
Albert Hazred |

"Yes, that's correct, the man in yellow robes is who we wish to speak with, may an interview be arranged? And do you know where Weiralai went?" Albert continues trying to manage a way to visit the man in yellow without entering the dream prison of 80s horror movies, that could trap them in their dreams.
Diplomacy: 1d20 + 16 + 4 ⇒ (3) + 16 + 4 = 23

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

Yes, Tris, you could just wake up to escape the prison (but the King in Yellow may not be able to). The voice you're speaking with doesn't know that, though.
The voice sighs.
"Very well. But don't think you can come to me when you want to leave," the voice says. "And definitely don't say I didn't warn you!"
He raises the portcullis so you can enter, dropping it down behind you again with a final-sound crash of steel into stone.
You enter a hall the size of a large room with a set of double doors to the west. Eight 3-inch-wide arrow slits break up the walls to the north and south.
As you enter, you hear a cry of alarm from the south, and sounds of activity on the far side of the wall.
1d20 + 12 ⇒ (9) + 12 = 21
1d20 + 12 ⇒ (3) + 12 = 15
1d20 + 12 ⇒ (17) + 12 = 29
Albert: 1d20 + 3 ⇒ (5) + 3 = 8
Jasno: 1d20 + 1 ⇒ (15) + 1 = 16
Kyffin: 1d20 + 1 ⇒ (4) + 1 = 5
Tenebrynn: 1d20 + 3 ⇒ (17) + 3 = 20
Tristain: 1d20 + 4 ⇒ (6) + 4 = 10
Antagonist: 1d20 + 4 ⇒ (10) + 4 = 14
Jasno and Tenebrynn are up; you're not sure exactly what's on the other side of the wall.

Tenebrynn |

As Tenebrynn’s sparks hasten the group, Nestor’s hazy form shimmers into view. ”I will see what causes such commotion.” He then melts through the intervening wall to see what goes on.

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

Tristain: 10*
Albert: 8*
Kyffin: 5*
Tenebrynn: 20
Jasno: 16
Antagonist: 14
Tenebrynn hastens the group while Jasno casts his spell, just in time for three blasts of a searing bright energy to come out of the arrow slits toward Al, Kyffin and Tenebrynn. It hits the first two directly in the face, though Tenebrynn's slightly more prepared and able to avoid the worst of it 49 hp for Al; 41 for Kyffin; 26 for Tenebrynn.
3d20 ⇒ (18, 18, 11) = 47
1d20 + 14 ⇒ (7) + 14 = 21
5d8 + 5d6 ⇒ (6, 8, 4, 7, 6) + (3, 2, 6, 4, 3) = 49
1d20 + 14 ⇒ (19) + 14 = 33
5d8 + 5d6 ⇒ (3, 6, 7, 3, 4) + (6, 2, 4, 1, 5) = 41
1d20 + 14 ⇒ (13) + 14 = 27
5d8 ⇒ (8, 4, 3, 5, 6) = 26
1: 1 charge
2: 1 charge
3: 1 charge
Entire party is up. Tenebrynn, doesn't it take a 1-minute ritual to manifest Nestor?

Tenebrynn |

So it does! Never mind that then.
Tenebrynn growls as the burning light washes over her, ”We don’t have time to wait for that, Nestor!” If the door isn’t already open by the time she acts, the little gnome draws the Moon-air around her and tries to batter or blast the door down.
Empowered Air Blast: 1d20 + 10 ⇒ (3) + 10 = 13for: 6d6 + 21 ⇒ (6, 6, 5, 2, 2, 5) + 21 = 47
Waking HP: 94/94
Dreamlands HP: 68/94
Nonlethal: 1
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +9 // Will: +7 (+2 vs illusion, +4 vs mind-affecting)
Burn Accrued: 3/8
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 to hit, +1 reflex, +30ft movement speed
Elemental overflow:

Kyffin Rhees |

Round 1
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/9h, +2), Bull’s Strength (1/9m), Hasted
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 (6/7, 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):
Third (15): Dispel Magic, Invisibility Purge,
As usual in the Dreamland, Kyffin’s bloodied and he hasn’t even put his boots on properly! He bellows with anger and pain as he converts a Burst of Radiance to a Cure Moderate Wounds, boosting it with a blessing to try and close some of his wounds (standard/swift). He’ll then 5’ step forward and try to wrench open the doors (move). Of course if they’re unlocked, he’ll simply open them.
Cure Moderate Wounds: 2d8 + 9 ⇒ (8, 7) + 9 = 24 (+50% = 36 total healing)
In case you need a strength check on the doors…though he's only doing a move action to open them as he needs the healing more.
Strength: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 (bull’s strength)

Tristain the Chalker |

Round 1
Tristain's first instinct is to cower and try to find cover, but then he remembers that he has to do something or the party will be stuck here. He moves between Al and Kyffin, putting his hands on both of them...and uses his mind to...to *blamph* the pair to where the damaging rays came from.
Dimension Door.

