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

Round 3

BoF to AC.

Apetir flies into flank with Tsin and bites the idol on its indolent ass.

bite: 1d20 + 22 ⇒ (12) + 22 = 34 to hit;
2d6 + 22 ⇒ (4, 3) + 22 = 29 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)


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

Round 2, Init 7

Status:

AC = 30 (Judgment)
HP = 189/218
Weapon Equipped = Sever
Condition(s) = Protection from Spells, Witch's Charge, Blessing of Fervor

Tsin endures the bite, allowing it step closer to her, so she can step closer to it. Tsin's got the Strike Back feat, courtesy of our previous encounters on Triaxus.

When she's within 10', she begins a series of thrusts by Lunge. She treats Sever to a touch of Bane, targeting the hippo as Golem Construct?. Blessing of Fervor for an Additional Attack

It also benefits her greatly to enter a flanking situation with Hektir.

Sever, Power Attack, Bane, Flank: 1d20 + 25 - 4 + 2 + 2 ⇒ (14) + 25 - 4 + 2 + 2 = 39 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (3, 3) + 14 + 12 + (1) + (2, 1) + (1) = 37 damage, including Fire, Bane, and Precision

Second Thrust: 1d20 + 20 - 4 + 2 + 2 ⇒ (8) + 20 - 4 + 2 + 2 = 28 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (1, 1) + 14 + 12 + (3) + (4, 3) + (1) = 39 damage, including Fire, Bane, and Precision

Third Thrust: 1d20 + 15 - 4 + 2 + 2 ⇒ (13) + 15 - 4 + 2 + 2 = 28 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (3, 1) + 14 + 12 + (6) + (3, 5) + (3) = 47 damage, including Fire, Bane, and Precision

BoF Attack: 1d20 + 25 - 4 + 2 + 2 ⇒ (1) + 25 - 4 + 2 + 2 = 26 for 2d4 + 14 + 12 + 1d6 + 2d6 + 1d6 ⇒ (3, 3) + 14 + 12 + (6) + (1, 1) + (2) = 42 damage, including Fire, Bane, and Precision

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Pemsworth: 28
Quinn: 25
Malavarius: 18
Hektir: 15
Tsin: 7
Antagonist: 9

As Mal and Quinn get out of the way -- the latter pulling out his crossbow as he moves into the kurgan -- Pems traps the ooze, though it doesn't seem to be harmed at all but the hard ice around it.

Deeper in the cave, Hektir flies close, biting the hard stone idol as he manages to avoid the worst of its own hard jaws. Tsin, undaunted after her first attempt to hit it fails, lays into it with Sever, sending stone chips flying. It lets out a roar and bites back at her, even as it slams her with its stone fists, each blow hitting like a hammer 33, 15 and 16 hp.

That close, Tsin and Hektir suddenly feel a stirring as they meet the creature's eyes, realizing it may well be divine. gaze attack: DC 23 Will save, or you're charmed as charm monster and no longer want to attack it.

Mechanics:

Quinn Reflex: 1d20 + 15 ⇒ (8) + 15 = 23
Ooze Fort: 1d20 + 12 ⇒ (11) + 12 = 23

Idol AoO: 1d20 + 24 ⇒ (8) + 24 = 32

Bite: 1d20 + 24 ⇒ (7) + 24 = 31
4d8 + 11 ⇒ (6, 6, 2, 8) + 11 = 33
Slam: 1d20 + 24 ⇒ (13) + 24 = 37
1d8 + 11 ⇒ (4) + 11 = 15
Slam: 1d20 + 24 ⇒ (7) + 24 = 31
1d8 + 11 ⇒ (5) + 11 = 16

Ooze: 19
Idol: 119


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

Will Save DC 23: 1d20 + 14 + 5 ⇒ (3) + 14 + 5 = 22

Tsin lowers her weapon, sure the creature no longer means them harm, even as she bleeds openly.

125/218


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retired (AP completed)

Don't forget the +8 from mindblank, Tsin! Probably doesn’t stack with whatever is giving you that +5, but, even so, it’ll be enough! =)


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
Malavarius King wrote:
Don't forget the +8 from mindblank, Tsin! Probably doesn’t stack with whatever is giving you that +5, but, even so, it’ll be enough! =)

Oh, I think it does stack. That +5 is for being threatened by the creature per the charm person spell.


Round 4

1d20 + 22 + 5 ⇒ (5) + 22 + 5 = 32 Will vs. charm

Apetir bites the idol on its indolent ass (twice) and begins to rend and rake with his claws, hooting wildly.

bite: 1d20 + 22 ⇒ (13) + 22 = 35 to hit;
1d6 + 22 ⇒ (2) + 22 = 24 magic damage;

claw: 1d20 + 22 ⇒ (8) + 22 = 30 to hit;
1d4 + 22 ⇒ (1) + 22 = 23 magic damage;

claw: 1d20 + 22 ⇒ (12) + 22 = 34 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;

BoF Attack:
bite: 1d20 + 22 ⇒ (12) + 22 = 34 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)


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 toward the thing and tries to trap the horrid horrid hippo idol, too!

