
Hektir the Tracksmage |

Round 1, Init 17
Hektir moves 20' into the room (left of Mal 3 spaces), his dragonhide armor slowing him down a bit.
Hektir creates his own Flaming Sphere (Reflex DC15) on the same troll that Tsin just clocked.
"Child thieves should die," Hektir says with a spit.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Malavarius: 7
Pemsworth: 26
Quinn: 21
Tsin: 19
Hektir: 17
Antagonist: 7
Quinn rushes forward, jabbing the nearest troll before it has a chance to move, as Pems tries unsuccessfully to stare it down.
Nearby, Tsin's blow is far more vicious, nearly decapitating it. Seeing it all but dead, Hektir switches plans in a flash and heads to help his longtime companion, but the creature manages to surge to its feet before the flaming sphere can hit him.
Quinn jabs harmlessly at him, surprised by its sudden fleetness, and leaves himself open as the troll claws and bites him, armor turning one massive hand before it can shred him. 16 hp total
Will save: 1d20 + 2 ⇒ (19) + 2 = 21
Reflex save: 1d20 + 8 ⇒ (12) + 8 = 20
Quinn AoO: 1d20 + 6 ⇒ (1) + 6 = 7
1d6 + 3 ⇒ (1) + 3 = 4
bite: 1d20 + 7 ⇒ (18) + 7 = 25
1d6 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 7 ⇒ (5) + 7 = 12
claw: 1d20 + 7 ⇒ (15) + 7 = 22
1d4 + 4 ⇒ (4) + 4 = 8
T2: 32

Quinn Kestrel |

"OOOWWW!" Quinn falls back from the troll and prays to Cayden for healing to staunch his wounds. shift back toward center of room
selective channel, exclude trolls: 3d6 ⇒ (3, 3, 6) = 12

Hektir the Tracksmage |

Round 2
Hektir keeps his flaming sphere on the one Tsin attacks (2/5, another DC 15 Reflex pls) while he moves over to help Tsin, no Quinn, no Tsin, no Quinn, no Tsin....ack! Quinn.
3d6 ⇒ (1, 3, 6) = 10 fire damage;
He moves over and slashes with his bladed belt scimitar.
1d20 + 8 ⇒ (19) + 8 = 27 to hit;
1d6 + 4 ⇒ (1) + 4 = 5 damage.
Pot crit:
1d20 + 8 ⇒ (20) + 8 = 28 to hit;
1d6 + 4 ⇒ (1) + 4 = 5 damage.

Malavarius King |

Malavarius draws his trusty wand, a delighted smile still on his face from his wildly successful fireball despite the frizzed and frazzled appearance of his beard from the near-scorching he almost gave himself. He sends another beam of fire lancing into the fray for the least injured troll.
Scorching Ray: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12for: 4d6 ⇒ (6, 6, 4, 4) = 20
HP: 31/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [X], protection from evil* [X] [X], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [X], resist energy* [X] [X], spontaneous immolation [X] [X]
Level 3 (1+1+1): dispel magic [X], draconic reservoir [X], fireball [X]
Protective Ward used: 1/8
Scorching Ray charges used: 32/42
Ongoing Effects:
Draconic Reservoir (Hektir): 10/50 minutes, 0/30 cold damage
Resist Energy (Quinn): 10/50 minutes, 10/cold
Resist Energy (self): 10/50 minutes, 10/cold

Tsin Windscar |

Round 2, Init 19
AC = 21
HP = 48/48
Weapon Equipped = +1 Falchion
Condition(s) = Fly, soon to run out
Should the first troll prove dead enough, especially by Hektir's fire, she moves against the second troll, only if it's still standing after Hektir's well-placed strike.
+1 Falchion: 1d20 + 10 ⇒ (17) + 10 = 27 for 2d4 + 7 ⇒ (4, 2) + 7 = 13 damage

Malavarius King |

Malavarius bounces his eyebrows in self-satisfied amusement as the wand vanishes once more into one of his baggy sleeves. "That was quite a spell! Hoohoo!" The old wizard chuckles as he pokes his hat with the head of his staff, and a trembling Zeno, his feathers still windblown from the fireball, cautiously emerges from his shelter.
"That was too close!"
"Nonsense, Zeno! I knew precisely what I was doing the entire time. Precisely!"
"You old ninny! If you were full of any more hot air you could just breath fire instead of endangering us all with your giant explosions!"
"Old ninny?! Well- I never- !" After a few huffs and puffs, the pair descend once more into their long running game of bickering and insult-trading.