Tenebrynn |

”The headbonker has betrayed you, little one. He has abducted your friends and left you and the dwarf to die.”
”Not helping, Nestor!”

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

Tenebrynn: 20
Tristain: 10
Albert: 8
Kyffin: 5
Jasno: 16
Antagonist: 14
Tristain, reacting quickly -- and bravely! -- once he sees Tenebrynn can't open the door so easily, grabs two of his nearly healed companions and brings the three of them to the other side of the wall. There, he sees three denizens of Leng, once creatures he never could have imagined, but now all too familiar, wielding wands. They gape in surprise as they appear, before dropping their wands and biting and clawing at the sudden intruders.
Kyffin's easily able to fend them off, but Tristain and Al -- already striking back with a vicious slice of his blade -- aren't so lucky. Both feel their foes' fangs sink into them, their muscles stiffening and making it even easier for their claws to find flesh. Tris takes 12 hp, plus 1 Dex damage; Al takes 13 hp plus 2 Dex damage
Back in the other room, the doors creak again as Jasno tries to batter them open, but they continue to hold, their thick metal frames not ready ready to yield.
Red bite: 1d20 + 14 ⇒ (6) + 14 = 20
Red claw: 1d20 + 14 ⇒ (1) + 14 = 15
Red claw: 1d20 + 14 ⇒ (2) + 14 = 16
Orange bite: 1d20 + 14 ⇒ (4) + 14 = 18
1d6 + 2 ⇒ (6) + 2 = 8 plus 1d6 ⇒ 1
Orange claw: 1d20 + 14 ⇒ (18) + 14 = 32
1d4 ⇒ 3
Orange claw: 1d20 + 14 ⇒ (17) + 14 = 31
1d4 ⇒ 1
Yellow bite: 1d20 + 14 ⇒ (20) + 14 = 34
1d6 + 2 ⇒ (6) + 2 = 8 plus 1d6 ⇒ 2
Yellow claw: 1d20 + 14 ⇒ (16) + 14 = 30
1d4 ⇒ 1
Yellow claw: 1d20 + 14 ⇒ (19) + 14 = 33
1d4 ⇒ 4
Yellow crit?: 1d20 + 14 ⇒ (4) + 14 = 18
Al: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d10 + 3 + 9 ⇒ (10) + 3 + 9 = 22
Yellow: 22
Al can attempt a DC 19 Fortitude save to reduce the Dexterity drain to 1 point. Party is up.

Kyffin Rhees |

Round 2
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/9h, +2), Bull’s Strength (1/9m), Hasted
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 (6/7, su) (Holy Strike (std) or Powerful Healer (sw))
Fervor (5/6, 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,
Second (14):
Third (15): Dispel Magic, Invisibility Purge,
Kyffin starts in on orange, hoping to focus fire (and to preserve Tristain). He’ll, with a little Fervor, swiftly cast Divine Favor (+4 attacks/damage (luck)) and he lashes out!
Scimitar (magic): 1d20 + 11 + 7 ⇒ (19) + 11 + 7 = 37 (bull, favor, haste) damage: 1d8 + 11 + 6 ⇒ (2) + 11 + 6 = 19 (bull, favor)
critthreat Scimitar (magic): 1d20 + 11 + 7 ⇒ (3) + 11 + 7 = 21 (bull, favor, haste) damage: 1d8 + 11 + 8 ⇒ (3) + 11 + 8 = 22 (bull, favor, fire)
Scimitar (magic): 1d20 + 6 + 7 ⇒ (7) + 6 + 7 = 20 (bull, favor, haste) damage: 1d8 + 11 + 6 ⇒ (7) + 11 + 6 = 24 (bull, favor)
hasted Scimitar (magic): 1d20 + 11 + 7 ⇒ (13) + 11 + 7 = 31 (bull, favor, haste) damage: 1d8 + 11 + 6 ⇒ (2) + 11 + 6 = 19 (bull, favor)

Tenebrynn |

Are they taking damage or drain, mott?
Roaring in frustration, Tenebrynn's tiny voice can barely be heard over the rushing gale she calls up around her before she tries to burst the doors down once more.
Empowered Air Blast: 1d20 + 12 ⇒ (18) + 12 = 30for: 6d6 + 21 ⇒ (6, 6, 4, 4, 4, 4) + 21 = 49
Waking HP: 94/94
Dreamlands HP: 68/94
Nonlethal: 1
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +9 // Will: +7 (+2 vs illusion, +4 vs mind-affecting)
Burn Accrued: 3/8
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): +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 |