Cold, Fort Save to avoid entrapment DC 26[/dice: 3d8 ⇒ (5, 1, 3) = 9

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Regardless of Tsin's mental fortitude, she doesn't get a chance to react on it as Hektir shatters the idol, pieces of stone crumbling to the ground. Aw.


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

Much obliged for the memory goose, Mal.

Tsin shakes her head, looking down on her lowered blade, then looks about the chamber. "Well, that went better than I imagined." She eyes the left and right exits, waiting for the others to decide which way to go. Should there be anything interesting laying about, she gives it a cursory glance.

Perception: 1d20 + 21 ⇒ (18) + 21 = 39


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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

”Puny god,” Apetir grunts in unintelligible ape-speech while picking out a piece of god-ass from his front teeth. He looks around the creature for what it have been guarding or why it existed here.

1d20 + 33 ⇒ (18) + 33 = 51 Perception


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

"Well now. That will be a tale to tell, assuming we get out of here alive. Which way, oh grape ape?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

A number of items lie in front of where the idol stood for however long it was there, and quick investigation shows a couple are magical: a dark blue rhomboid ioun stone, a scroll of insect plague scribed on a piece of uncured hide, a pile of uncut gems (worth 2,800 gp total), seven bits of mammoth ivory with rough scrimshaw carvings of elk and plains bison (worth 50 gp each), and a section of petrified tree trunk 3 feet high, 1 foot thick, and weighing 225 pounds that has been carved to resemble some crude prehistoric deity or nature spirit (worth 3,500 gp).

There's no obvious reason for its existence here, and Hektir suspects it's simply where whatever worshiped it happened to be or to build it.

With no clear indication of which way to go, Quinn directs the group to the right, into a musty chamber that smells faintly of decay. Stacked against the walls are hundreds of bundles of hides and pelts, votive offerings left by whatever people built this place long ago.

1d2 ⇒ 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

Tsin regards the hides and pelts with the proper amount of paranoia for a witch's Kurgan. "They'll animate shortly, Baba Yaga? Try and wrap about our heads and strangle us where we stand?" Tsin regards the matroyshka doll, weirdly jealous of the crone's exemption from any of the hostility shown to them as a whole.

Tsin keeps her Sever at the ready, expecting something to fly through the air, and attack them, or her. She respectfully requests a bit more protection from Pharasma, regarding inherently evil creatures. Cast Protection from Evil

She then marches along the left wall, stepping lively, so she can draw the ire of the ermine.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"That seems very obvious, doesn't it?" the Old Crone retorts to Tsin as she moves into the room, keeping an eye on the various hides.

She notices that included among the many pelts and furs, stiff with dry rot, are rolls of scaled skin.

DC 20 Knowledge (nature):

They appear to be the shed skins of giant snakes.


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

Knowledge(Nature), Monster Lore: 1d20 + 10 + 3 ⇒ (6) + 10 + 3 = 19

Tsin continues walking along the left wall, and listens intently for words of wisdom coming from any of the others. She wonders how many more chambers await them...


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 shudders at the decaying offerings. "It's such a shame when religions require waste and sacrifice. Cayden teaches us the exact opposite, to use and enjoy the bountiful fruits that life has to offer, not waste them!" He follows Tsin along the left wall oblivious to the nature of the scaled skin.

Perception: 1d20 + 32 ⇒ (10) + 32 = 42

Thanks for covering in all the games, Mott!


retired (AP completed)

”Let’s just be thankful that bloated thing hadn’t found the starstone like Cayden and instead had only a sliver of divinity in it. Oh, good heavens, look at this mess!” Malavarius frowns at the scattered offerings and hides, shaking his head in disapproval.
Knowledge (nature, DC 20): 1d20 + 12 ⇒ (4) + 12 = 16


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 + 22 ⇒ (17) + 22 = 39 Know (Nature)

Apetir snorts as if he knows exactly what the skins are, but chooses not to say anything about it...mostly because it would be more unintelligible gibberish, like that of what Quinn speaks while on a bender.

He doesn’t seem too worried about it, looking to move on after others are healed.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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You move quickly through the chamber, not giving the chance for the shed snakeskins to form into some sort of undead hollow serpent.

The cavern continues to wind through the underground, barely wide enough for Hektir, before it corridor widens to create two alcoves containing stylized stone statues of saber-toothed tigers engraved by the ancients with crude glyphs and sigils. Again, Tsin expects them to animate, but again she's surprised (and perhaps disappointed) when they prove to be nothing more than simple stone.

Moving on, you get to the convergance of two earthen tunnels. The floor of the intersection is clogged with broken bones and bits of dried flesh from creatures that obviously met violent deaths. The cobwebs and advanced state of decay of some of the remains show that these remains have been collected here for many, many years.


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 pauses, looking in every alcove and at every burnt bone. He trusts nothing...especially not for Baby Yoga to help in any way.