Tsin Windscar |

With the ease of unfair fighting, Tsin waits for the others to search the room, before heading to the double doors in the south of the room. "Quinn, your peeping tom power is done for the day, right?" With an affirmative, she opens the doors to investigate properly. She listens, at least.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Hearing nothing over the grinding clockwork, Tsin opens the doors.
Three giant chairs are arrayed around an enormous wooden table that is shoved into the southeast corner of this room. Piles of discarded bones and partially cooked meat heaped upon oversized platters cover the surface of the table. The sickly sweet smell of blood and death is everywhere.
A pair of ice trolls, faces covered with blood, spin around on their chairs and drop the bones they were gnawing. They grab their weapons as they see you and leap to their fet.
Hektir: 1d20 + 5 ⇒ (14) + 5 = 19
Malavarius: 1d20 + 1 ⇒ (18) + 1 = 19
Pemsworth: 1d20 + 8 ⇒ (14) + 8 = 22
Quinn: 1d20 + 3 ⇒ (11) + 3 = 14
Tsin: 1d20 + 5 ⇒ (18) + 5 = 23
Antagonist: 1d20 + 4 ⇒ (11) + 4 = 15
Everyone but Quinn is up

Tsin Windscar |

Round 1, Init 23
AC = 21
HP = 48/48
Weapon Equipped = +1 Falchion
Condition(s) = Fly about to end
Tsin frowns briefly, counting the third and fourth of the five bed occupants. "Well, there are two more here. I'll make room for them in here."
She retreats to Hektir's side, and prepares a strike for the first comer.
+1 Falchion: 1d20 + 10 ⇒ (1) + 10 = 11 for 2d4 + 7 ⇒ (1, 2) + 7 = 10 damage

Malavarius King |

Malavarius draws the wand once more and holds it at the ready, waiting for the first troll to chase Tsin back into the larger room they now stand in.
Readied Scorching Ray: 1d20 + 3 ⇒ (4) + 3 = 7for: 4d6 ⇒ (2, 5, 5, 2) = 14
HP: 31/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [X], protection from evil* [X] [X], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [X], resist energy* [X] [X], spontaneous immolation [X] [X]
Level 3 (1+1+1): dispel magic [X], draconic reservoir [X], fireball [X]
Protective Ward used: 1/8
Scorching Ray charges used: 33/42
Ongoing Effects:
Draconic Reservoir (Hektir): 12/50 minutes, 0/30 cold damage
Resist Energy (Quinn): 12/50 minutes, 10/cold
Resist Energy (self): 12/50 minutes, 10/cold

Hektir the Tracksmage |

Round 1
Hektir, sensing that Tsin is waiting for him, readies to attack a troll when it comes out.
Readied attack:
1d20 + 8 ⇒ (19) + 8 = 27 to hit;
1d6 + 4 ⇒ (6) + 4 = 10 damage.
Pot Crit:
1d20 + 8 ⇒ (4) + 8 = 12 to hit;
1d6 + 4 ⇒ (1) + 4 = 5 damage.
Since Hektir did not move on his turn, he may 5' step as a part of his readied action, either before or after his attack. He will likely move 5' closer to strike at the troll.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Tsin: 23
Pemsworth: 22
Hektir: 19
Malavarius: 19
Antagonist: 15
Quinn: 14
Pem's darkling magics seem to have little effect on the trolls, which rush into the room, one of them crying out, "Oi! What'd'you do to Hartlegrath and Marrowsnap? Ye'll pay fer that!"
Tsin's swing goes wide of her foe, as it ducks under the fiery blast from Mal's wand, but Hektir's blade cuts deep into the other, though the wound starts to close almost immediately.
But warriors duck under mighty swings of the trolls' battleaxes, Tsin barely avoiding a near-deadly blow.
Will save: 1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 7 ⇒ (12) + 7 = 19
2d6 + 4 ⇒ (6, 4) + 4 = 14
1d20 + 7 ⇒ (7) + 7 = 14
2d6 + 4 ⇒ (1, 3) + 4 = 8
T1: -2 AC 1 round
T2: 5