DC 19 Fortitude save: 1d20 + 11 ⇒ (6) + 11 = 17
"Open the door!" Al yells at Tristain, then he hears the boom of Tenny's blast. "Stay away from the door!" Sure that he isn't helping Tristain, Al focuses his wrath on the denizen before him. swift to smite on yellow, AC 27
curve blade, smite, power attack: 1d20 + 14 + 4 - 3 ⇒ (12) + 14 + 4 - 3 = 27
Damage: 1d10 + 3 + 9 + 9 ⇒ (5) + 3 + 9 + 9 = 26
curve blade, smite, power attack: 1d20 + 9 + 4 - 3 ⇒ (5) + 9 + 4 - 3 = 15
Damage: 1d10 + 3 + 9 + 9 ⇒ (9) + 3 + 9 + 9 = 30

Tristain the Chalker |

Round 2
Tristain defensively casts Vanish (autocheck) and disappears from view. He wants no part of this melee. "I'm trying! I'm trying to open things!"
HP: 54/54
AC: 13
Points: 4/6 left
Spells: Lvl 1: 5/8 left (MM*2,IllOm*0,MurdCom*0,Vanish*1) 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*1,MagVest*0,DazeMM,Haste*0,Hero*0) dc 20
Spells: Lvl 4 4/5 left (Guard*0,MindThrust*0,DimDoor*1) 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+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)

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

Drain
Tenebrynn: 20
Tristain: 10
Albert: 8
Kyffin: 5
Jasno: 16
Antagonist: 14
Tenebrynn and Jasno continue to try to get the door open, as it gives further under their assault. It could possibly open this round, depending on what Jasno does; he can post his Round 2 action with his next post.
In the other room, the battle rages as Kyffin and Al bring their swords to bear. Kyffin manages to slice his foe twice, the blade cutting deep despite the denizen's unusual anatomy. Al scores a hit of his own, though both begin to heal even as they claw and bite back at you, two focusing on Kyffin, one on Al.
Kyffin tries to defend himself, but the attacks seem to come from everywhere, and he finds himself quickly bleeding from numerous wounds 22 hp, plus 1 Dex drain. Al's holy powers save him from a similar fate.
Orange anatomy: 1d100 ⇒ 96
Red bite: 1d20 + 14 ⇒ (10) + 14 = 24
1d6 + 2 ⇒ (3) + 2 = 5 plus 1d6 ⇒ 1
Red claw: 1d20 + 14 ⇒ (10) + 14 = 24
1d4 + 2 ⇒ (4) + 2 = 6
Red claw: 1d20 + 14 ⇒ (11) + 14 = 25
1d4 + 2 ⇒ (3) + 2 = 5
Orange bite: 1d20 + 14 ⇒ (6) + 14 = 20
Orange claw: 1d20 + 14 ⇒ (16) + 14 = 30
1d4 + 2 ⇒ (1) + 2 = 3
Orange claw: 1d20 + 14 ⇒ (10) + 14 = 24
1d4 + 2 ⇒ (1) + 2 = 3
Yellow bite: 1d20 + 14 ⇒ (10) + 14 = 24
Yellow claw: 1d20 + 14 ⇒ (9) + 14 = 23
Yellow claw: 1d20 + 14 ⇒ (6) + 14 = 20
Orange: 55
Yellow: 43

Kyffin Rhees |

Round 3
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/9h, +2), Bull’s Strength (1/9m), Hasted, Divine Favor (2/10r), Sacred Armor (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 (6/7, su) (Holy Strike (std) or Powerful Healer (sw))
Fervor (5/6, 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,
Second (14):
Third (15): Dispel Magic, Invisibility Purge,
Kyffin swiftly prays for better protection, improving his armor by one (sacred armor). He then presses his attacks! He continues to press his attacks on orange.
Scimitar (magic): 1d20 + 11 + 7 ⇒ (4) + 11 + 7 = 22 (bull, favor, haste) damage: 1d8 + 11 + 6 ⇒ (3) + 11 + 6 = 20 (bull, favor)
Scimitar (magic): 1d20 + 6 + 7 ⇒ (2) + 6 + 7 = 15 (bull, favor, haste) damage: 1d8 + 11 + 6 ⇒ (1) + 11 + 6 = 18 (bull, favor)
hasted Scimitar (magic): 1d20 + 11 + 7 ⇒ (1) + 11 + 7 = 19 (bull, favor, haste) damage: 1d8 + 11 + 6 ⇒ (3) + 11 + 6 = 20 (bull, favor)

Tristain the Chalker |

Al, don't forget Haste and Heroism (thought you might not have missed it. Also focus fire! And now Bless!
Round 2
Tristain defensively casts Bless (autocheck) and continues his cowardly hiding.
HP: 54/54
AC: 13
Points:6/6 left
Spells: Lvl 1: 6/8 left (Bless*1,MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 19
Spells: Lvl 2: 7/8 left (ReEn*0,FlsLife*1,,SpirW*0,Sugg*0,SeeInvis*0) dc 20
Spells: Lvl 3: 6/7 left (ForPun*0,MagVest*0,DazeMM,Haste*0,Hero*1) dc 20
Spells: Lvl 4 4/5 left (Guard*0,MindThrust*0,DimDoor*1) 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+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 2
Jasno looks around to see if there are loose objects that he might propel toward the door using, Gust of wind. If he sees any objects he casts the spell hoping the force of such objects will be enough too open the door.

