
Kyffin Rhees |

Kyffin nods, "Agreed. We don't know what may have changed here. Let's be careful."
He takes out his scimitar and walks to the east side, closest door, and opens it peering within. To help with light, he takes out his ioun stone and tosses it over his head. If there's nothing in that section (he tries the inner door as well), he'll head to the next door south on the east side.

Tenebrynn |

”That’s true of everywhere we’ve been,” Tenebrynn deadpans. ”Last time we were here, an oily puddle in one of the rooms sprouted huge tentacles and nearly crushed me to death. I barely woke up in time.”

Tristain the Chalker |

”Well, like I said before, we’re supposed to find a red webbed foot,” he iterates something he thought he said but maybe just thought. ”That’s our last piece that we need, I think. I think. A red webbed foot. Or maybe a swan?”

Tenebrynn |

”Oh, I thought we’d found all the gifts. You mean we missed one?”
Here’s the Gift List for the Mad Poet for ease of reference. I completely forgot about the foot.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
2 people marked this as a favorite. |

Sorry, guys, you seemed to be disliking this enough that I kind of handwaved the red foot and thought you'd all forget it/be happy to not have to deal with it! :) Let's just assume you pulled the red foot from the night hag's pocket ... I wanted to move us toward the end of this.
Tristain's sentiment seems on point as Kyffin looks in the open door and realizes it is in fact not empty! A strange humanoid shrouded in tattered leather robes, similar to Captain Vadrack is here, along with two emaciated, hairless canines.
The humanoid is a denizen of Leng!
The two canines are yeth hounds!
Spotting the half-orc, the two canines both throw back their heads and bay DC 12 Will save, or be panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. I think you may all get a bonus from Al. The humanoid figure slips out of the room, and quickly gestures, surrounding you all in a twisting pattern of subtle, shifting colors. Al seems fascinated by them momentarily. DC 17 Will save or be fascinated
Albert: 1d20 + 3 ⇒ (20) + 3 = 23
Jasno: 1d20 + 1 ⇒ (3) + 1 = 4
Kyffin: 1d20 + 1 ⇒ (3) + 1 = 4
Tenebrynn: 1d20 + 3 ⇒ (19) + 3 = 22
Tristain: 1d20 + 4 ⇒ (2) + 4 = 6
Antagonist: 1d20 + 5 ⇒ (18) + 5 = 23
2d4 + 10 ⇒ (2, 3) + 10 = 15
Party is up.

Kyffin Rhees |

Round 1
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Sacred Armor (+1, 1/10r)
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +2, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su) (Holy Strike (std) or Powerful Healer (sw))
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (9/9r, su, sw, +2)
Sacred Armor (8/9m, su, sw, +1)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 9, Concentration +11)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person, Protection from Evil Communal, Sound Burst
Third (15): Dispel Magic, Invisibility Purge, Magic Vestment, Resist Energy Communal
Yes, thank you for, ah, hand-waiving the foot. Very cool!
Will: 1d20 + 10 + 4 ⇒ (3) + 10 + 4 = 17 (Al) vs DC 12 or be panicked 2d4r
Though Lady Desna looked the other way, Kyffin manages to avoid the fear anyway as he peers at their opposition. ”Hush now, we’ll have none of that!” he yells over the baying as he gets to work. Still somewhat afraid he 5’ steps to the south, clicks his heels together for haste, and lashes out at the caster!
Scimitar (magic): 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29 (haste) damage: 1d8 + 11 ⇒ (1) + 11 = 12
Scimitar (magic): 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 (haste) damage: 1d8 + 11 ⇒ (1) + 11 = 12
hasted Scimitar (magic): 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30 (haste) damage: 1d8 + 11 ⇒ (2) + 11 = 13
critthreat hasted Scimitar (magic): 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23 (haste) damage: 1d8 + 11 + 2 ⇒ (3) + 11 + 2 = 16 (fire)
He’ll then swiftly boost his armor with sacred armor (+1).
NOTE: I have the feat Step Up and will use it if the caster steps away to try and cast.