Malavarius King |

Malavarius frowns at the wand, his bunched eyebrows and wrinkled forehead wordlessly accusing the magical twig of intentional treachery. Muttering about unreliability and the general decline of society as a result, the old wizard tugs on his beard before conjuring a sparking, popping image of Zeno into being. With a series of loud snaps and cracks, the faux-Zeno zips and darts through the room before exploding in the wounded troll's face.
Snapdragon Fireworks (fire): 1d4 ⇒ 3 + dazzled for 1 minute; Reflex Save DC 18 for 1/2 damage + negates dazzled condition
HP: 31/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [X], protection from evil* [X] [X], , snapdragon fireworks [X]
Level 2 (2+2+1): glitterdust [X], resist energy* [X] [X], spontaneous immolation [X] [X]
Level 3 (1+1+1): dispel magic [X], draconic reservoir [X], fireball [X]
Protective Ward used: 1/8
Scorching Ray charges used: 33/42
Ongoing Effects:
Draconic Reservoir (Hektir): 12/50 minutes, 0/30 cold damage
Resist Energy (Quinn): 12/50 minutes, 10/cold
Resist Energy (self): 12/50 minutes, 10/cold
Snapdragon Fireworks: 1/5

Quinn Kestrel |

end Round 1
Quinn calls upon the power of Cayden to again grant Tsin's blade the heat of the Sun, then he moves behind Tsin and Hektir and delivers the touch to grant Tsin's blade the gift of sunny burnings.
Sun Metal on Tsin's blade, 5 rounds
move in safe, wide path to square directly east of Tsin
resources remaining: 1/6 door sight, 5/6 channel, 6/6 touch of chaos, 0+1 first, 2+1 second, 1+0 third

Tsin Windscar |

Round 2, Init 23
AC = 19, Cleave
HP = 48/48
Weapon Equipped = +1 Falchion
Condition(s) = Fly
Tsin scowlsmiles as she watches the two trolls line up side-by-side. Let's see if I can grace the both of you with wounds. She swings for the injured troll first. "By the gods, the witch and dragon are both dead, and you two want to join their ranks?? You've seen what we've done to, what were their names, Heartgrass and Marrowsnap? You should throw down your weapons now. Really."
+1 Falchion: 1d20 + 10 ⇒ (3) + 10 = 13 for 2d4 + 7 ⇒ (1, 3) + 7 = 11 damage
Cleave: 1d20 + 10 ⇒ (9) + 10 = 19 for 2d4 + 7 ⇒ (2, 1) + 7 = 10 damage
She 5' steps to the north, hoping next swing she provide Hektir a flanking opportunity.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Quinn: 14
Tsin: 23
Pemsworth: 22
Hektir: 19
Malavarius: 19
Antagonist: 15
Quinn's spell heats Tsin's blade to a red glow, and she cleaves through the two trolls with seeming ease. Hektir follows suit, though without the evil hiss of Tsin's sword, as Pems' hex shakes the second troll.
Ducking under the exploding zeno-work, the troll swings its axe, bites and claws at Hektir, its ally doing the same to Tsin, but both are again able to just fend off the blows.
1d4 ⇒ 2
1d4 ⇒ 3
Will save: 1d20 + 10 ⇒ (2) + 10 = 12
Reflex save: 1d20 + 8 ⇒ (12) + 8 = 20
Axe: 1d20 + 7 ⇒ (13) + 7 = 20
2d6 + 4 ⇒ (5, 3) + 4 = 12
claw: 1d20 + 2 ⇒ (8) + 2 = 10
1d6 + 2 ⇒ (5) + 2 = 7
bite: 1d20 + 2 ⇒ (9) + 2 = 11
1d4 + 2 ⇒ (1) + 2 = 3
Axe: 1d20 + 7 ⇒ (5) + 7 = 12
2d6 + 4 ⇒ (2, 5) + 4 = 11
claw: 1d20 + 2 ⇒ (13) + 2 = 15
1d6 + 2 ⇒ (2) + 2 = 4
bite: 1d20 + 2 ⇒ (9) + 2 = 11
1d4 + 2 ⇒ (2) + 2 = 4
T1: 14,
T2: 30, -2 AC 5 rounds

