds it fickle on the part of the maftets to so willingly bring them into more luxurious quarters as a sign of their obeisance to the newly proven heroes.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"We do not know when they will come," the queen says. "But they said my sacrifice would forestall their invasion, so now we must expect that."

To Tsin's question, she says that she can bring you to the tree, but can't leave until the nuckelavees have been dealt with.


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

Hektir grunts, wanting to see the tree and wondering if exploring the city might be a good idea for the defense of the city.

”Might be we should explore the city, to see what we are protecting and so we know the layout should the enemy come from an unexpected direction,” he suggests.


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 hears the halfling utter the expected answer to her probing, and is not surprised. It would be too easy, the simple swat at the evil fey, then take their leave. No, they'll need to stick it out, take their punishment like good little Riders.

When they return to the city, she gives the grounds a good looking over, and waits to hear the War Council's pronouncements. She is really only interested in seeing the queen survive the battle, as the lead maftet holds the knowledge they desire.


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retired (AP completed)

”You know, if I’d have suspected so few of these skinless devils, I’d have tucked away a second veil so we could infiltrate the blasted fey’s ranks! Ah well. Back to the city then, I suppose. At least we know when the devils arrive that fire won’t be any real use.” He then realizes that he’d been talking at the maftet queen rather than Tsin, and with a flurry of grunts and grumbles and frustrated beard tugs, tracks down the still veiled swordswoman and repeats himself.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The maftets show you around, agreeing that it would help in the defense. With Pems' only being able to communicate for a limited time, there is little actual communication, as that's deemed more important for later. I think he only gets 15 minutes per day, IIRC?

Area 1 in the overall map
This wide platform, constructed of great stone blocks, provides a view of the seas north of the island. A gilded door opens into the palace to the south, next to a gate leading to a gravel path that winds around the building.

Area 2
This cistern stands at the very edge of the cliff. Open topped to collect rainwater, the cistern is level with the roof of the palace, where it is accessible by a stairwell. The cistern extends 30 feet down into the cliff. From the west, a narrow, stepped channel descends into the cistern, so that as the water level drops, the stairs provide access down into the cistern. Currently, the cistern is nearly full from recent rains and the steps remain submerged.

Area 3
Steps descend to a small shelf overlooking the rocky beach below. A squat stone well sits on the ledge, filled to the top with large, jagged rocks. Four maftets maintain a watch here, keeping an eye on the beach below.

This ledge is 20 feet below the level of the city, 380 feet above the beach. The well is only 5 feet deep but is filled with rocks that can be rained down on anyone attempting to climb the cliffs.

Area 4
This open expanse where you were first brought into the city is floored with smooth, flat stones harvested from the shale of the cliffs and lies between the buildings of the settlement and the sheer drop to the beach below. The remains of past bonfires mark one end of the plaza, and many small, squat statues line its perimeter.

A handful of maftets drill here with swords, while three others watch over a group of 23 cubs.

Area 5
The palace is opulently decorated with geometric lines and angles painted in vibrant reds and brilliant greens on the plastered walls. Poles set into the roof support colorful awnings that allow the inhabitants to lounge in the shade and catch the ocean breezes.

The palace contains guard chambers near the southern and eastern entrances, barracks for the warriors, servants’ quarters, a dining area, and a kitchen. Queen Esmyra’s private chambers occupy the entire northeast wing of the palace. To the southeast, an open-air veranda overlooks the plaza, with a throne for the queen where she can receive audiences.

Area 6
The remainder of the maftet clan resides in this sprawling set of chambers. Though not as splendid as the palace to the north, this large structure is nevertheless well constructed, with glittering walls and a terraced roof shaded by sturdy awnings. Living, sleeping, eating, and common areas are spread throughout the building, with an apparently shared nursery to the southwest.


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

Hektir is respectful as they walk, but he is on the discreet search for the tree because should things go poorly, he wants to know where the goal might be.

”Yes yes, very good, now what?” Hektir flexes his man chest, wondering what is next. ”DId you mention something about food and drink?” Hektir could use some fine alcohol, he thinks.

”And another war council, perhaps?”


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

You are correct, GM sir. Pems alas, has not taken ranks in Mime, so communication could get sketchy.

Pems follows along on the tour, but knowing little of war and sieges and defensible positions, hasn't much to say.

Traps on the other hand, traps he can do. He offers to build some basic traps: pits, deadfalls, thermonuclear detonators.


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 enhances the tour with some celebratory 'shine. "The Queen and cubs should be together when the creatures attack, it will be easier to defend one group." Quinn passes the 'shine to Hektir. "Can creatures like those manifest in any waters? Could they leap out of the cistern?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

After the tour is over, you are returned to the war council, where Quinn's suggestion is immediately rejected. The queen has no intention of hiding while her people and city are under attack. She does agree that she will make sure others are aware of the location of the tree should something happen to her.