Tenebrynn |

Will Save (DC 12): 1d20 + 11 + 4 ⇒ (3) + 11 + 4 = 18
Will Save (DC 17): 1d20 + 11 ⇒ (3) + 11 = 14
Tenebrynn shakes off the strange baying, but as the hooded figure’s colors wash over her, it seems for a moment as if she may be enthralled by them. After a brief moment, Nestor’s voice echoes through the caravanserai and Tenebrynn’s eyes snap back into focus.
Blue sparks leap from her and jolt her allies into a speedier state just as she takes to the air.
If there’s a ceiling, Tenebrynn will steer herself accordingly, but she’s looking to try and circle around behind the humanoid guy without provoking.
Waking HP: 94/94
Dreamlands HP: 94/94
Nonlethal: 1
AC: 18 (15 T / 12 FF) // 25% miss chance for ranged attacks (+1 from haste)
Fort: +13 // Ref: +10 // Will: +7 (+2 vs illusion, +4 vs mind-affecting) (+1 from haste)
Burn Accrued: 1/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Knacks: mage hand, mending, open/close, stabilize
Spell Slots used: 0/2
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Shared Consciousness: +4 vs mind-affecting effects
Point Blank Shot: +1/+1
Haste (1/7 rounds): +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow:

Tristain the Chalker |

Round 1
1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21 Will v. fear
1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31 Will v. fear
1d20 + 18 ⇒ (14) + 18 = 32 Know (Planes) - SRs? DRs? Special attacks? Favorite smurf?
Tristain recoils from the hounds, moving back 20' to avoid any unpleasantness. "Oh man! Al, close that door!"
He mind casts a Magic Missile at the Denizen.
5d4 + 5 ⇒ (4, 3, 3, 2, 3) + 5 = 20 force damage
HP: 54/54
AC: 13
Points: 6/6 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 19
Spells: Lvl 2: 7/8 left (ReEn*0,FlsLife*1,Heroism*0,SpirW*0,Sugg*0,SeeInvis*0) dc 20
Spells: Lvl 3: 7/7 left (ForPun*0,MagVest*0,DazeMM,Haste*0,Hero*0) dc 20
Spells: Lvl 4 5/5 left (Guard*0,MindThrust*0,DimDoor*0) dc 20Cure Used: 0/4 used
Rod of Reach: 0/3 used
"gad-ZOOKS!”
Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage[ dice]1d6+1[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 20 will)

Albert Hazred |

DC 17 Will save: 1d20 + 11 ⇒ (2) + 11 = 13
Albert hears Tristain tell him to close the door, he thinks it's probably a good idea even, and he is going to do that just as soon as the fascinating light show is over...

