Malavarius King |
”Dolls are never mere dolls when witches are involved! We’re wasting time traipsing through this horror-filled cottage when we should be after the Old Crone’s daughters so all this mess can come to an end!” The old wizard then starts rooting through one of the pouches on his hip and mutters to himself, ”Now, just how much bat guano have I got here exactly?”
Quinn Kestrel |
"That child sized cage in there is empty and fresh cookies are on the stove. What kind of child wouldn't be interested in fresh cookies?" Quinn looks suspiciously at the child sized dolls.
Perception: 1d20 + 31 ⇒ (12) + 31 = 43
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
The dolls range from small animal figurines to life-sized mannequins with articulated limbs painted to resemble beautiful princesses, armored soldiers, and regal kings wearing crowns of gilded foil.
Though Hektir doesn't see anything with his bat-senses, as Tsin goes to touch one of them in her efforts to destroy them, it and five others suddenly animate!
They are living mannequins, a sort of advanced wood golem.
Hektir (+2 in surprise rounds): 1d20 + 4 ⇒ (5) + 4 = 9
Malavarius: 1d20 + 1 ⇒ (5) + 1 = 6
Pemsworth: 1d20 + 8 ⇒ (18) + 8 = 26
Quinn: 1d20 + 6 ⇒ (6) + 6 = 12
Tsin: 1d20 + 5 ⇒ (9) + 5 = 14
Antagonist: 1d20 + 4 ⇒ (20) + 4 = 24
They move to attack, wooden shards flying everywhere as several of them splinter, sending shrapnel into your flesh! Tsin and Quinn take 16 slashing; Mal, Hektir and Pems take 20; Hektir and Pems take 16 more; DC 18 Reflex for half
Their wooden fists hit with painful impact. 11 hp to Tsin; 8 hp to Pems; 13 hp to Mal; 15 and 12 to Hektir
Splinter (red): 6d6 ⇒ (3, 2, 1, 2, 2, 6) = 16
1d4 + 1 ⇒ (2) + 1 = 3
Splinter (aqua): 6d6 ⇒ (6, 5, 1, 5, 2, 1) = 20
1d4 + 1 ⇒ (4) + 1 = 5
Splinter (pink): 6d6 ⇒ (4, 1, 4, 2, 1, 4) = 16
1d4 + 1 ⇒ (2) + 1 = 3
Red slam vs. Quinn: 1d20 + 23 ⇒ (4) + 23 = 27
Yellow slam vs. Tsin: 1d20 + 23 ⇒ (12) + 23 = 35
2d8 + 6 ⇒ (4, 1) + 6 = 11
Orange slam vs. Pems: 1d20 + 23 ⇒ (19) + 23 = 42
2d8 + 6 ⇒ (1, 1) + 6 = 8
Green slam vs. Mal: 1d20 + 23 ⇒ (4) + 23 = 27
2d8 + 6 ⇒ (3, 4) + 6 = 13
Aqua slam vs. Hek: 1d20 + 23 + 2 ⇒ (19) + 23 + 2 = 44
2d8 + 6 ⇒ (3, 6) + 6 = 15
Pink slam vs. Hek: 1d20 + 23 + 2 ⇒ (18) + 23 + 2 = 43
2d8 + 6 ⇒ (4, 2) + 6 = 12
Red: 3 rounds
Yellow:
Orange:
Green:
Aqua: 5 rounds
Pink: 3 rounds
Party is up.
Malavarius King |
"What th- blast it all! Doll-touching fools! Now look at this mess!"
Knowledge (arcana, DC 19): 1d20 + 26 ⇒ (20) + 26 = 46
Reflex Save (DC 18): 1d20 + 11 ⇒ (6) + 11 = 17
As the dolls' cut into the old, wrinkled man, the talisman hanging from his neck flares and many of the wounds instantly knit.
Talisman of Healing: 4d8 + 7 ⇒ (3, 1, 6, 8) + 7 = 25
With a huff, he frowns at the group, "Get to cover, all of you!" and, if they don't, he trusts his earlier magics will ward them from the conflagration he's about to conjure.
delay to the bottom of the round, then drop a rather large fireball at my feet.
