Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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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 leads the way on the flight downward.

perception: 1d20 + 31 ⇒ (4) + 31 = 35


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 follows the Alpha downward feeling better now that he has a leader, of which he is not.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Ignoring the ledges and the brief thought of resting, you descend some 70 feet alongside the ropes, floating down under your own power. The ropes continue down another 80 feet 150 feet total to the floor of the next cave.

Small burning gas vents provide dim light in this vast chamber, and the air is noticeably warmer. The walls are broken and crumbling, rising in a series of crags around the edges of the chamber, some nearly climbing to the ceiling. The floor is covered in fine black sand interspersed with chunks of brittle stone. Near the bottom of the rope lies the charred and still smoldering carcass of some large humanoid-shaped creature. Another corpse, this one less badly burned, lies wedged among the rocks at the base of a nearby crag. Far to the north is a pair of tall bronze doors. One of them stands ajar.

2d6 ⇒ (3, 4) = 7

Map coming when I get home.


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 do you think happened here?" Pems asks, looking closely at the burnt corpse before casting detect magic and scanning the dead.


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 insists on renewing his spent fire resistance with another hit from the wand. After that, he will fly about the area with his echolocation and looking for signs of what happened.

1d20 + 33 ⇒ (1) + 33 = 34 Perception
1d20 + 33 ⇒ (13) + 33 = 46 Survival

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As Hektir moves into the cave, he notices two immense, wingless creatures with serpentine bodies. They rear up, obviously noticing him too, their triple tails and powerful talons swiping at the air.

Know (arcana) DC 24:

They're crag linnorms!

They move to attack before he can react, though Pems and Quinn at least are even quicker, if further away Pems and Quinn up for Round 1/2.

Initiative:

Hektir (+2 in surprise rounds): 1d20 + 4 ⇒ (5) + 4 = 9
Malavarius: 1d20 + 1 ⇒ (11) + 1 = 12
Pemsworth: 1d20 + 8 ⇒ (18) + 8 = 26
Quinn: 1d20 + 6 ⇒ (20) + 6 = 26
Tsin: 1d20 + 5 ⇒ (13) + 5 = 18
Antagonist: 1d20 + 8 ⇒ (14) + 8 = 22

Combat (and overall) map is updated. Squares are 20 feet. Remember it's dim light.


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 calls on Cayden's help at the moment the new threat emerges.

Blessing of Fervor on the party


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

Arcana: 1d20 + 22 ⇒ (15) + 22 = 37 "Holy crap, LINNORMS!" Pems barks in a higher than usual voice. Defenses, attacks, please.

Pems hits Hektir with FORTUNE (roll twice, take the better roll once per round for a duration of two rounds!) and flies as far out of a blast range as he can to avoid clumping together with his comrades as he flies forward.


retired (AP completed)

Malavarius spends two more charges from the wand to refresh the group's fire and lightning protections as they busy themselves with the remains of their erstwhile doubles. The old mages strokes his beard and remarks, "Well, lad, it looks like these people were melted. And recently, I might add."

Knowledge (arcana): 1d20 + 26 ⇒ (15) + 26 = 41

When the linnorms reveal themselves, he grumps at them in draconic, "Blasted dragons! Get out of our way!"

Status:

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 [X], flesh to stone [X], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [X], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 1/10

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)
cold damage: 9/120

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Crag linnorms can't be constrained by any magic or other hindrance (freedom of movement), are only really hurt by cold iron weapons, are immune to curse effects like evil eye, as well as fire, mind-affecting effects, paralysis, poison, sleep, and are generally resistant to most magic SR 25. In addition to a poisonous bite, claws and a constricting tail, they can breath magma, and lay a curse on anything that kills them.