1d20 + 33 ⇒ (6) + 33 = 39 Perception

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Hektir notices that the wooden ceiling of the corridor ends 20 feet before this intersection. Above the intersection itself, the ceiling rises 50 feet. In the south wall of the intersection, 40 feet up, it looks like the wall opens up, perhaps into a cave or some sort.

1d20 ⇒ 20


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 sees the ceiling rising, and comes to a stop. "Can we all enjoy a little flight? I'd prefer to not delay chasing something upwards, given the space. Pemsworth, please stay back. You might be borne away by a large bird."


retired (AP completed)

”Bah, he’s taller than most everyone else now, Tsin. Regardless, though, look at this absurd ceiling! Why the blazes would anyone build a place like this?”


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 shrugs. "I guess I'll always be a halfling in your eyes, eh, Tsin?" He grins.

"But I'm happy to stay in the back to save me from large birds!"


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 flinches a little, as she turns back to see the halfling-become-half-elf. I look forward so much, I forget to acknowledge those who follow... "It's true. I picture you returning to your previous self when this is all over..."


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 will cast Mass Fly, which he already thought he cast. Oops. But cast now for sursies.

When others are ready, he will slowly move upward, looking for danger.

1d20 + 33 ⇒ (3) + 33 = 36 Perception


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

"I don't know. I've kind of gotten used to reaching the tall shelves without a ladder. Could be a useful trait among halflings, you know."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As you plan to further investigate, you suddenly hear another horrific howl echo through the cave. DC 28 Will save to avoid becoming shaken for an hour, and panicked for 1d4 + 4 ⇒ (2) + 4 = 6 rounds. This is a mind-affecting fear effect.

A moment later, a second howl splits the air. Same saves as above; 1d4 + 4 ⇒ (2) + 4 = 6 rounds for possible panic.

Initiative:

Hektir (+2 in surprise rounds): 1d20 + 4 ⇒ (13) + 4 = 17
Malavarius: 1d20 + 1 ⇒ (4) + 1 = 5
Pemsworth: 1d20 + 8 ⇒ (18) + 8 = 26
Quinn: 1d20 + 6 ⇒ (5) + 6 = 11
Tsin: 1d20 + 5 ⇒ (9) + 5 = 14
Antagonist: 1d20 + 13 ⇒ (19) + 13 = 32

Party is up...


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

Will: 1d20 + 15 ⇒ (1) + 15 = 16
Will: 1d20 + 15 ⇒ (17) + 15 = 32

"AAAAAAAA!" Screams Pems and flees for 6 rounds!


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

1d20 + 19 ⇒ (20) + 19 = 39 Will
1d20 + 19 ⇒ (10) + 19 = 29 Will

Apetir backs up. Not that he is afraid, but that he hears fear from others and doesn’t want to proceed alone. He backs up more, and then more again, waiting for some people to get their shit together.


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retired (AP completed)

Will Save (DC 28): 1d20 + 17 ⇒ (1) + 17 = 18 Well, at least I didn't prepare teleport today.
Will Save (DC 28): 1d20 + 17 ⇒ (3) + 17 = 20

Malavarius' eyes go impossibly wide as his pupils narrow to pinpoints. Trembling, he glances from side to side for a moment before shouting, "Fly, you fools!" He then promptly vanishes from sight.

dimension door 1,040 feet out of the kurgan and back toward where we first arrived

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)
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 [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
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 [X] [X], fireball (intensified) [ ] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X] [ ], flesh to stone [ ], greater dispel magic* [ ]
Level 7 Prepared (3+1+1): banishment [ ], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [ ], mind blank [X]
Protective Ward used: 0/10

Ongoing Effects:
protection from arrows (everyone)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)
protection from spells (Tsin, 160 minutes)
blessing of fervor: +2 to hit, +2 AC, +2 Ref Saves


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 28 Will save: 1d20 + 20 ⇒ (18) + 20 = 38

DC 28 Will save: 1d20 + 20 ⇒ (5) + 20 = 25

The first howl doesn't seem so bad, but the second howl sends chills through his soul and Quinn joins Pems in flight from the cave.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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Bwahaha! One more, my precious.


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

Will Save v DC 28: 1d20 + 17 + 8 ⇒ (13) + 17 + 8 = 38
Will Save v DC 28: 1d20 + 17 + 8 ⇒ (2) + 17 + 8 = 27

Tsin finds no pleasure in the howl, leveled against no less than twice in as many seconds. She fears that there is now more than one creature waiting somewhere above them, and rightfully retreats.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Pemsworth: 26
Hektir: 17
Tsin: 14
Quinn: 11
Malavarius: 5
Antagonist: 32

Pems and Quinn turn tail and take off running, while Mal casts a quick spell and disappears with a quick pop of displaced air. Please keep track of how far away you are, if you don't mind, though I'll try to do the same.

Hektir and Tsin retreat a little more carefully, so they can see when a horrific creature with the head of a feral elk with jagged teeth and sharp antlers. Its humanoid legs end in blackened, burnt stumps. Though they may have avoided it earlier, the wendigo has found them now!