CL Check vs SR: 1d20 + 22 ⇒ (1) + 22 = 23 Hopefully them being wood golems means that this check doesn't even matter? =\
Intensified Fireball (fire): 15d6 ⇒ (6, 3, 4, 4, 6, 3, 6, 6, 2, 4, 4, 1, 1, 3, 2) = 55 Ref Save DC 22 for 1/2 damage
Reflex Save (DC 22): 1d20 + 11 ⇒ (12) + 11 = 23
HP: 44/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+4 more vs spells)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 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): endure elements [X], feather fall [ ], protection from evil* [X] [X] [X], mage armor [X], shield [X]
Level 2 Prepared (4+2+1): glitterdust [X], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [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 (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
protection from energy (everyone, everything)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)
protection from spells (everyone)
protection from evil (Mal, Tsin, Pemsworth)
shield (self)
spell turning (self)
haste (6/16)
cold damage: 9/120
fire damage: 26/120
If Malavarius is able to move out of the building without provoking AoO's after his fireball, he'll do so. Otherwise, he'll stay put.
RE: haste, I just counted it as being on the 6th round of the duration, let me know if you think that's fair or if I should mark off any additional rounds, mott.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Pemsworth Smith, Esq. |
Evasion?: 1d20 + 14 ⇒ (6) + 14 = 20 Pems avoids the explosions, only to be pummeled by tiny fists!
HP 90/98
Pems decides to ward Hektir, granting him +3 deflection to AC and +3 resistance to saves. he then steps back from the monsters five feet and draws his icicle dagger!
Tsin Windscar |
Round 1, Init 14
AC = 31, PfE, Haste
HP = 90/202
Weapon Equipped = Sever
Condition(s) = Haste, PfS(+8 to saves), PfE, Mind Blank, Communal Protection from ALL Energy (-19 Cold)
Bane = 10/13
Reflex Save v DC 18: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Tsin has no desire to step from the room, what with Mal's magic coursing through her veins. She steps into the middle of the three dolls, and lets Sever begin Her work, starting with Yellow. Bane for Constructs
Sever, Power Attack, Bane: 1d20 + 25 - 4 + 2 + 1 ⇒ (19) + 25 - 4 + 2 + 1 = 43 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (3, 4) + 14 + 12 + (6) + (6, 3) = 48 damage, including Fire and Bane
Confirm Critical?: 1d20 + 25 - 4 + 2 + 1 ⇒ (6) + 25 - 4 + 2 + 1 = 30 for 2d4 + 14 + 12 + 1d10 ⇒ (1, 1) + 14 + 12 + (9) = 37 damage, including Fire
Second Swing: 1d20 + 20 - 4 + 2 + 1 ⇒ (7) + 20 - 4 + 2 + 1 = 26 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (3, 1) + 14 + 12 + (1) + (4, 2) = 37 damage, including Fire and Bane
Third Swing: 1d20 + 15 - 4 + 2 + 1 ⇒ (14) + 15 - 4 + 2 + 1 = 28 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (1, 4) + 14 + 12 + (1) + (5, 6) = 43 damage, including Fire and Bane
Haste Attack: 1d20 + 25 - 4 + 2 + 1 ⇒ (16) + 25 - 4 + 2 + 1 = 40 for 2d4 + 14 + 12 + 1d6 + 2d6 ⇒ (2, 1) + 14 + 12 + (1) + (4, 6) = 40 damage, including Fire and Bane
Confirm Critical?: 1d20 + 25 - 4 + 2 + 1 ⇒ (10) + 25 - 4 + 2 + 1 = 34 for 2d4 + 14 + 12 + 1d10 ⇒ (1, 1) + 14 + 12 + (10) = 38 damage, including Fire
Starting with Yellow, then Blue, then Green, should she be so lucky
"Once this room is clear, I'm going to need further healing, before we proceed into the next room..."
Reflex Save v DC 22: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Hektir the Tracksmage |
Round 1
1d20 + 10 ⇒ (2) + 10 = 12 Reflex
Apetir is not leaving the room, nor the fight. He defensively casts Fire Snake to burnify each and every foe.
15d6 ⇒ (5, 6, 3, 3, 5, 1, 5, 1, 4, 1, 5, 5, 1, 4, 1) = 50 fire damage vs. DC 21
Not leaving until the Alpha does.