They don't believe the creatures can manifest in any water; unless they have some other way of getting into the cistern, that should be clear.


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

”Well boss, I thought your idea was a good one,” Hektir brownnoses the party leader. ”What we really need is some good way to protect ourselves from them breaths. They ain’t got good ones.”

He looks at Pems, Mal, & Quinn. ”Any ideas?”


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

"It's sickness will bypass any charm I can summon. Shelter and distance may be our best options."


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 stands towards the back of the room, listening to the 'war council' formulate a plan for the evil fey incursions likely in the dead of night. She offers no suggestions herself, as she is only one point of resistance, and will listen to where a bottleneck might best receive her and Sever.


retired (AP completed)

Malavarius shakes his head, "I'm afraid my protections did very little against the miasma these skinless fey are able to bring to bear. If Quinn or yourself can't offer anything better, Hektir, then I think our Caydenite's suggestion might be best. Given that, I'm afraid the best I'll likely be able to offer is lightning since we know fire doesn't bother them in the slightest. I'll grant you that stony protection again though, Tsin, and if the queen allows I'll weave it around her as well. Other than that, I'm not sure how else to better apply my magics. Sieges are so troublesome."

I'll also give everyone except for Pemsworth comprehend languages so we can at least understand the maftets around us when the damage dice start flying.

Status:

HP: 83/83
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/45 absorbed
Displacement used: 0/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 35/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [X] [X] [X] [X], endure elements* [X], feather fall [ ], mage armor [X]
Level 2 Prepared (4+2+1): glitterdust [ ], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [ ], remove curse* [ ], stoneskin [ ] [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], lightning arc [ ] [ ] [ ] [ ]
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:
protection from arrows (everyone)
comprehend languages (everyone but Pemsworth)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)


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 tilts her head in Esmyra's direction. "You really should let Malavarius protect you with his magic. It's a wonderful tightening of the skin, and should repel their lashes for a good while. You'll obviously be the focus of their ire, having denied them their sacrifice."


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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

Hektir nods and agrees and disagrees, not having much fun at this council of war. He thought it would be more fun, but this was just an old man talking and nothing cool at all.

Heinr— Pems, what say you?”


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 shakes his head. Somewhere, someone was saying his name. In a strange place, aeons away...

"I can create a barrow haze, or a cloud of choking poison, but I don't know if these creatures would be affected. I can prepare some spells that will neutralize poison, but to be useful I have to touch the beasts who spew it to prevent their attacks. I'm not sure if that's possible."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The queen agrees to take the protection, thanking Mal and Tsin for the offer and suggestion.

Anyone else want to make any preparations, or should we move on to the probably inevitable attack?


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

Hektir spits, still thinking.

”Fine, we war as we war,” Hektir seems ready to engage as is, with no more preparations this day, but tomorrow would bring more and different reactions.


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 will get different spells if there is a rest period, but if the attack happens that same day then ready to go

"Right, let's deal with these knuckleaves then celebrate decadently!"


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 expect they'll be given a good night's rest, given their insult to the beach beasts in denying them their sacrifice. She decides that Quinn's Boots will whisk her quickly to the attempted breach, but she doesn't doubt that the city will face more than one wave of attacks, or that the city will deal with more than one direction of attacks.

She accepts Mal's protections, whenever the old wizard decides it's best she have them, then she waits with the others, to hear cries of alarm from flying maftets.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The rest of the day passes uneventfully, and you're starting to think perhaps the creatures won't attack again, though the maftets remain on edge.

Finally, after the sun goes does, a strange mist creeps up from the forest, extending toward the city, and sending the maftets into a state of heightened alert!

"This is probably them!" one of the guards calls out as armed maftets start rushing toward the edge of the city.


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 sets herself to the impending pain and nausea of the creatures' breaths, presuming that this mist cloaks more and more nuckelavees. For the battle, she merely wants to plant herself in inconveniencing locations against the advance. She activates Quinn's Boots, and looks for a formidable opponent among the foul fey.

Eagerly awaiting Map and Initiative...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Initiative:

Hektir (+2 in surprise rounds): 1d20 + 4 ⇒ (9) + 4 = 13
Malavarius: 1d20 + 1 ⇒ (10) + 1 = 11
Pemsworth: 1d20 + 8 ⇒ (5) + 8 = 13
Quinn: 1d20 + 6 ⇒ (3) + 6 = 9
Tsin: 1d20 + 5 ⇒ (10) + 5 = 15
Antagonist: 1d20 + 7 ⇒ (7) + 7 = 14

As the maftets fly to meet the nuckelvees, you encounter another group of four on the path to the palace, creatures that look much like the ones you fought that same morning.