Round 1/2:

Tsin: 18*
Malavarius: 12*
Hektir: 9*
Pemsworth: 26
Quinn: 26
Antagonist: 22

Quinn and Pems react quickly, bolstering Hektir as best they can before the linnorms can do their worst -- which they do almost immediately, taking flight as they breath streams of magma that might prove deadly if not for your earlier precautions. One blast hits Hektir and Pems 73 fire damage; DC 24 Reflex for half, the other Tsin and Mal 69 fire damage; DC 24 Reflex for half.

Mechanics:

Red: 15d8 ⇒ (5, 5, 5, 7, 7, 8, 7, 8, 1, 4, 3, 3, 2, 6, 2) = 73
1d4 ⇒ 3

Aqua: 15d8 ⇒ (4, 8, 1, 8, 5, 4, 3, 2, 8, 4, 3, 6, 7, 5, 1) = 69
1d4 ⇒ 2

Red: 3 rounds
Aqua: 2 rounds


retired (AP completed)

They fly? These wannabes don’t have wings!

Ref (DC 24): 1d20 + 10 ⇒ (7) + 10 = 17


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

Reflex!: 1d20 + 14 ⇒ (12) + 14 = 26 Pems avoids the damage through sheer dumb luck!

He waits to see if Hektir is scorched. If he is, he flies close to him and casts Cure Mod Wounds on him! CMW: 2d8 + 10 ⇒ (2, 8) + 10 = 20 healing!


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

1d20 + 9 ⇒ (15) + 9 = 24 Reflex

Take 36, 84 resistance from freshly cast Prot from Fire left. Do something else, Pems.

Apetir dodges most of the fire, his fur not singeing from the lava thanks to the protections from Mal. He considers how to fight both dragons. Post to come.


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, seeing Hektir is fine, rethinks his actions and decides to fly to the right and uses his FORTUNE hex on himself!


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 18

Status:

AC = 28
HP = 202/202
Weapon Equipped = Sever
Condition(s) = Protection from Energy(51/120/120/120/120)

Reflex Save v DC24: 1d20 + 8 ⇒ (9) + 8 = 17

Tsin takes the magma fully in her face, amazed that she can still keep her eyes open, though she can sense the strain between the elemental force and the magical weave protecting her. Adding insult to injury, the creature with the ability to constrict her is the same creature that magically resists any attempt on their person.

"Maybe we lure them to this side of the cavern, then blink ourselves beyond them? Unless one of you can explode them out of our way? I am more than willing to retreat if we want to consider non-confrontational approaches..."

Tsin drifts upwards, and closer to the hole above, breaking line with her companions, in case further magma is at the ready. "Unless Baba Yaga can call off her dogs?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

They fly faster than you, old man!

Also, sorry, probably should have posted this before:
The magma sticks to you, continuing to burn. You're going to take more damage if you were hurt by the breath weapon (so not you, Pems).

Also, Tsin suggested retreating, so if you choose to do that, I'll assume Pems retreats with you.


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 quickly heals the party, then unleashes a blast of ice shards against the creatures. quick channel heal as move action and Cold Ice Strike on aqua as standard

Channel Heal: 8d6 ⇒ (4, 3, 2, 6, 3, 6, 4, 2) = 30

SR check: 1d20 + 16 ⇒ (3) + 16 = 19

Cold Ice Strike: 15d6 ⇒ (3, 4, 6, 4, 3, 1, 2, 1, 4, 5, 4, 6, 1, 1, 5) = 50 cold damage, Reflex save DC 21 for half


retired (AP completed)

"Thrice blighted lizards!" Malavarius grumps in draconic. With the two linnorms near to one another, the old mage extends his staff and sends a roaring blast of lightning leaping between the pair.

CL Check vs SR: 1d20 + 22 ⇒ (9) + 22 = 31
Lightning Arc: 15d6 ⇒ (6, 3, 6, 3, 3, 5, 6, 2, 3, 1, 5, 1, 6, 5, 5) = 60 Ref Save DC 23 for 1/2 damage

He then shakes his arm, trying to dislodge some of the clinging magma. "What the- is this lava? Good heavens!" As he tries in vain to dislodge some of the stuff, he turns to Tsin and frowns, "Look what they got on my robe! I've a mind to teach these overgrown salamanders a lesson, my dear!"