[ 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 179-20-5-2=152/179 (46/60 Prot from Cold from Mal)
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 +17, Ref +10, Will +19; +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: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+17)
Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 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
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 179/179 - DR5 piercing
Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.
+12 BAB +8 Str + 1 Mwk = +21 to hit
Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 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*, communal resist energy[UC], sleet storm, stone shape
. . 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)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Fire rips through the room, Mal's fireball blasting everyone, while shockingly Hektir's magic seems to show more discretion. Only two of the dolls survive the infernos, and Tsin makes quick work of one of them.
Quinn stabs the other, but his rapier seems to do little against its wooden form and it manages to slam him twice before Tsin returns to end the threat. 14 and 10 hp to Quinn
Saves: 12d20 ⇒ (6, 16, 5, 12, 6, 1, 20, 6, 8, 6, 20, 5) = 111
Rapier: 1d20 + 14 ⇒ (14) + 14 = 28
1d6 + 3 ⇒ (6) + 3 = 9
1d20 + 23 ⇒ (12) + 23 = 35
2d8 + 6 ⇒ (6, 2) + 6 = 14
1d20 + 23 ⇒ (18) + 23 = 41
2d8 + 6 ⇒ (2, 2) + 6 = 10
Fight over.
Quinn Kestrel |
Reflex save, DC 18: 1d20 + 15 ⇒ (5) + 15 = 20
Reflex save, DC 22: 1d20 + 15 ⇒ (12) + 15 = 27
hp: 70/130
Quinn's suspicious glare is met with a wave of splinters, then a wave of fire, then a doll punches him in the face, twice, before Tsin cuts it down. As the splinters begin to burn Quinn quickly calls for healing.
Channel Heal: 8d6 ⇒ (5, 6, 3, 2, 6, 5, 3, 1) = 31
Channel Heal: 8d6 ⇒ (5, 1, 5, 1, 4, 6, 6, 4) = 32
Hektir the Tracksmage |
Apetir basks in the glow of the Alpha, taking in the elfman's strength that was not the only thing hyper-endowed by his god.
He stretches and readies his Fire Seeds for another use. He will help Tsin grind the remains of the dolls if it is needed, but will mostly let the crying baby (no, the doll) instruct what is needed next.
Tsin Windscar |
Tsin looks about the inside of the cottage, gauging any fire damage now lent to the trapped witch's abode. "My intention was to simply destroy the carvings, Mal. Your eruption might stoke the embers of Baba Yaga's ire, don't you think? Awfully rash application of destructive magics."
The swordswoman enjoys the priest's healing, and debates the next room, and what will besiege them once they enter.
Malavarius King |
"Bah! We've got her broom and the besom and if we mean to have all the protections I've woven over us intact for her thrice-blasted daughters, then we can't afford to dilly dally and pluck at or grind up individual dolls. If the Old Crone doesn't accept that, then she's free to cast us from her miserable hut and remain at Elvana's mercy." The old wizard harumpfs and moves into the next chamber. "Now, if one of you will be so kind as to open this door, I've got more awfully rash applications of destructive magics to bring about!"
I'll ready another intensified fireball to toss through the remaining closed door if anyone is willing to open it.
I've got haste at 9/16 rounds after Quinn's 2 post-fight channels
HP: 88/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+4 more vs spells)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 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): endure elements [X], feather fall [ ], protection from evil* [X] [X] [X], mage armor [X], shield [X]
Level 2 Prepared (4+2+1): glitterdust [X], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [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 (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
protection from energy (everyone, everything)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)
protection from spells (everyone)
protection from evil (Mal, Tsin, Pemsworth)
shield (self)
spell turning (self)
haste (9/16)
cold damage: 9/120
fire damage: 26/120
Hektir the Tracksmage |
Apetir, though not taking orders from Quinn, does decide that Mal’s kvetching has merit and moves to open the door, using his long arms to avoid being in the wake of any blast.
For a slow old man, he certainly can be impatient. But I guess we’re all anxious to have this curse lifted from us so we can enjoy our summer.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Oh, OK. No, that was just what Quinn saw when he looked in. So, first room first.