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

Albert: 23
Tenebrynn: 22
Tristain: 6
Jasno: 4
Kyffin: 4
Antagonist: 23
Al stares at the light display wow; I thought there was no chance of that working! as his companions rush into action. Tenebrynn speeds everyone else up and moves into the open courtyard, while Jasno retreats a step, casting protective magics. Tristain moves even further back, though his magic blasts the denizen, Kyffin following up with his blade moments later.
The denizen of Leng -- who Tristain realizes is indeed resistant to magic, as well as cold and electricity, though generally not steel (but its strange anatomy may make it harder to land a truly telling blow i.e. sneak attacks and/or crits) -- steps up toward the half-orc, biting and clawing at him. Kyffin manages to avoid the fangs -- which Tristain remembers with a start could slow him Dexterity drain -- but not his claws, which tear his flesh. 8 hp. As the denizen's wounds begin to heal, the two canines emerge from the room, biting at Kyffin and Al which frees him to act again. "Ah, Weiralai mentioned there might be more guests coming," he says, a grin crossing his mouth, which you can see as its covering drops so he can bite you.
Neither land, and you have a moment to think this might not be that bad -- until four lanky ebon humanoids with batlike wings, horns, and a long prehensile tail, but no face emerge from the shadows of the courtyard! Two converge on Tenebrynn, while two flank the denizen to attack Kyffin, both getting clawed and grabbed! Kyffin takes 6 hp, Tenebrynn takes 15; both are grabbed!
Tristain CL: 1d20 + 9 ⇒ (16) + 9 = 25
Crit?: 1d100 ⇒ 78
Bite: 1d20 + 14 ⇒ (4) + 14 = 18
Claw: 1d20 + 14 ⇒ (19) + 14 = 33
1d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 14 ⇒ (19) + 14 = 33
1d4 + 2 ⇒ (3) + 2 = 5
Yeth bite (red): 1d20 + 7 ⇒ (5) + 7 = 12
Yeth bite (aqua): 1d20 + 7 ⇒ (4) + 7 = 11
Purple claw: 1d20 + 9 ⇒ (4) + 9 = 13
Pink claw: 1d20 + 9 ⇒ (20) + 9 = 29
1d6 + 4 ⇒ (2) + 4 = 6
Aqua claw: 1d20 + 9 ⇒ (20) + 9 = 29
1d6 + 4 ⇒ (3) + 4 = 7
Blue claw: 1d20 + 9 ⇒ (7) + 9 = 16
Crit 1?: 1d20 + 9 ⇒ (14) + 9 = 23
Crit 2?: 1d20 + 9 ⇒ (17) + 9 = 26
1d6 + 4 ⇒ (4) + 4 = 8
Grab 1: 1d20 + 17 ⇒ (17) + 17 = 34
Grab 2: 1d20 + 17 ⇒ (11) + 17 = 28
Denizen: 56

Jasno Drakemaul |

Round two
Jasno moves as to place himself within thirty-five feet of Albert, Kyffin, and Tenebrynn. He'll stay a similar distance from Tristain if he can manage it and cast perfect placement prioritizing Albert, Kyffin, and Tenebrynn. (For five rounds each gains a +1 insight bonus to AC and Reflex saves. Against attacks of opportunity, the insight bonus to AC increases to +3 (assuming they are also within 30 ft of each other)

Tristain the Chalker |

Round 2
”Oh no! Hold still Tenebrynn! I don’t want to hurt you!” Tristain calls, worried about the bound gnomeling. Asking Tenebrynn to delay, which I’m sure he will.
Tristain pulls out his rod of metamagic reach and casts Force Punch and tries to drive the grappling foe away.
9d6 ⇒ (5, 3, 5, 1, 3, 2, 5, 6, 3) = 33 force damage & DC 20 Fort or be driven back 20’
HP: 54/54
AC: 13
Points: 6/6 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 19
Spells: Lvl 2: 7/8 left (ReEn*0,FlsLife*1,Heroism*0,SpirW*0,Sugg*0,SeeInvis*0) dc 20
Spells: Lvl 3: 6/7 left (ForPun*0,MagVest*0,DazeMM,Haste*0,Hero*0) dc 20
Spells: Lvl 4 5/5 left (Guard*0,MindThrust*0,DimDoor*0) dc 20
Cure Used: 0/4 used
Rod of Reach: 1/3 used
"gad-ZOOKS!”
Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 20 will)

Kyffin Rhees |

Round 2
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Sacred Armor (+1, 2/10r), Hasted (1/9r), grappled
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +2, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su) (Holy Strike (std) or Powerful Healer (sw))
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (8/9r, su, sw, +2)
Sacred Armor (8/9m, su, sw, +1)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 9, Concentration +11)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person, Protection from Evil Communal, Sound Burst
Third (15): Dispel Magic, Invisibility Purge, Magic Vestment, Resist Energy Communal
Kyffin is very disappointed at being grappled, but doesn’t immediately come to grips with it. It really hampers his style though as he presses his attacks on the caster. He swiftly (su so OK in a grapple) ensorcels his weapon a bit with the sanctity of his god (+2).
Scimitar (magic): 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 (haste, grappled, sacred) damage: 1d8 + 11 + 2 ⇒ (6) + 11 + 2 = 19 (sacred)
Scimitar (magic): 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 (haste, grappled, sacred) damage: 1d8 + 11 + 2 ⇒ (7) + 11 + 2 = 20 (sacred)
critthreat Scimitar (magic): 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 (haste, grappled, sacred) damage: 1d8 + 11 + 4 ⇒ (7) + 11 + 4 = 22 (fire, sacred)
hasted Scimitar (magic): 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 (haste, grappled, sacred) damage: 1d8 + 11 + 2 ⇒ (7) + 11 + 2 = 20 (sacred)
critthreat hasted Scimitar (magic): 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 (haste, grappled, sacred) damage: 1d8 + 11 + 2 ⇒ (6) + 11 + 2 = 19 (sacred) (I am not currently using the vorpal sadly)