Moving far faster than you, the creature closes with Hektir and bites savely into him 18 hp, plus 16 cold, though the ape is able to pull his arm free before the wendigo can grab him!

Mechanics:

1d2 ⇒ 1

Bite: 1d20 + 26 ⇒ (15) + 26 = 41
2d8 + 9 + 4d6 ⇒ (1, 8) + 9 + (2, 6, 5, 3) = 34
1d20 + 32 ⇒ (1) + 32 = 33

Mal: 1,040 ft.
Quinn: 30 ft.
Pems: 30 ft.

I assumed Tsin and Hektir retreated 30 feet, but if you wanted to go the full 60 feet, let me know. Either way, it's able to catch up to you fairly easily despite starting from some fairly greater height.


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 keeps stumbling away from the terror.

Quinn's speed is 40', so he's now 80 feet away with 4 more rounds of panic


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 failed the second save, so joins the others in a Panicked retreat. Sever is dropped to the floor, and Tsin runs 'top speed' 120' back from whence they came. Another round, and another 120'...


retired (AP completed)

Fleeing while panicked at least ends as soon as you break line of sight; so some of you might not need to run quite so far?

Malavarius spins around, scanning the horizon as he huffs and tries to catch his breath. "Gadzooks that was dreadful! Now, where the blazes have I gotten myself?"

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)
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 [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
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 [X] [X], fireball (intensified) [ ] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X] [ ], flesh to stone [ ], greater dispel magic* [ ]
Level 7 Prepared (3+1+1): banishment [ ], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [ ], mind blank [X]
Protective Ward used: 0/10

Ongoing Effects:
protection from arrows (everyone)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)
protection from spells (Tsin, 160 minutes)
Panicked (2/6)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Whoops, sorry Tsin. Also, Hektir reminded me your speed is boosted by fly (so 60 feet at least). So no one was attacked that round, because the wendigo isn't so fast it could get to you AND attack without charging. That said, it could certainly get to you. You can assume your fleeing will end this round, as you'll now all have seen the wendigo and then broken line of sight. Hek, do you want to move past all the fleeing slowpokes?

Either way, the wendigo is in position to attack you next round; 10 feet from the slowest person, which is either Hektir or randomly Quinn/Tsin/Pems (unless one of you has another speed boost)...


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's current fly speed is 40', due to armor, and the Fly spell won't allow her to Run, only Charge, so feet on the ground, Running, would have been her selection for retreat. (80' back v 120' back). I'll defer to GM as to the current positions...


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 flies tactically, trying to give his companions time to recover their shit and get back into the fight. He has no desire to go toe to ape-toe with this horror, but also doesn’t want Pems eaten like a peeled grape.

He will fly 20’ away from the creature, casting Freedom of Movement and issuing a roaring challenge.


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

Quinn's flight slacks off as the panic slips away and his concern for his friends takes charge again. Embarrassed, he turns back and retraces his route.

I will defer on position as well, not sure where Quinn would be, Destruction on Wendigo is his next goal

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Pemsworth: 26
Hektir: 17
Tsin: 14
Quinn: 11
Malavarius: 5
Antagonist: 32

Pems, Quinn and Tsin turn tail and keep running, though as the Wendigo slips from their sight, they realize things aren't quite so grave!

Hektir meanwhile girds his loins for the fight in the close confines of the tunnel, as the wendigo closes on him. He barely manages to get his neck back as the horrific creature snaps at him, sparing him from possibly having his throat ripped out in a single bite, though his magic lets him slip free of the wendigo's jaws. 13 hp, plus 14 cold damage

Mechanics:

Bite: 1d20 + 26 ⇒ (18) + 26 = 44
2d8 + 9 + 4d6 ⇒ (3, 1) + 9 + (1, 6, 6, 1) = 27

So we'll say everyone has retreated a total of 240 feet in two rounds; Apetir flew 120 feet, then this round flew 20 feet and cast, at which point the wendigo closed to within 10 feet of him and attacked; so everyone else (except Mal) is 100 feet away from those two combatants.


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 turns and flies back to the battle as fast as he can, feeling foolish and cowardly!


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 14

Status:

AC = 30 PfE
HP = 189/218
Weapon Equipped = +1 Greatsword
Condition(s) = Protection from Spells, Witch's Charge, Blessing of Fervor, Protection from Evil

Tsin does the same, returning to the fight by foot, though she's mildly out of breath from all the running. She stops just 10' away from the howler, should the tunnel permit a columnar front line. If the ceiling allows it, Tsin will try and face the wendigo from the same distance as Hektir. If not, she stops just in back of him.

The swordswoman now wields a greatsword, in place of discarded Sever.


retired (AP completed)

Huffing, Malavarius comes to a rest at the top of a small rise. Turning slowly, he sees the kurgan in the distance, but in the opposite direction he'd been hustling. "What the- how in the-" Sighing profusely, the wizard hikes up his robes and starts heading for the distant kurgan. "Blasted kurgan! Stay put this time! I'm a very old man without his staff for pity's sake!" Too winded to grumble any more, the wizard does his best to hurry back toward the kurgan.