Malavarius King |

Malavarius grumbles as the troll ducks beneath the firework, "Blasted trolls!" With another tug on his beard, he sends a second popping Zeno into the same troll's face.
Snapdragon Fireworks (fire): 1d4 ⇒ 4 + dazzled for 1 minute; Reflex Save DC 18 for 1/2 damage + negates dazzled condition
HP: 31/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [X], protection from evil* [X] [X], , snapdragon fireworks [X]
Level 2 (2+2+1): glitterdust [X], resist energy* [X] [X], spontaneous immolation [X] [X]
Level 3 (1+1+1): dispel magic [X], draconic reservoir [X], fireball [X]
Protective Ward used: 1/8
Scorching Ray charges used: 33/42
Ongoing Effects:
Draconic Reservoir (Hektir): 12/50 minutes, 0/30 cold damage
Resist Energy (Quinn): 12/50 minutes, 10/cold
Resist Energy (self): 12/50 minutes, 10/cold
Snapdragon Fireworks: 2/5

Tsin Windscar |

Round 3, Init 23
AC = 19
HP = 48/48
Weapon Equipped = +1 Falchion, Sun Touched
Condition(s) = Quite in love with fire
Tsin's face brightens from both presence of fire on her blade once more, and the realization that her swing actually got through the trolls' thick hides. "Quinn, I'm in your debt! A stout bottle of your choosing, I promise, when we get a chance."
She circles the trolls again, another 5' step to secure position on the other side of them. Sorry, Mott! I was picturing a 5' step diagonal, so this round she could be on the other side, and still with Cleave potential- if she can't do that, then she'll slide back up alongside Hektir to try the Cleave from this side, starting on the more heavily injured troll :)
+1 Falchion, Sun Metal: 1d20 + 10 ⇒ (17) + 10 = 27 for 2d4 + 7 ⇒ (4, 1) + 7 = 12 damage, and 1d4 ⇒ 3 fire damage
Cleave?: 1d20 + 10 ⇒ (13) + 10 = 23 for 2d4 + 7 ⇒ (1, 3) + 7 = 11 damage, and 1d4 ⇒ 4 fire damage
Tsin addresses the less injured troll.
"This isn't going well for you. Drop your weapon, stay for a chat, and we'll likely let you leave with your life. Your comrade here should prove our ability to see you slain if you fail to comply."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Whoops. Sorry, misunderstood, though I don't think it'll really matter
Round 2
Tsin puts the first troll down and cuts into the second, but Hektir can't quite finish it off, despite Mal's spell bursting in its face.
"Garskink!" it yells, slashing once more at Hektir before it falls down, unconscious and easy pickings for you.
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 8 ⇒ (1) + 8 = 9
1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8
1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15
The trolls each have 10 gp on them, and an inspection in the other room reveals whatever they were feasting on was obviously once some sort of humanoid. Heal check for more info

Hektir the Tracksmage |
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1d20 + 3 ⇒ (5) + 3 = 8 Heal (untrained)
Hektir spits and checks out the body.
"Is this Flumph? I think it is."
Hektir then searches around, looking for loot or things of interest.
1d20 + 13 ⇒ (16) + 13 = 29 Perception

Malavarius King |
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Heal (untrained): 1d20 + 2 ⇒ (1) + 2 = 3
"Flumph? Nonsense! There hasn't been a Flumph sighting in almost a thousand years! No no, my boy, I think it's obvious these brutes were feasting upon a flailsnail."
"A flailsnail?! What?! Let me see that!"
Zeno Heal (untrained): 1d20 + 2 ⇒ (2) + 2 = 4
"I suppose it could be flailsnail... it could be anything, really."