Albert Hazred |

Albert comes back to the present when the dog attacks and he returns the effort. "Danged dream ambush!"
curve blade, power attack: 1d20 + 14 - 3 ⇒ (16) + 14 - 3 = 27
damage: 1d10 + 3 + 9 ⇒ (1) + 3 + 9 = 13
curve blade, power attack: 1d20 + 9 - 3 ⇒ (11) + 9 - 3 = 17
damage: 1d10 + 3 + 9 ⇒ (10) + 3 + 9 = 22
possible crit, curve blade, power attack: 1d20 + 14 - 3 ⇒ (5) + 14 - 3 = 16
damage: 1d10 + 3 + 9 ⇒ (2) + 3 + 9 = 14

Tenebrynn |

As the creature is blasted off of her, Tenebrynn growls in frustration, "I could have gotten out on my own!" As she shouts, the winds arounds tear and slash into a roaring maelstrom and bolts of blue lightning begin to spark and leap around her. Throwing both hands forward with a pained shriek, the little gnome produces a crackling, keening blast that washes over one of the horned creatures and the two hounds.
CL Check vs SR: 1d20 + 7 ⇒ (1) + 7 = 8
Thunderstorm Torrent (Ref Save DC 18 for 1/2): 8d6 + 16 ⇒ (1, 4, 4, 5, 1, 5, 3, 1) + 16 = 40
Move action to gather power, Standard to unleash a Thunderstorm blast w/ Torrent infusion; turns the attack into a 30ft line requiring a ref save instead of an attack roll. Targeting Pink horned thing, aqua hound and red hound.
Waking HP: 94/94
Dreamlands HP: 79/94
Nonlethal: 4
AC: 18 (15 T / 12 FF) // 25% miss chance for ranged attacks (+1 from haste)
Fort: +13 // Ref: +10 // Will: +7 (+2 vs illusion, +4 vs mind-affecting) (+1 from haste)
Burn Accrued: 4/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Knacks: mage hand, mending, open/close, stabilize
Spell Slots used: 0/2
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Shared Consciousness: +4 vs mind-affecting effects
Point Blank Shot: +1/+1
Haste (2/7 rounds): +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
Ability Score increases (+2): Dex, Con