Status:

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 [X] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [X], flesh to stone [X], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [X], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 1/10

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)
cold damage: 9/120
fire damage: 69/120

I don't know that anyone actually got hurt there, Quinn. Unless your channel was to heal up remaining damage from our last fight, the linnorms have only done fire damage and the communal protection fire on everyone would have born the brunt.


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

Apetir quickcasts a Resist Fire 30, to back up his protections should his fire shield fail. He sizes up his opponents, wishing he had another viable spell versus the dragons, but he does not. He tries to position himself in front of Mal and Pems of course, and Quinn the Alpha as well.

He moves back to near Tsin (but not in an easy place to line up with her) and hopes to use the terrain to aid their tactics.

He takes total defense.

ApeTir Status:

[ 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
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

Hektir Status:

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

Spit:

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)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tsin, I think we're waiting on you since it doesn't seem like anyone wants to retreat. I'll post the round tonight either way.


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 finds little comfort in her companions' decision to stand their ground. "Ah, so you have enough magical energy to destroy them where they perch? Their size is daunting, I'll give them that."

She drifts cautiously enough towards the right, thirty feet forward, maintaining the same altitude with Quinn, thirty feet from the priest. Then she readies an attack, in case one of the beasts tries to reach out against her from a great distance. Strike Back

Readied Attack: 1d20 + 25 - 4 ⇒ (3) + 25 - 4 = 24 for 2d4 + 14 + 12 ⇒ (2, 4) + 14 + 12 = 32 damage

"I don't imagine they'll have much difficulty in snatching me out of the air. All due apologies, Quinn."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Tsin: 18
Malavarius: 12
Hektir: 9
Pemsworth: 26
Quinn: 26
Antagonist: 22

Tsin advances as Hektir falls back into a protective stance, Pems taking up a supportive stance behind them.

Quinn and Mal let loose with their magic, though the ice strike seems to just melt away as it hits the linnorm's hide. Mal's spell is more effective, though the surprisingly lithe dragons manage to avoid the worst of the lightning -- and start healing almost immediately, scales regrowing where they were blasted off!

As the magma continues to burn Hektir, Tsin and Mal 21 hp, Reflex DC 24 negates, the two linnorms close in, both of them biting at Hektir, who barely manages to avoid their sharp teeth.

Mechanics:

Red Reflex: 1d20 + 15 ⇒ (19) + 15 = 34
Aqua Reflex: 1d20 + 15 ⇒ (13) + 15 = 28
6d6 ⇒ (5, 2, 2, 1, 6, 5) = 21

Red bite: 1d20 + 23 ⇒ (4) + 23 = 27
Aqua bite: 1d20 + 23 ⇒ (9) + 23 = 32

Red: 20, 2 rounds
Aqua: 20, 1 round

Party is up again.


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

"Die you foul snake!" Quinn points the finger of death at one of the beasts.

SR check: 1d20 + 16 ⇒ (18) + 16 = 34

Destruction: 10d6 ⇒ (4, 6, 1, 6, 3, 6, 2, 4, 1, 2) = 35 damage if making DC 22 Fortitude save, or take 160 damage instead


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

1d20 + 9 ⇒ (13) + 9 = 22 Reflex

According to the rules, Protection get hit first, then Resist Energy if you have them both going. 84 current protection -21 = 63 left.