A great cast-iron stove in one corner keeps this room is pleasantly warm, its stove pipe extending upward through the ceiling. A plate of cookies sits atop the stove’s cooling shelf, filling the room with a delicious aroma. A small paper placard stands next to the plate. A table with two tall stools stands next to a door to the south, and another door exits to the east. In the far corner of the room, a child-sized wooden cage hangs by a hook from the rafters. The cage is empty, its door hanging open.
The small placard next to the plate of cookies is scribed in Common and reads, “Welcome to Granny’s kitchen. Thank you for coming for dinner. Please come in, have a cookie, and make yourselves at home.” Each of the cookies on the stove has a bite taken out of it.
It turns out the cage isn't quite empty: In the bottom of it is a single child-sized boot, a wax candle with a bite mark in it, and a small, thick stick of wood.
Hektir (+2 in surprise rounds): 1d20 + 4 ⇒ (7) + 4 = 11
Malavarius: 1d20 + 1 ⇒ (6) + 1 = 7
Pemsworth: 1d20 + 8 ⇒ (11) + 8 = 19
Quinn: 1d20 + 6 ⇒ (2) + 6 = 8
Tsin: 1d20 + 5 ⇒ (7) + 5 = 12
Antagonist: 1d20 - 1 ⇒ (4) - 1 = 3
As you read the placard, the stove suddenly unfolds itself into a vaguely humanoid shape whose stovepipe head brushes the 15-foot-high ceiling, the banked fire in its belly immediately roaring to life.
It appears to be some sort of golem, though not one you've ever seen or even heard of before. Still you can make a reasonable guess at some of its strengths and weaknesses.
Party can react first.
Tsin Windscar |
Round 1, Init 12
AC = 31, PfE, Haste
HP = 153/202
Weapon Equipped =
Condition(s) = Haste, PfS(+8 to saves), PfE, Mind Blank, Communal Protection from ALL Energy (-19 Cold, -27 Fire)
Bane= 10/13
Tsin regards the stove for a moment, before stepping away from the door frame, where another gout of fire is likely to erupt. One gout of fire in so many moments is one gout too many, whether it comes from an animated stove, or a deceptively-able wizard.
She sheathes Sever, for what little good the fire will do against the stove, and selects the adamantine warhammer, for a change.
"Good luck, master Mal. Perhaps a touch of cold blast instead of fire? I'll listen to you this time, and remain at a distance."
Pemsworth Smith, Esq. |
Arcana: 1d20 + 22 ⇒ (4) + 22 = 26 Pems nods at Tsin's words. "I can help with cold." He sends a freezing sphere shooting at the thing before anyone charges in.
Freezing Sphere, DC 23 half: 14d6 ⇒ (4, 3, 2, 6, 2, 1, 6, 5, 5, 1, 5, 2, 2, 5) = 49 cold damage
SR check if needed: 1d20 + 14 ⇒ (5) + 14 = 19
Quinn Kestrel |
After Pems magic shoots into the room, Quinn leaps forward and slaps the stove. "How dare you spill the cookies, I was looking forward to those!"
slap of chaos, touch attack: 1d20 + 14 ⇒ (7) + 14 = 21
fire away, best chance for it to fail a save is now
Malavarius King |
Knowledge (arcana, DC 24): 1d20 + 26 ⇒ (2) + 26 = 28
"What?! Blast it all, we've found a stove-turned-golem or golem-turned-stove! Either way, magics aren't likely to harm it, but you've got the right idea with that hammer, Tsin." The old mage then flips the hood of his cloak up and retreats to the corner opposite the stove golem.
displaced!
HP: 88/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+4 more vs spells)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 1/15 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): endure elements [X], feather fall [ ], protection from evil* [X] [X] [X], mage armor [X], shield [X]
Level 2 Prepared (4+2+1): glitterdust [X], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [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 (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
protection from energy (everyone, everything)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)
protection from spells (everyone)
protection from evil (Mal, Tsin, Pemsworth)
shield (self)
spell turning (self)
haste (10/16)
cold damage: 9/120
fire damage: 26/120
Hektir the Tracksmage |
Round 1
Apetir waits for the fires or icings or whatever to happen, the follows Tsin into the room. He uses his superior reach to bite at the furnace like golem.
bite: 1d20 + 21 ⇒ (10) + 21 = 31 to hit;
2d6 + 17 ⇒ (5, 2) + 17 = 24 magic damage;
[ 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 179/179 (46/60 Prot from Cold from Mal)
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 +17, Ref +10, Will +19; +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: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+17)
Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 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
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 179/179 - DR5 piercing
Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.