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

Albert: 23
Tristain: 6
Tenebrynn: 22
Jasno: 4
Kyffin: 4
Antagonist: 23
Al, reawakened to the combat, killed the first of your foes, cutting down one of the dogs, while Kyffin slices into the denizen of Leng -- though his perfectly aimed blow at the humanoid's kidneys seems to have no more effect than a usual sword slice. Still, it's enough to drop the creature to the ground. He was down, but fast healed back to consciousness immediately.
In the next seconds, the casters press the attack, Tristain blasting one of the other creatures off Tenebrynn and setting up a strange geometrical boon. Tenebrynn takes advantage by unleashing a thundrous blast that wipes the second hound out of the Dreamlands.
They look like nightgaunts, though seems a bit bigger than the usual specimens because they're advanced!.
Still, the winged creatures seem undaunted, and press the attack. The pink creature's tail wraps around Kyffin's neck, but instead of choking seems to tickle him 14 Fortitude save or be nauseated for 1 round and then takes off for the sky, flying 20 feet up with the half-orc in tow! The purple creature rushes past them, toward Al, who easily parries its claw. Back in the courtyard, the two remaining creatures focus their attention on Tenebrynn, clawing and grabbing at her. Jasno's magic helps her just barely avoid the first, but the second takes advantage and slashes and grabs her 14 hp total, plus grabbed (by Blue). The humanoid figure, meanwhile stands back up and retreats into the courtyard.
Crit miss?: 1d100 ⇒ 1
Pink Reflex: 1d20 + 10 ⇒ (19) + 10 = 29
Red Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
Pink Grapple: 1d20 + 19 + 5 ⇒ (10) + 19 + 5 = 34
Purple Claw vs. Al: 1d20 + 11 ⇒ (8) + 11 = 19
Aqua Claw vs. Tenebrynn: 1d20 + 11 ⇒ (7) + 11 = 18
Blue Claw vs. Tenebrynn: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
1d6 + 6 ⇒ (1) + 6 = 7
Blue Claw vs. Tenebrynn: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
1d6 + 6 ⇒ (1) + 6 = 7
Grapple: 1d20 + 19 ⇒ (13) + 19 = 32
Grapple: 1d20 + 19 ⇒ (19) + 19 = 38
Denizen: 91
Aquagaunt: 33
Pinkgaunt: 20 (up 20 feet, with Kyffin)

Jasno Drakemaul |

Round 3 (2nd of 5 rounds perfect placement; 1st of 5 rounds thundercloud.)
Jasno casts aggressive thundercloud and directs it to move toward the creature grabbing Tenebrynn. (electricity dmg: 3d6 ⇒ (3, 1, 5) = 9 Ref Sv DC 16 negates. Creature gains concealment, 20%.)

Kyffin Rhees |

Round 3
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Sacred Armor (+1, 3/10r), Hasted (2/9r), grappled
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +2, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su) (Holy Strike (std) or Powerful Healer (sw))
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (8/9r, su, sw, +2)
Sacred Armor (8/9m, su, sw, +1)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 9, Concentration +11)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person, Protection from Evil Communal, Sound Burst
Third (15): Dispel Magic, Invisibility Purge, Magic Vestment, Resist Energy Communal
Must be pretty damn strong critters, Kyffin weighs in at 303lbs with gear.
Fort: 1d20 + 11 ⇒ (1) + 11 = 12 vs DC 14 or be nauseated
Kyffin succumbs to the creatures embrace as he looses his supper, all over the ground far below. Unable to even move effectively, Kyffin does nothing but squirm.

Tristain the Chalker |

Round 3
Tristain continues his mental assault, casting a scary Magic Missile that seeks to skitter and annoy all the flyers and the Denizen.
1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 SR
1d20 + 15 ⇒ (14) + 15 = 29 CMB to trip vs. CMD
1d6 + 5 ⇒ (4) + 5 = 9 force damage @ Denizen
1d20 + 15 ⇒ (10) + 15 = 25 CMB to trip vs. CMD
1d6 + 5 ⇒ (3) + 5 = 8 force damage @ Purple
1d20 + 15 ⇒ (18) + 15 = 33 CMB to trip vs. CMD
1d6 + 5 ⇒ (3) + 5 = 8 force damage @ Purple
1d20 + 15 ⇒ (8) + 15 = 23 CMB to trip vs. CMD
1d6 + 5 ⇒ (3) + 5 = 8 force damage @ Pink
1d20 + 15 ⇒ (1) + 15 = 16 CMB to trip vs. CMD
1d6 + 5 ⇒ (2) + 5 = 7 force damage @ Pink
HP: 54/54
AC: 13
Points: 4/6 left
Spells: Lvl 1: 7/8 left (MM*1,IllOm*0,MurdCom*0,Vanish*0) dc 19
Spells: Lvl 2: 7/8 left (ReEn*0,FlsLife*1,Heroism*0,SpirW*0,Sugg*0,SeeInvis*0) dc 20
Spells: Lvl 3: 7f/7 left (ForPun*1,MagVest*0,DazeMM,Haste*0,Hero*0) dc 20
Spells: Lvl 4 5/5 left (Guard*0,MindThrust*0,DimDoor*0) dc 20Cure Used: 0/4 used
Rod of Reach: 1/3 used
"gad-ZOOKS!”
Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+5[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage[ dice]1d6+5[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 20 will)