Round 3

Apetir flaps in to attack the one that Quinn’s spell targeted, seeking to end one threat at a time. He hopes Tsin also targets this one.

bite: 1d20 + 22 ⇒ (20) + 22 = 42 to hit;
1d6 + 22 ⇒ (5) + 22 = 27 magic damage;

claw: 1d20 + 22 ⇒ (4) + 22 = 26 to hit;
1d4 + 22 ⇒ (1) + 22 = 23 magic damage;

claw: 1d20 + 22 ⇒ (16) + 22 = 38 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;

Fervor attack:
bite: 1d20 + 22 ⇒ (20) + 22 = 42 to hit;
1d6 + 22 ⇒ (6) + 22 = 28 magic damage;

Pot crit:
bite: 1d20 + 22 ⇒ (7) + 22 = 29 to hit;
1d6 + 22 ⇒ (4) + 22 = 26 magic damage;

Pot crit:
bite: 1d20 + 22 ⇒ (13) + 22 = 35 to hit;
1d6 + 22 ⇒ (4) + 22 = 26 magic damage;

ApeTir Status:

[ 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
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

Hektir Status:

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

Spit:

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)


retired (AP completed)

Malavarius sends another crackling arc of blue-white electricity through the two dragons. "Bah! Stand still, blast you!"

Reflex Save (DC 24): 1d20 + 12 ⇒ (11) + 12 = 23
CL Check vs SR: 1d20 + 22 ⇒ (3) + 22 = 25
Lightning Arc: 15d6 ⇒ (3, 6, 3, 2, 4, 1, 3, 5, 6, 3, 6, 1, 5, 6, 2) = 56 Reflex Save (DC 23) for 1/2)

Status:

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 [X] [X], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [X], flesh to stone [X], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [X], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 1/10

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)
cold damage: 9/120
fire damage: 90/120
blessing of fervor: +2's


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 flies to within 60' of the linnorms and lays his EVIL EYE on both of them, using his glowering eyes to SPLIT HEX targeting its SAVES! Will DC 22! 1 round/7 rounds (-4)


retired (AP completed)

they’re immune to curses, Pemsworth.

motteditor wrote:


are immune to curse effects like evil eye,


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

Darnit! Sorry, I've slept since I read that...

Pems decides to stay put and begin to summon something!


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 18

Status:

AC = 30
HP = 202/202
Weapon Equipped = Sever
Condition(s) = Protection from Energy(30/120/120/120/120), Blessing of Fervor

Reflex Save v DC 24: 1d20 + 8 ⇒ (8) + 8 = 16

Blessing of Fervor for +2s

Tsin gauges the gargantuans' reach, so move as close as Hektir is to them, though still about 20' to Hektir's right. Avoiding the opportunity for a tail to lash out at her while she moves, she comes to a stop, mid-air, and readies an attack against anything that lashes out at her. Strike Back

Readied Attack: 1d20 + 25 - 4 + 2 ⇒ (17) + 25 - 4 + 2 = 40 for 2d4 + 14 + 12 ⇒ (4, 1) + 14 + 12 = 31 damage
Confirm Critical?: 1d20 + 25 - 4 + 2 ⇒ (14) + 25 - 4 + 2 = 37 for 2d4 + 14 + 12 ⇒ (2, 4) + 14 + 12 = 32 damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Tsin: 18
Malavarius: 12
Pemsworth: 26
Quinn: 26
Hektir: 9
Antagonist: 22

Tsin closes in as Hektir flaps even closer in the wake of Mal and Quinns's spells, which sends one of the two linnorms plummeting lifelessly to the ground. Unfortunately for the Caydenite, he feels a shadow seem to pass over him as the life goes out of the dragon's eyes DC 22 Will save or be hit by it's death curse: gaining vulnerability to fire.

The remaining linnorm floats back 5 ft. and sprays magma again, catching Hektir and Quinn in its blast 59 fire damage; DC 24 Reflex halves; not that it will stick to you again if you take any damage (and Quinn, don't forget you take 88 if you fail your Will save).