+12 BAB +8 Str + 1 Mwk = +21 to hit
Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 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*, communal resist energy[UC], sleet storm, stone shape
. . 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)
Tsin Windscar |
To be clear, Tsin is swapping weapons outside the stove room, out of any line-of-fire through the door frame. Quinn and Hektir making attacks suggests that they're the first into the room to melee the metal man...
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Pemsworth: 19
Tsin: 12
Hektir: 11
Malavarius: 7
Quinn: 8
Antagonist: 3
After realizing it's immune to fire, Pems blasts the slow-moving furnace and -- though much of it seems to melt away in the heat -- the iceball seems to slow it even more, giving Quinn time to rush in and slap it.
Tsin switches weapons as Mal joins Quinn in the room, followed by Hektir, who attacks the golem, though the blow almost chips his own teeth instead of making a dent it has a good DR. The furnace creature slams back into the ape with a heavy blow that leaves Hektir's head ringing for a moment as it grabs onto him 32 hp, plus 9 fire; plus grabbed (I think? not sure your CMD).
Ref: 1d20 + 5 ⇒ (7) + 5 = 12
Slam: 1d20 + 28 ⇒ (6) + 28 = 34
Reroll: 1d20 + 28 ⇒ (6) + 28 = 34
damage: 4d6 + 11 + 2d6 ⇒ (6, 5, 5, 5) + 11 + (3, 6) = 41
Grab: 1d20 + 36 ⇒ (3) + 36 = 39
Reroll: 1d20 + 36 ⇒ (13) + 36 = 49
FG: 38, slow 2 rounds
Hektir the Tracksmage |
Round 2
With 36 AC, not sure the stove hit to initiate the grapple. CMD is 35.
Apetir roars at the walking chilrenic tandoor, biting again while flailing with teeth and fists.
bite: 1d20 + 22 ⇒ (17) + 22 = 39 to hit;
1d6 + 22 ⇒ (4) + 22 = 26 magic damage;
claw: 1d20 + 22 ⇒ (17) + 22 = 39 to hit;
1d4 + 22 ⇒ (1) + 22 = 23 magic damage;
claw: 1d20 + 22 ⇒ (4) + 22 = 26 to hit;
1d4 + 22 ⇒ (1) + 22 = 23 magic damage;
[ dice=bite]1d20+22[/dice] to hit;
[ dice]1d6+22[/dice] magic damage;
[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;
[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;
HP 179/179 (46/60 Prot from Cold from Mal)
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 +17, Ref +10, Will +19; +4 vs. fey and plant-targeted effects
Immune poison
N Large animal
Init +3; Senses low-light vision, scent, ferocity
Strength: 26+4=29 (+10)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.
Melee: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+17)
Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 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
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 179/179 - DR5 piercing
Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.
+12 BAB +8 Str + 1 Mwk = +21 to hit
Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 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*, communal resist energy[UC], sleet storm, stone shape
. . 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)
Quinn Kestrel |
"Unhand my friend, you iron bully!" cast Liberating Command on Hektir
"I should create a cookie golem to teach cookie waster like you to be more careful." Quinn slaps the stove again.
slap of chaos, touch attack: 1d20 + 14 ⇒ (13) + 14 = 27
does Quin take any burn damage for touching a hot stove?
Tsin Windscar |
Round 2, Init 12
AC = 31, PfE, Haste
HP = 153/202
Weapon Equipped = Adamantine Warhammer
[b]Condition(s) = Haste, PfS(+8 to saves), PfE, Mind Blank, Communal Protection from ALL Energy (-19 Cold, -27 Fire)
Bane = 10/13
Of course it grabs. The next step will be shoving us into its belly.
Tsin heartens to see Quinn at the ready for any releasing, should she get caught, again, by the large forgefire.
She moves into the fray, the adamantine weapon in her hand alien, for the time she's spent with it.
Adamantine Warhammer, Power Attack: 1d20 + 21 - 4 ⇒ (6) + 21 - 4 = 23 for 1d8 + 6 + 12 ⇒ (5) + 6 + 12 = 23 damage
Lord... +36 to grapple... Get ready, Quinn...