Albert Hazred |

Albert hacks down the creature assaulting him...
curve blade, power attack: 1d20 + 14 - 3 ⇒ (6) + 14 - 3 = 17
damage: 1d10 + 3 + 9 ⇒ (3) + 3 + 9 = 15
curve blade, power attack: 1d20 + 9 - 3 ⇒ (19) + 9 - 3 = 25
damage: 1d10 + 3 + 9 ⇒ (7) + 3 + 9 = 19
crit confirm, curve blade, power attack: 1d20 + 9 - 3 ⇒ (11) + 9 - 3 = 17
damage: 1d10 + 3 + 9 ⇒ (7) + 3 + 9 = 19
...and if it falls to his blade he advances on the humanoid creature and vows to smite it's evil from these dreamlands.
if shadowthing falls, then move to humanoid, provoking from aqua if needed, and declare smite on it

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

They're pretty strong, and have some abilities to help them fly with folks.
Albert: 23
Tristain: 6
Tenebrynn: 22
Jasno: 4
Kyffin: 4
Antagonist: 23
Al manages to cut the creature attacking him once, spraying black blood, as Kyffin struggles with his opponent.
Tristain continues to put his magic to good use, blasting down the denizen again, though he slowly climbs back to his feat once more. He also knocks down Al's attacker -- which Al cuts down as it tries to stand back up -- and blasts Kyffin's, though it continues to fly higher, tickling the half-orc again DC 16 Fortitude save or be nauseated for 1 round; 40 feet up now.
The strangely aggressive thundercloud hits one of the remaining creatures, but it easily dodges the worst of it. Struggling to free herself, she tries to blast the creature off her -- taking two claws in the process 14 hp as she can feel her power scorch her plus 1 point of burn. The blast goes wide, though, and the creature begins tickling her with its tail, as it hauls her into the sky DC 16 Fortitude save or be nauseated for 1 round; 20 feet up.
The last of the attackers rushes at Al, who's abrely able to keep its claws off him.
Blue Reflex: 1d20 + 10 ⇒ (17) + 10 = 27
Blue AoO: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
1d6 + 4 ⇒ (3) + 4 = 7
Purple AoO: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
1d6 + 4 ⇒ (3) + 4 = 7
Air Blast: 1d20 + 10 ⇒ (9) + 10 = 19for: 4d6 + 8 ⇒ (4, 5, 4, 1) + 8 = 22
Blue Grapple: 1d20 + 17 ⇒ (15) + 17 = 32
Al AoO: 1d20 + 14 - 3 ⇒ (14) + 14 - 3 = 25
1d10 + 3 + 9 ⇒ (3) + 3 + 9 = 15
Purple Claw: 1d20 + 11 ⇒ (11) + 11 = 22
1d6 + 4 ⇒ (6) + 4 = 10
Denizen: 95
Aquagaunt: 33
Pinkgaunt: 35 (up 40 feet, with Kyffin)
Blue: 4, 20 feet up, with Tenebrynn)

Kyffin Rhees |

Round 4
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Sacred Armor (+1, 4/10r), Hasted (3/9r), grappled
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +2, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su) (Holy Strike (std) or Powerful Healer (sw))
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (7/9r, su, sw, +2)
Sacred Armor (8/9m, su, sw, +1)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 9, Concentration +11)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person, Protection from Evil Communal, Sound Burst
Third (15): Dispel Magic, Invisibility Purge, Magic Vestment, Resist Energy Communal
Fort: 1d20 + 11 ⇒ (15) + 11 = 26 vs DC 16 or be nauseated (The Fort save was 14, and went up?)
Kyffin keeps hacking away at his opposition, doing what he can to get free before falling. I knew I shouldn’t have waited on that ring of feather falling! he curses himself. He again supernaturally blesses his weapon (+2).
Scimitar (magic): 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23 (haste, grappled, sacred) damage: 1d8 + 11 + 2 ⇒ (7) + 11 + 2 = 20 (sacred)
Scimitar (magic): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 (haste, grappled, sacred) damage: 1d8 + 11 + 2 ⇒ (1) + 11 + 2 = 14 (sacred)
hasted Scimitar (magic): 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 (haste, grappled, sacred) damage: 1d8 + 11 + 2 ⇒ (5) + 11 + 2 = 18 (sacred)
critthreat hasted Scimitar (magic): 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27 (haste, grappled, sacred) damage: 1d8 + 11 + 4 ⇒ (4) + 11 + 4 = 19 (fire, sacred)