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)
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 [ ], identify [ ], mount [ ], protection from evil* [ ], mage armor [X], shield [ ]
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 [X] [X], fireball (intensified) [ ] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ] [ ]
Level 6 Prepared (3+1+1): disintegrate [X] [X] [ ], flesh to stone [ ], greater dispel magic* [ ]
Level 7 Prepared (3+1+1): banishment [ ], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [ ]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [ ], mind blank [X]
Protective Ward used: 0/10

Ongoing Effects:
protection from arrows (everyone)
mage armor (Pemsworth)
greater magic weapon (Hektir)
moment of prescience (self)
mind blank (Tsin)
protection from spells (Tsin, 160 minutes)
Panicked (2/6)


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

With Resist 15 cold, no cold damage this time. DR10/good helps. hp 176/179.

Round 3

With a snarl, Apetir fights back against the dreaded winnebago.

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

claw: 1d20 + 22 ⇒ (4) + 22 = 26 to hit;
1d4 + 22 ⇒ (2) + 22 = 24 magic damage;

claw: 1d20 + 22 ⇒ (10) + 22 = 32 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 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)


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 returns to the scene of the battle and directs his wrath at the wendigo. "You should be ashamed of yourself, going around and frightening people like that! Be gone, foul beast!"

SR check: 1d20 + 16 ⇒ (15) + 16 = 31

cast Terrible Remorse on the wendigo, DC 20 Will save, You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal 1d8 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the creature saves, it is staggered for 1 round and takes a -2 penalty to Armor Class, after which the spell ends. Last for 16 rounds, or until save

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Don't forget you're all still shaken except Hektir.

Round 3:

Pemsworth: 26
Hektir: 17
Tsin: 14
Quinn: 11
Malavarius: 5
Antagonist: 32

Hektir unfortunately takes up the full space in the tunnel, so Tsin, Pems and Quinn are only able to return to his backside, while Mal hustles back, still far from the fight. As the two monstrous beasts battle, the wendigo shrugs off Quinn's spell, its flesh immediately starting to close the wounds inflicted by Hektir's claws. The ape's own hide is tough enough that it turns aside the windigo's fangs and claws, but he can feel the pressure of the blows, and thinks his hide held only be the narrowest of margins.

Quick stats:

Wendigo save: 1d20 + 11 ⇒ (10) + 11 = 21
Bite: 1d20 + 26 ⇒ (7) + 26 = 33
Claw: 1d20 + 26 ⇒ (6) + 26 = 32
Claw: 1d20 + 26 ⇒ (3) + 26 = 29

Wendy: 10


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

With Resist 15 cold, no cold damage this time. DR10/good helps. hp 176/179.

Round 2

Waited 3 days for someone to post, but I guess we can re-arrange things next round. Not sure what else Apetir can do to make room.

Apetir fights back against the winnebago.

bite: 1d20 + 22 ⇒ (9) + 22 = 31 to hit;
1d6 + 22 ⇒ (3) + 22 = 25 magic damage;

claw: 1d20 + 22 ⇒ (18) + 22 = 40 to hit;
1d4 + 22 ⇒ (4) + 22 = 26 magic damage;

claw: 1d20 + 22 ⇒ (1) + 22 = 23 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 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)

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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
motteditor wrote:
Hey guys, looking to get back to my normal posting schedule tomorrow or maybe Friday. Sorry for the absence.

Oh heck! It was a good, if not great, absence. We cheered for you and understood the entire way.

Me? I'm still proud of you and have happily pointed you out as my GM repeatedly.

You rock.

/me spits, meaning what I just done said


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

Everything Heckler said, without the salivary punctuation.


retired (AP completed)

Thirded! (But also without mucal explusions.)


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

Fourthed. But I'll add : yuck, Hektir!


1 person marked this as a favorite.
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

"Fifthed!" Quinn toasts with a fifth.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I feel like a broken record saying this, but sorry again, guys. A co-worker called out sick the last few days with a medical emergency, so I'm on Day 7 in a row. Hoping that I can get back to a nice, normal posting rate someday soon, but in the meantime just bear with me and I'll post as I can.


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

No worries! If you feel obliged to bring us news of delays, I think you need to take a page from Jon Lovitz, and bring us insane situations that have caused them. Yeah, that's the ticket ;)


retired (AP completed)

Ok, so it seems like we can liquedate everything we have worth liquedating while we're in Waldsby. I'll crunch dem numbahs later tonight after work.

I kind of like the idea of holding onto the books though. When Malavarius comes into his own and manages to secure a remote and whimsical cottage or tower as his own that he can travel to easily, he'll need a choatically kept library after all.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

1 person marked this as a favorite.