Malavarius King |
Malavarius zips over to stand beside Tsin and weaves a quick spell over her hammer, "There you are, my dear. Smash it to bits!"
Your adamantine hammer is now a +4 adamantine hammer for the next 16 hours
HP: 88/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+4 more vs spells)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 1/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 1/1 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): endure elements [X], feather fall [ ], protection from evil* [X] [X] [X], mage armor [X], shield [X]
Level 2 Prepared (4+2+1): glitterdust [X], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [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 (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
protection from energy (everyone, everything)
mage armor (Pemsworth)
greater magic weapon (Hektir)
greater magic weapon (Tsin)
moment of prescience (self)
mind blank (Tsin)
protection from spells (everyone)
protection from evil (Mal, Tsin, Pemsworth)
shield (self)
spell turning (self)
haste (11/16)
cold damage: 9/120
fire damage: 26/120
Yeesh. That's all I've got for this fight, I'm afraid. All the other spells I've got prepped are affected by spell resistance. >_<
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Sorry, you're correct, Hek. Not sure how I managed to mess up the slams.
Pemsworth: 19
Tsin: 12
Hektir: 11
Malavarius: 7
Quinn: 8
Antagonist: 3
Pems' spell seems to simply melt as it hits the stove, which lashes out at Tsin as she rushes in 26 hp, plus 7 fire damage, and grappled. Still, slowed as it is, it can't do the same when Mal closes in to enchant Tsin's weapon, in hopes it won't simply bounce off the golem again. Hektir takes advantage of its focus on Tsin, biting and clawing at it, though its tough form proves hard to damage.
Tsin's fears prove accurate as the furnace creature does indeed thrust her into its belly, the flame licking her flesh 9 hp fire damage; DC 30 Str check to bend the bars or you can try to attack them -- Quinn, you could teleport in to grab her, but you'd also take fire damage.
AoO: 1d20 + 28 ⇒ (8) + 28 = 36
Reroll: 1d20 + 28 ⇒ (13) + 28 = 41
4d6 + 11 + 2d6 ⇒ (4, 1, 5, 5) + 11 + (4, 3) = 33
Grab: 1d20 + 36 ⇒ (15) + 36 = 51
Reroll: 1d20 + 36 ⇒ (3) + 36 = 39
Grapple: 1d20 + 36 ⇒ (9) + 36 = 45
Reroll: 1d20 + 36 ⇒ (3) + 36 = 39
2d6 ⇒ (5, 4) = 9
FG: 57, slow 1 rounds
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir the Tracksmage |
Round 3
Apetir continues biting again while flailing with teeth and fists.
bite: 1d20 + 22 ⇒ (1) + 22 = 23 to hit;
1d6 + 22 ⇒ (2) + 22 = 24 magic damage;
claw: 1d20 + 22 ⇒ (16) + 22 = 38 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;
claw: 1d20 + 22 ⇒ (17) + 22 = 39 to hit;
1d4 + 22 ⇒ (1) + 22 = 23 magic damage;
[ dice=bite]1d20+22[/dice] to hit;
[ dice]1d6+22[/dice] magic damage;
[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;
[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;
HP 179/179 (46/60 Prot from Cold from Mal)
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 +17, Ref +10, Will +19; +4 vs. fey and plant-targeted effects
Immune poison
N Large animal
Init +3; Senses low-light vision, scent, ferocity
Strength: 26+4=29 (+10)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.
Melee: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+17)
Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 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
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 179/179 - DR5 piercing
Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.
+12 BAB +8 Str + 1 Mwk = +21 to hit
Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 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*, communal resist energy[UC], sleet storm, stone shape
. . 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)
Quinn Kestrel |
Quinn pops into the belly of the beast, then reappears with Tsin across the stove from Hektir. "This time it's you who will crumble!" Quinn threatens the cookie defiler.
two moves, hop in and grab Tsin, then hop out to place her in flanking with Hektir
Tsin Windscar |
Round 3, Init 12
AC = 31, PfE, Haste
HP = 127/202
Weapon Equipped = Adamantine Warhammer
Condition(s) = Haste, PfS(+8 to saves), PfE, Mind Blank, Communal Protection from ALL Energy (-19 Cold, -43 Fire)
[b]Bane/b] = 9/13
With the stove in the corner, I'm assuming there's no flanking in the future...