Tristain the Chalker |

Round 4
Tristain tries a simple nice Magic Missile spell against Al's foe (or Kyffin's, if necessary).
5d4 + 5 ⇒ (2, 1, 1, 2, 1) + 5 = 12 force damage
HP: 54/54
AC: 13
Points: 4/6 left
Spells: Lvl 1: 6d/8 left (MM*1,IllOm*0,MurdCom*0,Vanish*0) dc 19
Spells: Lvl 2: 7/8 left (ReEn*0,FlsLife*1,Heroism*0,SpirW*0,Sugg*0,SeeInvis*0) dc 20
Spells: Lvl 3: 7f/7 left (ForPun*1,MagVest*0,DazeMM,Haste*0,Hero*0) dc 20
Spells: Lvl 4 5/5 left (Guard*0,MindThrust*0,DimDoor*0) dc 20Cure Used: 0/4 used
Rod of Reach: 1/3 used
"gad-ZOOKS!”
Wand of Magic Missile (5): 0/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 left
Bless (1/10): +1 to attacks and morale.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+5[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage[ dice]1d6+5[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 20 will)

Jasno Drakemaul |

Round 4 (3rd of 5 rounds perfect placement; 2nd of 5 rounds thundercloud.)
Jasno directs the aggressive thundercloud (electricity dmg: 3d6 ⇒ (1, 2, 3) = 6 Ref Sv DC 16 negates. Creature gains concealment, 20%.) to pursue the creature hauling Tenebrynn away and targets her with cure light wounds: 1d8 + 5 ⇒ (4) + 5 = 9.

Tenebrynn |

Fort Save (DC 16): 1d20 + 13 ⇒ (5) + 13 = 18
Tenebrynn, thinking the nausea was worse than it was at first, starts to dry heave, but then composes herself and blasts at her all too near foe. ”Nnngh! Let ! Me! Go!”
Electric Torrent (Ref Save DC 18 for 1/2): 4d6 + 8 ⇒ (3, 4, 1, 5) + 8 = 21
Waking HP: 94/94
Dreamlands HP: 51/94
Nonlethal: 5
AC: 18 (15 T / 12 FF) // 25% miss chance for ranged attacks (+1 from haste)
Fort: +13 // Ref: +10 // Will: +7 (+2 vs illusion, +4 vs mind-affecting) (+1 from haste)
Burn Accrued: 5/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Knacks: mage hand, mending, open/close, stabilize
Spell Slots used: 0/2
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Shared Consciousness: +4 vs mind-affecting effects
Point Blank Shot: +1/+1
Haste (4/7 rounds): +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
Ability Score increases (+2): Dex, Con

Albert Hazred |

Albert fends off the claws and slashes at the creature.
curve blade, power attack: 1d20 + 14 - 3 ⇒ (7) + 14 - 3 = 18
damage: 1d10 + 3 + 9 ⇒ (7) + 3 + 9 = 19
curve blade, power attack: 1d20 + 9 - 3 ⇒ (16) + 9 - 3 = 22
damage: 1d10 + 3 + 9 ⇒ (10) + 3 + 9 = 22
possible crit, curve blade, power attack: 1d20 + 9 - 3 ⇒ (10) + 9 - 3 = 16
damage: 1d10 + 3 + 9 ⇒ (1) + 3 + 9 = 13