Mechanics:

Red Reflex: 1d20 + 15 ⇒ (8) + 15 = 23
Aqua Reflex: 1d20 + 15 ⇒ (7) + 15 = 22
Red Fort: 1d20 + 16 ⇒ (5) + 16 = 21

Aqua bite: 1d20 + 23 ⇒ (12) + 23 = 35

15d8 ⇒ (4, 6, 3, 2, 3, 6, 8, 7, 6, 1, 2, 3, 2, 1, 5) = 59
1d4 ⇒ 2

Aqua: 104, 2 rounds


retired (AP completed)

Malavarius gestures toward the remaining linnorm with his staff and a shimmering sword appears in the air beside it, hewing once as soon as it materializes. "Foolish lizards! You should have let us be!"

CL Check vs SR: 1d20 + 22 ⇒ (12) + 22 = 34
Malavarius' Sword (force): 1d20 + 27 ⇒ (13) + 27 = 40for: 4d6 + 3 ⇒ (6, 6, 4, 4) + 3 = 23

Status:

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 [X] [X], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [X], flesh to stone [X], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [X], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 1/10

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)
cold damage: 9/120
fire damage: 90/120
blessing of fervor: +2's


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

1d20 + 9 ⇒ (11) + 9 = 20 Reflex

According to the rules, Protection get hit first, then Resist Energy if you have them both going. 63 current protection -59 = 4 left.

Round 4

Apetir flaps 5’ closer, still burning, and bites and claws.

bite: 1d20 + 22 ⇒ (18) + 22 = 40 to hit;
1d6 + 22 ⇒ (4) + 22 = 26 magic damage;

claw: 1d20 + 22 ⇒ (20) + 22 = 42 to hit;
1d4 + 22 ⇒ (1) + 22 = 23 magic damage;

claw: 1d20 + 22 ⇒ (17) + 22 = 39 to hit;
1d4 + 22 ⇒ (2) + 22 = 24 magic damage;

Fervor attack:
bite: 1d20 + 22 ⇒ (8) + 22 = 30 to hit;
1d6 + 22 ⇒ (5) + 22 = 27 magic damage;

Pot crit:
bite: 1d20 + 22 ⇒ (14) + 22 = 36 to hit;
1d6 + 22 ⇒ (2) + 22 = 24 magic damage;

ApeTir Status:

[ 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
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

Hektir Status:

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

Spit:

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)


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

Round 3, Init 18

Status:

AC = 30
HP = 202/202
Weapon Equipped = Sever
Condition(s) = Protection from Energy(30/120/120/120/120), Blessing of Fervor

Blessing of Fervor for +2s

Tsin maintains her distance, moving 5' closer to the big lizard, and readying for another incoming attack. Strike Back

Sever, Power Attack, BoF: 1d20 + 25 - 4 + 2 ⇒ (17) + 25 - 4 + 2 = 40 for 2d4 + 14 + 12 ⇒ (2, 2) + 14 + 12 = 30 damage
Confirm Critical?: 1d20 + 25 - 4 + 2 ⇒ (18) + 25 - 4 + 2 = 41 for 2d4 + 14 + 12 ⇒ (2, 4) + 14 + 12 = 32 damage


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

DC 22 Will save: 1d20 + 19 ⇒ (4) + 19 = 23

DC 24 Reflex: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23

BoF: +2s

Quinn winces as the magma bounces off of him. Confident that his companions will defeat the remaining lizard he adds a few bolts to help end it quickly.

holy crossbow: 1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40
damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (3, 4) = 15

holy crossbow: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
damage: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (3, 6) = 17

holy crossbow: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (6, 2) = 12

possible crit, holy crossbow: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39
damage: 1d8 + 1 ⇒ (7) + 1 = 8


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 finishes his summoning and summons a triceratops to flank with Hektir!

Gore: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28 for 2d10 + 12 ⇒ (4, 7) + 12 = 23 damage!

Meanwhile Pems flies closer to lay FORTUNE on Quinn! Roll twice, take best roll, 1 per round for 2 rounds.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

2 people marked this as a favorite.

The triceratops plummets to the ground and slams into the hard ground painfully, but the linnorm seems so stunned by its appearance and swift descent that it's not ready for Hektir's attack. With a little more help from Quinn and Mal, they manage to slay the last linnorm.