Maybe you could get a hut of some sort, Mal?


retired (AP completed)

If you've ever seen Disney's Sword and the Stone and recall Merlin's cottage in the woods or his crumbling, leaky-roofed tower that somehow never topples over, I'd love either of those =) But a hut, you say? A dancing hut, perchance? NEVER! I don't like witches (present Pemsworths excluded) or their huts!


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

Thanks Mal. It is appreciated.

::spit::


retired (AP completed)

Sold Items
jade bracelet (175gp)
silver dragon bracers (250gp)
jeweled scepter (175gp)
agate (50gp)
porcelain dolls x2 (80gp total)
silver medallion w/ sapphires (300gp)
gold signet ring (250gp)
blue quartz x6 (600gp total)
opal necklace (500gp)
cold-weather outfit x14 (56gp total)
entertainer's outfit (1.5gp)
battleaxe (5gp)
chain shirt x14 (700gp)
light steel shield x13 (58.5gp)
spiked light steel shield (9.5gp)
cold iron longsword x13 (195gp)
dagger x15 (15gp)
masterwork greatsword (175gp)
masterwork throwing axe (154gp)
light crossbow x14 (245gp)

Total Gained from Selling of Loot: 4,042 gp
New Current Party Stores GP Total: 6,355.77 gp

Kept Items
cloak of resistance +1 x2 (Quinn + Hektir?)
+1 jeweled silver dagger (Hektir)
Icicle wand w/ a spell Malavarius didn't recognize that's a seemingly perfect fit for Pemsworth (Pemsworth)
amulet of natural armor +1 (Hektir?)
ring of protection +1 (Tsin?)
cauldron of overwhelming allies (Hektir)
ring of regeneration (Tsin)
Bag of Holding, type II (Malavarius)
Robe of Useful Items (with bonus items!) (Pemsworth)
crossbow bolts x10 (Quinn)
collection of books (2 sets: +2 history, +2 planes; 100 gp each set) (Malavarius)
scroll of animate objects (Quinn)
scroll of dispel magic x2 (Malavarius + 1 used to restore Pemsworth's sight)
scroll of cure moderate wounds x2 (one to Hektir and one to Quinn?)
scroll of comprehend languages (Malavarius)
scroll of delay poison (Quinn?)
scroll of irriseni mirror sight (Pemsworth?)
scroll of remove disease (Quinn?)
scroll of remove sickness x2 (Quinn?)
scroll of threefold aspect (Pemsworth?)
scroll of youthful appearance (Malavarius)
elixir of fire breath (Pemsworth)
potion of cure moderate wounds x6 (2 for Tsin, 2 for Hektir, 1 for Quinn, 1 for Pemsworth?)
potion of undetectable alignment x2

Unsold Items in Party Stores Not Yet Claimed by PCs
dragon-shaped spiteful cookie
magic ice wedge for tower elevators
feather token (bird)
feather token (tree)
1 ice floe elixir
5 scrolls of magic weapon
1 scroll of endure elements
1 scroll of unseen servant
3 scrolls of animate undead, lesser (2HD)
1 oil of magic weapon
3 potions of feather step
12 potions of endure elements
4 potions of cure light wounds
1 potion of interrogation
2 potions of enlarge person
1 elixir of truth
3 potions of featherfall
2 potions of undetectable alignment
3 oils of mask dweomer

PC Wealth Totals
Hektir: 14k
Malavarius: 10.4k
Pemsworth: 13.6k
Quinn: 3.7k
Tsin: 101k (skewed by ring of regeneration)

Party Inventory

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I think Quinn could really use some stuff...


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

Additional Sell (imho):
+1 jeweled silver dagger
scroll of delay poison (Quinn?)
scroll of irriseni mirror sight (Pemsworth?)
scroll of remove sickness x2 (Quinn?)
scroll of threefold aspect (Pemsworth?)
scroll of youthful appearance (Malavarius)
potion of undetectable alignment x2
feather token (bird)
feather token (tree)
1 ice floe elixir
1 scroll of unseen servant
3 scrolls of animate undead, lesser (2HD)
1 potion of interrogation
3 oils of mask dweomer

Yeah, some of this stuff might be situationally useful, but mostly it's going to clog our character sheets. I try to keep things clean. If you want to keep some of it, feel free, but I prefer cash. We can buy something nice for Quinn. Like a wife. Or an endless beer decanter. Or a personality. *zing*

Hektir wants/accepts:
cauldron of overwhelming allies
amulet of natural armor +1
cloak of resistance +1
3 pot CMW (two entries above...2 and 1)
1 oil of magic weapon


retired (AP completed)

I would very much like to keep the scroll of youthful appearance for Malavarius. And I think Pemsworth should definitely try and teach Flash irriseni mirror sight. Knowing how much these witches like mirrors, I think that could really give us a leg up in the intelligence gathering department down the line.

Pemsworth, do you plan on using the spear of mancatching primarily now or that wand from Radosek that functions as a dagger w/ cold damage? The spear could pass to Quinn if you don't plan on using it any longer.

EDIT: deducted 600 gp from party stores for the two castings of masterwork transformation.
Quinn, do you want the spear?