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

Albert: 23
Tristain: 6
Tenebrynn: 22
Jasno: 4
Kyffin: 4
Antagonist: 23
Al manages to kill his foe, and Tristain blasts Kyffin's sending the half-orc plummeting 40 feet to the ground. He lands with a bone-rattlingcrunch that leaves him sprawled on the ground 8 hp. Meanwhile, Jasno and Tenebrynn kill the last of the nightgaunts, sending her plummeting too -- but unlike Kyffin, the winds easily carry her down, and she lands lightly on her feet.
With the other threats gone, you're able to quickly dispatch the denizen of Leng, despite his own healing abilities.
4d6 ⇒ (4, 1, 1, 2) = 8

Kyffin Rhees |

Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = None
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +2, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su) (Holy Strike (std) or Powerful Healer (sw))
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (7/9r, su, sw, +2)
Sacred Armor (8/9m, su, sw, +1)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 9, Concentration +11)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person, Protection from Evil Communal, Sound Burst
Third (15): Dispel Magic, Invisibility Purge, Magic Vestment, Resist Energy Communal
Kyffin stands up wincing and looks around at the battlefield. ”Ayep, they just keep coming in the dreamlands don’t they?” He’ll take out one of the wands of cure lights and uses it on himself, and anyone else who needs it (roll your own d8+1 and I’ll track charges).
CLW on Kyffin: 4d8 + 4 ⇒ (5, 1, 3, 6) + 4 = 19
So refreshed, he takes up his scimitar and looks about for loot. It may only be dream loot, but sometimes there’s a nice object or two.
"We'll need to keep our eyes open." he grins.

Tristain the Chalker |

Tristain watches Kyffin fall to the ground, covering his eyes and wondering if he should regret saving Kyffin. It's possible that Kyffin should have woken up before he hit the ground, but maybe that's not how all falling nightmares end.
"Kyffin, are you okay?" he moves up to ask while keeping an eye out for more danger.
"See? I told you it could be different here? An all new nightmare each time. I don't like it here." Despite his hatred of the place, he will still scour the Denizen and flying goons for loot.

Albert Hazred |

"Guess that answers the question about things changing, especially if those things are waiting just for us. We best stay alert." Albert searches their defeated foe while the others heal.
take 20 on searching the denizen and the other creatures

Tenebrynn |

Tenebrynn returns to the group and nods to Jasno, ”If no one else needs it more, I won’t say ‘no’. Definitely not a great start to this particular visit.” Her voice is flatter than normal and, as she accepts Jasno’s spell and the ministrations of the wand, it becomes apparent that half her hair has gone shock white. She wipes a trickle of blood from beneath her nose and sighs stiffly. ”Do we think this was random? It felt like an ambush to me. I wonder if it might have been retaliation for what we did to the captain of the Bloodwind.”
Jasno CLW: 9 = 9
Wand CLW: 5d8 + 5 ⇒ (8, 2, 7, 3, 3) + 5 = 28
Waking HP: 94/94
Dreamlands HP: 88/94
Nonlethal: 5
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +9 // Will: +7 (+2 vs illusion, +4 vs mind-affecting)
Burn Accrued: 5/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Knacks: mage hand, mending, open/close, stabilize
Spell Slots used: 0/2
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Shared Consciousness: +4 vs mind-affecting effects
Point Blank Shot: +1/+1
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
Ability Score increases (+2): Dex, Con

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

As Kyffin opens the door, his eyes fall on a strange symbol inscribed on the wall opposite the entrance, and he feels a wave of weakness overcoming him, which swiftly sweeps through each of you!
DC 20 Fort save, or take the Strength damage listed below:
Albert: 3d6 ⇒ (6, 5, 6) = 17
Jasno: 3d6 ⇒ (4, 2, 1) = 7
Kyffin: 3d6 ⇒ (4, 6, 5) = 15
Tenebrynn: 3d6 ⇒ (5, 2, 5) = 12
Tristain: 3d6 ⇒ (3, 5, 2) = 10
The room, otherwise, appears to be empty.