As the burning magma continues to drip off Quinn and Hektir 21 hp; DC 24 Reflex negates, the latter feels the dragon's death curse fall over him Will DC 22 or gain vulnerability to fire; note this comes before the follow-up magma damage above.

6d6 ⇒ (1, 5, 1, 3, 6, 5) = 21

Combat over.


1 person marked this as a favorite.
retired (AP completed)

Spiiike! Nooooooo!

Malavarius huffs as the second linnorm drops. ”Stupid, senseless would-be dragons! Good grief what a waste!” He then looks to the group, ”Did either of those wingless snakes curse any of 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

Spike! Or should I call you ‘Lawn Dart’? Oooh no...I barely knew ye. Such a short time here, yet such big impact!

The last of Apetir’s fire protections burn away and the rest is eaten by other fire shieldings. He still insists on another layer of protections from Mal’s wand even though he is already doubly protected.

Things are getting hotter and hotter.

Apetir is not cursed by anything other than his companions.


1 person marked this as a favorite.
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

In my defense, I thought turkeys could fly!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As the Gods are your witness, Pems?

Hektir, are you immune to curses?


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
motteditor wrote:
Hektir, are you immune to curses?

Doh! No, not immune to curses, but to reading accurately, I think. Missed that Apetir was becursed.

1d20 + 19 ⇒ (5) + 19 = 24 Will vs. DC22
1d20 + 19 ⇒ (7) + 19 = 26 Will vs. DC22

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Ah. Well, regardless, as you said, no curses here.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Need to know what you guys want to do.


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

First Quinn helps the party search the cavern including the fallen heroes.

Perception: 1d20 + 31 ⇒ (7) + 31 = 38

After the search is completed he turns his attention to the double bronze doors that are ajar. "Let's at least peek through the open doors before we consider resting?" Stealthily he approaches the doors. if invisibility is available will use that

Stealth: 1d20 + 5 ⇒ (2) + 5 = 7

Perception: 1d20 + 31 ⇒ (13) + 31 = 44

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Looking over the two corpses, the larger one appears to be so immolated that nothing of its gear remains. The smaller corpse, a human woman, however, still appears to be mostly intact. Her armor -- a +2 mithral shirt -- and a rod of thunder and lightning can be recovered, though the former especially needs cleaning.

The rest of the linnorms’ hoard lies atop the highest crag in the southwest corner of the room. This pile consists of druid’s vestments, gloves of arcane striking, a horn of antagonism, a potion of protection from cold, a potion of slipstream, a golden brooch engraved with the coat of arms of Irrisen (worth 80 gp), an amethyst necklace (worth 1,100 gp), three large topazes (worth 200 gp each), 120 pp, 3,800 gp, 5,250 sp, and 10,040 cp.

Beyond the doors, the path appears to continue as a hallway beyond Quinn's sight.


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

"Wait, I think Hektir can be a Linnorm king now. All he has to do is drag the head back and blammo, they crown you there. It's a thought." Pems adds.


retired (AP completed)

Malavarius harumpfs and frowns at the treasure, which, as their so-called adventures continue on, seems to mean less and less to him. "Bah. Trinkets and baubles. What good did they do you, hmm?!" He shouts this last question back down at the corpses of the linnorms. "Fools the lot of them."

He brushes his robe off then tugs on his beard as Quinn examines the way forward. "Those greedy salamanders took the last of my more offensive magics, I'm afraid. I've little left but some spells to inure us to the elements once more and a handful of others to perhaps unweave any magics that might be turned against us."


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

Apetir looks at Mal, then at Quinn. He waits for the Alpha to decide what is best, resting or pushing on.

He's used very little of his own magics, but knows the masculine power of Quinn overrides his own desires.


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

"Rest sounds like a good idea. All this smoke and fire has made me dreadfully parched. Plus this chamber is warm, not some frosty winter bitten cave." Quinn produces a bottle of 'shine and starts on the first part of the plan.

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