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

I could use either, but the dagger seems more Pems-worthy. I'll hand the spear back to 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

After MW transforming her falchion, and two beautiful rings gladly accepted, Tsin is good with making sure assets are liquified and reconstituted as necessary.

The town has a +2 studded leather, and +2 Con belt. Should we consider them more functional forms of wealth management?


retired (AP completed)

The studded leather, in effect, would basically just reduce Quinn's AC penalty. Another casting of masterwork transformation for 150gp would essentially affect the same change. I think the belt is a great investment though. More hp's and better Fort saves are never a bad thing.

I'm thinking perhaps it might be worthwhile to have all the armors masterwork'd. I'm planning on taking Craft Wand and Craft Magic Arms and Armor at level 5, and masterworking all our stuff now will set us up for furture enmagicifications of our stuff.

From the sounds of things and the presence of a flipping ring of regeneration while we're level FOUR, I get the impression we might not have the same access to stores and such that we, as players, are typically used to.

Plus, that'll save us a bunch o' dough, provided we have the time needed to actually use the feats.


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

You had me at 'taking... Craft Magic Arms and Armor'... ;)


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

Sure. 4 more castings of MW transformation? On what?

Hektir was happy to pay for his own upgrading, and assumed Tsin was the same.

Then again, it doesn't really seem like we are doing party splits; we're more like a hippie commie commune in this party. Sheesh! ;)


retired (AP completed)

With a 90k ring in the mix, I don't know how to do splits. And with tracking the invidual's totals I think the communist approach is easier and cleaner so long as we keep nearish to one another.

As for the mw transformations, I think all of your armors are worthy targets unless you've been planning to switch to a heavier set down the line.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
Malavarius King wrote:
As for the mw transformations, I think all of your armors are worthy targets unless you've been planning to switch to a heavier set down the line.

Hektir is fine with his armor as is right now...it's made of wood so it's totally strong and sh$+. Plus, it's unclear how much Hektir will be wearing it (depending on his luck with Nadya...Hektir might need to up the manliness to 11). If Tsin wishes hers upgraded, Hektir can make it happen.


retired (AP completed)
Hektir the Tracksmage wrote:
Hektir might need to up the manliness to 11

Finding a dragon, slaying it, and crafting its hide into a sweet armor of your own seems like an excellent way to do this. Guess you better start sinking ranks into Craft (armor)! =P


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

Yes, please, on Tsin's personal investment in sword. Money well spent on MW Transformation.

Still debating heavier armors. It's likely, but only when Armor Training comes back into play, if it ever does...

With the ring of protection, Tsin is content for now as well.


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 doesn't need wealth, mannnn, material doo-dads ain't his style!

Seriously, I don't care about wealth balance, Quinn's abilities like channel, slapping, and praying are non-item based, so he'll get less use of an armor or weapon.

We can sell the spear, that money is better spent for crafting stuff.

The one loot item I do want is the Feather Token, Tree, my all time favorite item ever! :)


retired (AP completed)

Added the tree token to Quinn's sheet, deducted 150 from the cash for the masterworking of Tsin's armor, sold man-catcher spear and +1 dagger and added them to cash fund...

We now have 8,719.27 gps. Do you guys want me to split that amongst us or just keep it lumped in the party stores?

Things still in need of doing before leaving Waldsby:

  • Identify the spell in Pems' new icicle daggerwand (it made the icicle spears that Radosek used, but I wasn't able to get/determine the spell details)
  • Cast masterwork transformation on any other items the party needs improved (so far we'd improved Hektir's scimitar, Tsin's falchion, and Tsin's armor)
  • Decide if we want that belt or the +2 studded leather
  • Make rolls to transfer spells from scrolls into familiars/spellbooks
  • anything else?


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

    Do you guys want me to split that amongst us or just keep it lumped in the party stores?

    Things still in need of doing before leaving Waldsby:

  • Cast masterwork transformation on any other items the party needs improved (so far we'd improved Hektir's scimitar, Tsin's falchion, and Tsin's armor)
  • Decide if we want that belt or the +2 studded leather
  • Make rolls to transfer spells from scrolls into familiars/spellbooks
  • anything else?
  • I think you have it covered, Mal. Thanks for the work. I would keep the money in a lump. We don't need to split yet. Btw, did you split for Nadya's share as well? Hektir is assuming we did.

    I wouldn't buy stuff we don't need, saving it for Whitethrone, but I'm happy to support others if they need something.

    If someone wants any of Hektir's magickery, please say so. He's happy to share.


    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'll politely decline the MW Transformation on the armor, for now. Let's keep the hippy kitty full til Whitethrone :)


    retired (AP completed)

    Nadya has been given confirmation of her daughter's death, justice served to one of her daughter's captors, and some measure of closure, but no monies.


    Manly Stats:
    HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
    Tracksmage 16
    Malavarius King wrote:
    Nadya has been given confirmation of her daughter's death, justice served to one of her daughter's captors, and some measure of closure, but no monies.