Quinn Kestrel |

Quinn simply arches an eyebrow at his companion's guessing games.
Heal check: 1d20 + 7 ⇒ (4) + 7 = 11
Though he himself has a hard time determining the type of creature from the bloody remains.
Can Quinn take 10 or 20 on the heal check? really, a 1,2,3,4,5 on our five heal checks, that's below average for a d6, much less a d20

Hektir the Tracksmage |

Hektir spits, a wet loogie landing near the 'flumph'.
"Flailsnail!? Ha. I've seen flailsnail and that ain't no flailsnail," Hektir retorts, looking at Quinn. "Hey Quinn, we *did* fight a flailsnail back that one summer, right? Or was that a bunyip? Dire corby?"
Hektir looks to Quinn to confirm any and all of the above.

Tsin Windscar |

Tsin huffs as the boys gather around the morbid dinner table.
"If you're done fingering troll food, can we clear this floor?"
She crosses the hall, to the eastern doors, and throws them open, hoping there is little there but barrels of rotting food. Perhaps a boiler room.
She readies for another wave of trolls, sighing again when Quinn's sunkist blade disappears again. I really need that permanently attached to my blade.

Quinn Kestrel |

"HHmmmm, if I remember correctly, it was a flailing dire corbunyip. Nasty creature that was.
Bluff: 1d20 + 3 ⇒ (20) + 3 = 23
oh sure, dicebot, now that it's a meaningless bluff check you go big

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Tsin's hope for a boiler room dies much like the foes at the end of her blade as she opens the doors to discover weapon racks lining the north and south walls of a room. Two armor dummies stand in the northeast and southwest corners. A long table sits near the middle of the room, covered with weapons of various sizes.
A single ice troll gives a cry of warning as he sees you, and hefts his axe as a vaguely canine-like creature bares its teeth.
Hektir: 1d20 + 5 ⇒ (14) + 5 = 19
Malavarius: 1d20 + 1 ⇒ (13) + 1 = 14
Pemsworth: 1d20 + 8 ⇒ (14) + 8 = 22
Quinn: 1d20 + 3 ⇒ (15) + 3 = 18
Tsin: 1d20 + 5 ⇒ (1) + 5 = 6
Antagonist: 1d20 + 5 ⇒ (10) + 5 = 15
Antagonist: 1d20 + 4 ⇒ (13) + 4 = 17
Pems, Hektir and Quinn are up for Round 1/2

Quinn Kestrel |

Round 1 (is there also a dog creature in the room?)
Quinn starts a chant of summoning, again calling on the elemental plane of air.
cast summon monster 2, small air elemental, will appear behind the troll for flanking next round

Hektir the Tracksmage |

Round 1, Init 19
Hektir moves into the room (one square right) and readies to attack if one of the two things comes within range.
"I smell dog."
1d20 + 8 ⇒ (17) + 8 = 25 to hit;
1d6 + 4 ⇒ (5) + 4 = 9 damage.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Malavarius: 14*
Tsin: 6*
Pemsworth: 22
Hektir: 19
Quinn: 18
Antagonist: 16
With Quinn beginning to summon elemental aid, Hektir moves in the room and Pems' dark magic hits the troll.
The room's occupants rush forward, the canine creature taking a slash from Hektir's blade, which seems to start closing immediately.
The tracksmage furious fends off the creature's bite, and ducks under a swing of the troll's battleaxe as they close in a rush.
Troll will: 1d20 + 2 ⇒ (5) + 2 = 7
bite: 1d20 + 8 ⇒ (8) + 8 = 16
axe: 1d20 + 7 ⇒ (8) + 7 = 15
Typical attack rolls...
Troll: -2 AC, 5 rounds
Hound: 6

Hektir the Tracksmage |

Round 2
Having spits, annoyed that a dog would get in the way of him and the troll. He swings again at the hound.
1d20 + 8 ⇒ (16) + 8 = 24 to hit; (bladed belt)
1d6 + 4 ⇒ (2) + 4 = 6 damage.
HP 53, AC25