Emerging from the flames, Tsin orients herself for a swift second, before laying into the metal man. Bane- Construct
Adamantine Warhammer, Power Attack, Bane: 1d20 + 21 - 4 + 2 ⇒ (1) + 21 - 4 + 2 = 20 for 1d8 + 6 + 12 + 2d6 ⇒ (5) + 6 + 12 + (2, 5) = 30 damage, including Bane
Second Swing: 1d20 + 16 - 4 + 2 ⇒ (16) + 16 - 4 + 2 = 30 for 1d8 + 6 + 12 + 2d6 ⇒ (7) + 6 + 12 + (2, 5) = 32 damage, including Bane
3rd Swing: 1d20 + 11 - 4 + 2 ⇒ (11) + 11 - 4 + 2 = 20 for 1d8 + 6 + 12 + 2d6 ⇒ (5) + 6 + 12 + (6, 1) = 30 damage, including Bane
Haste Attack: 1d20 + 21 - 4 + 2 ⇒ (20) + 21 - 4 + 2 = 39 for 1d8 + 6 + 12 + 2d6 ⇒ (3) + 6 + 12 + (1, 6) = 28 damage, including Bane
Confirm Critical?: 1d20 + 21 - 4 + 2 ⇒ (16) + 21 - 4 + 2 = 35 for 2d8 + 12 + 24 ⇒ (5, 5) + 12 + 24 = 46 damage
Malavarius King |
Dont forget the +4/+4 from greater magic weapon, Tsin!
”Blasted stove!” Malavarius grumbles as he slips backward away from the golem.
Withdraw, begins Hektir is fine.
HP: 88/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+4 more vs spells)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 1/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 1/1 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): endure elements [X], feather fall [ ], protection from evil* [X] [X] [X], mage armor [X], shield [X]
Level 2 Prepared (4+2+1): glitterdust [X], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [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 (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
protection from energy (everyone, everything)
mage armor (Pemsworth)
greater magic weapon (Hektir)
greater magic weapon (Tsin)
moment of prescience (self)
mind blank (Tsin)
protection from spells (everyone)
protection from evil (Mal, Tsin, Pemsworth)
shield (self)
spell turning (self)
haste (12/16)
cold damage: 9/120
fire damage: 26/120
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Realized I missed a rule, so not going to retcon it in, but note that touching it is painful.
Pemsworth: 19
Hektir: 11
Malavarius: 7
Quinn: 8
Tsin: 12
Antagonist: 3
Hektir bites and claws at the furnace, its metal exterior now hot enough to burn as it continues to battle back 9 and 6 hp fire damage when you hit it.
Mal retreats, with Pems reaching out to heal Hektir +17 hp from his healing hex, while Quinn takes the opposite tack -- his skin sizzling 5 fire damage as he appears momentarily in the fire with Tsin before pulling her out. She embues her hammer with even more power than Mal already had and brings it to bear. The first hit seems to simply reverberate off it, but great splits appear in the golem's form each subsequent time, before it finally cracks completely in half with the final mighty blow though she takes 9, 8 and 8 hp fire damage in the process.
Hek: 2d6 ⇒ (4, 5) = 9
Hek: 2d6 ⇒ (3, 3) = 6
Heal: 2d8 + 10 ⇒ (1, 6) + 10 = 17
Quinn: 2d6 ⇒ (2, 3) = 5
Tsin: 2d6 ⇒ (4, 5) = 9
Tsin: 2d6 ⇒ (4, 4) = 8
Tsin: 2d6 ⇒ (2, 6) = 8
FG: 181, slow 1 rounds
Combat over.
Hektir the Tracksmage |
Apetir sucks his burnt knuckles and lips, wondering why the ample fire protections didn’t protect from the pain.
He will apply some created water to the boiler in an attempt to cool it down before searching the embers for things of interest.
He waits for others to heal, realizing that this fight could have been much worse...and possibly that the doll should have offered some warning of the danger. He glares at the yucky baby doll.
Malavarius King |
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Are you not tracking your protection from energy’s, Hektir? I spent 5 charges from the wand to give us it against everything.