Tsin is up for Round 1/2. These are 10-foot squares. I tried to spread you out some/give you cover, since I know you guys know they've got breath weapons.


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

Round 1/2, Init 15

Status:

AC = 30, PfE
HP = 174/174
Weapon Equipped = Sever
Condition(s) = PfE, Stoneskin?

Tsin closes with Yellow before it can react, and introduces herself, keeping herself near the wall.

Sever, Power Attack: 1d20 + 24 - 4 ⇒ (9) + 24 - 4 = 29 for 2d4 + 14 + 12 + 1d6 ⇒ (3, 1) + 14 + 12 + (3) = 33 damage, including Fire

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1/2

Tsin's blade cuts deep, though perhaps not as deeply as Tsin might have expected. And as before, the fire seems to have no effect on the creature, which lashes back out in return with sword, jaws, hooves and wet hair. 8 hp; also need a DC 24 Fort save or take 3 Con damage and be fatigued

Two of the other nuckelavees breathe out their cone of pain, hitting Tsin and Hektir both take 43 hp, DC 24 Reflex for half; and a DC 24 Fort save or take 2 Con damage (Hektir) or 1 Con damage (Tsin) and be fatigued.

The third seems to gesture, and a cloud of mist rises up around them, obscuring them, and Tsin, from sight. obscuring mist, denoted by the circle

Mechanics:

Sword: 1d20 + 14 ⇒ (2) + 14 = 16
Sword: 1d20 + 9 ⇒ (2) + 9 = 11
Bite: 1d20 + 11 ⇒ (8) + 11 = 19
Hoof: 1d20 + 11 ⇒ (19) + 11 = 30
1d6 + 3 ⇒ (5) + 3 = 8
1d4 ⇒ 3
Hoof: 1d20 + 11 ⇒ (13) + 11 = 24
Hair: 1d20 + 11 ⇒ (8) + 11 = 19

10d6 ⇒ (5, 6, 3, 3, 2, 4, 6, 6, 3, 5) = 43
1d4 ⇒ 2
10d6 ⇒ (4, 5, 5, 4, 3, 4, 5, 6, 1, 6) = 43
1d4 ⇒ 1

2d4 ⇒ (3, 4) = 7

Yellow: 20
Aqua: 3 rounds
Purple: 4 rounds


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 slurs a prayer while kicking the pebbles at his feet and the rocks near the Nuckaleaves pull their bones from the earth and form together in a rolling avalanche that defies the laws of physics. The swarm of boulders separate into two piles that flow like waves crushing a nuckleave between them.

cast animate objects, send them all against blue that we can see peeking out from the fog


Huge Animated Avalanche:

Huge Animated Avalanche

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

DEFENSE

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

hp 78 (7d10+40)

Fort +5, Ref +3, Will 0

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

OFFENSE

Speed 30 ft.

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

STATISTICS

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

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

Large Animated Avalanche:

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

DEFENSE

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

hp 52 (4d10+30)

Fort +3, Ref +2, Will 0

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

OFFENSE

Speed 30 ft.

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

STATISTICS

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

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

Medium Animated Avalanche:

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

DEFENSE

AC 14, touch 10, flat-footed 12 (+4 natural)

hp 36 (3d10+20)

Fort +1, Ref +1, Will –4

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

OFFENSE

Speed 30 ft.

Melee slam +5/+5 (1d6+3) (Grapple)

STATISTICS

Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1

Base Atk +3; CMB +5; CMD 15 (Grapple +9/19)

The big avalanches swarm over the Nuckleave while a smaller one forms beneath it's hooves and grabs at it's legs. Grapple check with each hit

Medium Avalanche: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Medium Avalanche: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Large Avalanche: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Large Avalanche: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Huge Avalanche: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 1d8 + 9 ⇒ (5) + 9 = 14

Huge Avalanche: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 1d8 + 9 ⇒ (2) + 9 = 11

Huge Avalanche: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d8 + 9 ⇒ (1) + 9 = 10

assuming at least the 35 is a hit and grapple chance

Grapple by Huge Avalanche: 1d20 + 23 + 4 ⇒ (15) + 23 + 4 = 42


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

I see two 20s, Quinn...


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 15

Status:

AC = 30, PfE
HP = 123/174
Weapon Equipped = Sever
Condition(s) = PfE, Stoneskin

Fortitude Save v DC 24: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
Reflex Save v DC 24: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Fortitude Save v DC 24: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40

Tsin stands her ground, then tries to ground Yellow into nothingness. She eases Sever into slower arcs, given the reduction in sightlines.