    Bah!

    Let it be moved that we leave a sum of monies (250gp? 500gp?) with the Nadya's grandnan and house elf to ensure they are taken care of.

    We're taking their mom and breadwinner with us, for Gozreh's sake.


    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

    Seconded!


    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

    Are we purchasing Nadya for Hektir, then?


    retired (AP completed)

    My understanding was that the whole household was coming along with us and that we'd drop the kiddies off in Ellsprin en route. And don't forget that Whitethrone is over 100 miles away from Waldsby, so Hektir will have plenty of time to flex his surrogate daddy muscles.

    I'm cool with giving Nadya some funds, but I'll wait for Mott to weigh in on whether she'd accept them or not before I deduct any from the party stores.


    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

    Yep, monies to Nadya, Quinn agrees completely.

    The belt might be good for Hektir or Tsin, extra HP and better Fortitude saves are prime.


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

    My understanding was that the whole household was coming along with us and that we'd drop the kiddies off in Ellsprin en route.

    I'm cool with giving Nadya some funds, but I'll wait for Mott to weigh in on whether she'd accept them or not before I deduct any from the party stores.

    Oooh...I thought we were dropping the kids off someplace, then heading for Whitethrone. But yeah, whatever works. :)

    Quinn Kestrel wrote:
    Yep, monies to Nadya, Quinn agrees completely.

    Hektir already has a Belt of Con +2, Tsin has enough magic on her to buy the town. We've decided to hold off until Whitethrone and hope for some extra items of interest.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    OK, I think we're moving on. You can just give me Spellcraft checks to see if you can figure out the spell behind the wand.

    To save a little trouble, I'll give you the spell here, so you can use the wand, but to be able to memorize and cast it on your own, you're going to have to learn it.

    Ice Spears
    School conjuration [cold]; Level druid 3, sorcerer/wizard 3, witch 3
    Casting Time 1 standard action
    Components V, S, M (a small stalagmite-shaped crystal)
    Range close (25 ft. + 5 ft./2 levels)
    Effect 1 ice spear/4 levels
    Duration instantaneous
    Saving Throw Reflex half and see below; Spell Resistance no

    Favored by the spellcasters of Irrisen, this potent spell can disrupt spellcasters, topple enemies, and break even seemingly unstoppable charges.

    One or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every 4 caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square—creatures that take up more than 1 square can be hit by multiple spears if your caster level is high enough. The explosive growth can also trip foes.

    When the spears erupt from the ground, they attempt a combat maneuver check to trip any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus on this combat maneuver check. If the check is successful, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt.

    If you cast this spell upon an area covered with ice or snow, such as a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect take a –2 penalty, and the spell effect gains a +4 bonus on the combat maneuver check to trip foes.

    Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points.


    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

    Welcome back, Mott! Do you know how many charges the wand still has?


    retired (AP completed)

    *hugs Mott*
    Welcome back, oh fearless and noble GM!

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    The wand has 39 charges left.


    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:
    The wand has 39 charges left.

    Oooh...I was 'wandering' what that did.

    And druids 'manly men of nature' can use the wand too. That's perfect for after Flash eats Pems in his sleep, as planned.


    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

    PLANNED BY WHO, Hektir?!?!


    retired (AP completed)

    Is this cursed ring Spicer's doing? *shakes fist at heavens* Curse you Spicer!

    Unless I'm misunderstanding something, it would have been a DC 40 spellcraft check to recognize the ring as cursed! DC FORTY.

    I went back and checked and I actually pegged a natural 20 on that Spellcraft check too! The game is rigged! Shenanigans! I call shenanigans! =P

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Yup; blame Spicer. I think this is the first time I've actually ever had a cursed item come into use. I had to do some serious reading up to make sure I was getting the checks right. :)


    retired (AP completed)

    So weapons work vs swarms but weapon-like spells (such as rays) don't? Huh. I thought the distinction was the "Target" line in spell description.

    For instance, charm person contains the line "Target: one humanoid creature" in its description. As such, regardless of types or subtypes, my understanding was this type of spell would not work on a swarm. Contrarily, distintegrate, scorching ray, and other ray spells don't have target lines in their descriptions, so I thought spells like those would work.

    But, reading the description for the swarm subtype through again shows that disintegrate is specifically called out as not working.
    Noted for future reference!

    What this means: We need to get you guys some fire resistence ASAP because I'm steering headlong for FIREBALL! =P


    retired (AP completed)

    That is a delightfully horrid sounding spell, Quinn. Yech!


    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

    Governayle, knocking it out of the park lately!


    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

    Ah, pshaw :) Just trying to keep up with the pack!


    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

    It's been great playing with you guys. Thank you for the experience!


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

    It's people like you (and, admittedly, myself) that make me not believe any printed or spoken words after March ends.


    1 person marked this as a favorite.
    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 spake no untruths, of course, but the way in which it can be read may yield a modicum of misinterpretation ;) You're too wiley by far, you old coyote.

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