”Thrice blasted stove!” Malavarius kicks the crumpled mass of metal then eyes the door. ”Alright, patch yours up quick. My magics won’t last forever and we should proceed before they dissipate. Quinn, if you’ll peak through the door first, Tsin or Hektir can open it and we can get back to- how did you put it, Tsin? ’Awfully rash applications of destructive magic?’
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
As Hektir keeps his eye on the furnace, he notices what looks like a grinning spectre with mad eyes and blood-red hands that twitch and jerk leap from its fragments, through the eastern wall. Among the pieces of broken metal, he notices the charred remnants of a few child-sized bones as well as a singed but still intact sapphire ring worth 2,000 gp
You think it was a dybbuk, a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide. Vile manipulators, they seek bodies that have the greatest potential to cause pain in those closest to their victims. Dybbuks also often animate unliving things to spread fear, reveling in the chaos resulting from manipulating corpses to confuse and terrify.
Quinn's quick look through the door reveals gauzy lace curtains hang over the window in a quaint, cozy bedroom. A thick pile of rustic quilts lies folded at the foot of a four-poster bed, atop which sits a tin foot warmer. A wooden rocking chair sits between the windows beside a small table holding a porcelain bowl and pitcher.
Hunched over beneath the room’s 15-foot-high ceiling is an immense green-skinned brute wearing a matching vest and ushanka of wolf fur, his head sticking out to reveal jutting teeth and tusks.
It's a jotund troll, though they usually have nine heads, not just one.
Quinn Kestrel |
"Uuugg, there's a giant green skinned monstrosity and a bed in there, if that's one of the sisters we're in trouble. This looks like a job for you Hektir." Quinn steps away from the door.
Tsin Windscar |
"Thrice blasted stove! Alright, patch yours up quick. My magics won’t last forever and we should proceed before they dissipate. Quinn, if you’ll peak through the door first, Tsin or Hektir can open it and we can get back to- how did you put it, Tsin? ’Awfully rash applications of destructive magic?’"
As Quinn describes yet another peril waiting in Baba Yaga's bedroom, she lowers a single brow in Malavarius's direction. "I tire of much larger things capable of embracing me, or tossing me in their oven. Is there any kind of magic that will prevent me from ending up grabbed all the time? I will sacrifice any of my items in trade with Zilvaraat to see it done."
Tsin doesn't approach the door just yet, allowing the elf and ape to look at each other a while, while she inquires about stiffer magical items.
Hektir the Tracksmage |
"This looks like a job for you Hektir."
Apetir nods to the Alpha, doing as ordered. He grips his fire seeds loosely, happy to give them to a good new home. When others are ready, he will open the door.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
It resists magic, though nothing else particularly. Like most trolls, it will regenerate, though fire and acid will stop that.
Hektir (+2 in surprise rounds): 1d20 + 4 ⇒ (5) + 4 = 9
Malavarius: 1d20 + 1 ⇒ (1) + 1 = 2
Pemsworth: 1d20 + 8 ⇒ (17) + 8 = 25
Quinn: 1d20 + 6 ⇒ (4) + 6 = 10
Tsin: 1d20 + 5 ⇒ (2) + 5 = 7
Antagonist: 1d20 + 15 ⇒ (2) + 15 = 17
Hektir swings open the door and the creature inside lets out a roar. It seems to move startlingly fast, though Pems still manages to move even faster.
No surprise round. Pems is up for Round 1/2.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn: 10
Hektir: 9
Tsin: 7
Malavarius: 2
Pemsworth: 25
Antagonist: 17
Pems wards Hektir just in time as the troll creature seems to shudder and then attacks, swinging at Hektir with claws and club, and biting at him. The big ape's thick hide and magics seem to be more than enough, though, and none of them get through to hurt him, as the troll seems to move almost jerkily.
You think something's wrong with the troll, as if it's being forced to act against its will.
1d20 + 21 ⇒ (2) + 21 = 23
1d20 + 16 ⇒ (7) + 16 = 23
1d20 + 11 ⇒ (7) + 11 = 18
1d20 + 16 ⇒ (14) + 16 = 30
1d20 + 16 ⇒ (17) + 16 = 33
Party isup