Sever, Bane: 1d20 + 24 + 2 ⇒ (3) + 24 + 2 = 29 for 2d4 + 14 + 1d6 + 2d6 ⇒ (2, 4) + 14 + (6) + (3, 4) = 33 damage, including Fire and Bane
Miss Chance, High Good: 1d100 ⇒ 15

Second Strike: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22 for 2d4 + 14 + 1d6 + 2d6 ⇒ (4, 3) + 14 + (3) + (3, 2) = 29 damage, including Fire and Bane
Miss Chance, High Good: 1d100 ⇒ 31

Third Strike: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26 for 2d4 + 14 + 1d6 + 2d6 ⇒ (4, 1) + 14 + (4) + (1, 2) = 26 damage, including Fire and Bane
Miss Chance, High Good: 1d100 ⇒ 90


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 ⇒ (12) + 10 = 22 Reflex - take 40
1d20 + 16 ⇒ (15) + 16 = 31 Fort

Apetir 5' steps closer to light blue and uses his long reach to pummel the bad, evil mikehuckabee.

"YOU ARE TOO NARROWMINDED!!"

bite: 1d20 + 21 ⇒ (7) + 21 = 28 to hit;
1d6 + 17 ⇒ (4) + 17 = 21 magic damage;

claw: 1d20 + 21 ⇒ (10) + 21 = 31 to hit;
1d4 + 17 ⇒ (3) + 17 = 20 magic damage;

claw: 1d20 + 21 ⇒ (13) + 21 = 34 to hit;
1d4 + 17 ⇒ (3) + 17 = 20 magic damage;

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 + 9 breastplate + 5 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 36 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, 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)


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 moves south to stand beside Hektir and casts a cone of cold into the mist, aiming to miss Tsin but fill the rest of the mist with icy danger!

COLD! DC 22 Reflex half!: 13d6 ⇒ (6, 5, 3, 5, 1, 2, 1, 1, 5, 6, 3, 5, 5) = 48 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Hektir: 13
Pemsworth: 13
Malavarius: 11
Quinn: 9
Tsin: 15
Antagonist: 14

Hektir pummels the nuckelavee he can see as Pems bursts forth and fills the area with a blast of cold, unfortunately hitting Tsin as well I don't see any way to position a cone that could hit everything but Tsin; sorry Tsin, but you're going to have to save too.

Mal, hearing Quinn cast, waits a moment and then casts his own spell to speed his companions haste for everyone, as stones start tumbling and crushing the one visible creature. They land numerous blows, but most seem to just bounce off the creature's skin, not even worthy of its notice. Still, the largest one does manage to grab hold of it, locking it in its embrace.

Unfortunately, the noise and distraction -- along with the mist -- throws off Tsin's aim, and she manages only one blow that does any real damage. She sees a blade flash past her -- just missing in the mist -- as her foe retreats provoking. The fog conceals the actions of the remaining two creatures, but the fourth rips itself free of its grappler and joins in their retreat, moving into the concealing mist Also provoking from Huge.

Mechanics:

Aqua Reflex: 1d20 + 17 ⇒ (7) + 17 = 24
Yellow Reflex: 1d20 + 17 ⇒ (10) + 17 = 27
Purple Reflex: 1d20 + 17 ⇒ (3) + 17 = 20
Green Reflex: 1d20 + 17 ⇒ (13) + 17 = 30

Large crit?: 1d20 + 9 ⇒ (4) + 9 = 13
Huge crit?: 1d20 + 15 ⇒ (11) + 15 = 26
1d8 + 9 ⇒ (2) + 9 = 11

Yellow longsword: 1d20 + 14 ⇒ (18) + 14 = 32
1d8 + 9 ⇒ (5) + 9 = 14
1d100 ⇒ 13

CMB: 1d20 + 15 ⇒ (20) + 15 = 35

Aqua: 67
Yellow: 56
Aqua: 2 rounds
Purple: 48, 3 rounds
Green: 24


retired (AP completed)

Malavarius frowns at the thick mists choking the area. He taps his staff once on the ground, a loud crack echoing in the square as he tries to tear the magics keeping the mist together apart.

Dispel Magic (DC=11+CL): 1d20 + 15 ⇒ (17) + 15 = 32

Status:

HP: 83/83
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +15 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/45 absorbed
Displacement used: 0/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 35/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [X] [X] [X] [X], endure elements* [X], feather fall [ ], mage armor [X]
Level 2 Prepared (4+2+1): glitterdust [ ], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [X] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [ ], remove curse* [ ], stoneskin [X] [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], lightning arc [ ] [ ] [ ] [ ]
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:
protection from arrows (everyone)
comprehend languages (everyone but Pemsworth)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
stoneskin (Tsin, Queen)
haste (1/15): +1 AC, +1 Ref, +30ft movement

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The mist fades away as quickly as it came.


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 casts Mass Fly and moves up atop the fleeing foes (haste for more speed). He looks to hack and slash from above as the cowards retreat like retreating cowards.

He touches everyone within reach, including the animated pinocchios, so that they too may fly fast after the evil mikehuckabees.

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