Albert Hazred |

Albert continues struggling against the denizen attacking him.
curve blade, smite, power attack: 1d20 + 14 + 4 - 3 ⇒ (13) + 14 + 4 - 3 = 28
Damage: 1d10 + 3 + 9 + 9 ⇒ (3) + 3 + 9 + 9 = 24
curve blade, smite, power attack: 1d20 + 9 + 4 - 3 ⇒ (6) + 9 + 4 - 3 = 16
Damage: 1d10 + 3 + 9 + 9 ⇒ (9) + 3 + 9 + 9 = 30

Tenebrynn |

Tenebrynn rushes through the doors and stops against the far wall. She looks hurriedly to see if the room her friends are fighting within is open. If it is, she fires on the nearest foe. If not, yet another door is the target of her building fury. "So help me, I will knock every one of these doors down if I have to!"
Empowered Air Blast: 1d20 + 12 ⇒ (15) + 12 = 27for: 6d6 + 21 ⇒ (2, 6, 5, 4, 5, 4) + 21 = 47
Move 5 squares to the right, down 3
Waking HP: 94/94
Dreamlands HP: 68/94
Nonlethal: 4
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +9 // Will: +7 (+2 vs illusion, +4 vs mind-affecting)
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 (3/7): +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 suddenly remembers how much his companions are supporting him and swings again at the denizen with renewed vigor. forgot about haste, heroism, bless
curve blade, smite, power attack, bless, heroism, haste: 1d20 + 14 + 4 - 3 + 1 + 2 + 1 ⇒ (2) + 14 + 4 - 3 + 1 + 2 + 1 = 21
Damage: 1d10 + 3 + 9 + 9 ⇒ (4) + 3 + 9 + 9 = 25

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

Tenebrynn: 20
Tristain: 10
Albert: 8
Kyffin: 5
Jasno: 16
Antagonist: 14
Tenebrynn's blast slams the door, but as before, it's not enough to open the thick metal barrier, clearly built to hold up in this prison. Jasno follows her, hearing the sound of fighting from within.
As Tristain continues to cower, Kyffin and Al continue to battle in the other room. They inflict more wounds -- Al's foe looks like he's barely on his feet, only his preternatural healing keeping him up -- but it's not enough to stem the tide as the monsters continue their attack. Their wounds appear to be taking a toll, however, as Al and Kyffin manage to fend off most of their blows, taking just a few wounds. Al takes 6 hp; Kyffin takes 7, plus 4 Dex drain (DC 19 Fort save to reduce that to 1 Dex drain)
Red bite: 1d20 + 14 ⇒ (20) + 14 = 34
1d6 + 2 ⇒ (5) + 2 = 7 plus 1d6 ⇒ 4
Red claw: 1d20 + 14 ⇒ (5) + 14 = 19
Red claw: 1d20 + 14 ⇒ (10) + 14 = 24
Orange bite: 1d20 + 14 ⇒ (6) + 14 = 20
Orange claw: 1d20 + 14 ⇒ (14) + 14 = 28
1d4 + 2 ⇒ (1) + 2 = 3
Orange claw: 1d20 + 14 ⇒ (19) + 14 = 33
1d4 + 2 ⇒ (1) + 2 = 3
Yellow bite: 1d20 + 14 ⇒ (9) + 14 = 23
Yellow claw: 1d20 + 14 ⇒ (9) + 14 = 23
Yellow claw: 1d20 + 14 ⇒ (19) + 14 = 33
1d4 + 2 ⇒ (4) + 2 = 6
Red bite crit?: 1d20 + 14 ⇒ (8) + 14 = 22
Orange: 70
Yellow: 87

Kyffin Rhees |

Round 4
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/9h, +2), Bull’s Strength (1/9m), Hasted, Divine Favor (4/10r), Sacred Armor (3/10r), Bless, -5 Dex drain
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 (6/7, su) (Holy Strike (std) or Powerful Healer (sw))
Fervor (5/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/9r, 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,
Second (14):
Third (15): Dispel Magic, Invisibility Purge,
Fort: 1d20 + 10 ⇒ (1) + 10 = 11 vs DC 19 or 4 dex drain (ouch!)
Faolan swiftly ensorcels his blade, glad he's not a dextrous build, giving it an added boost (+2, sacred weapon). He then continues to press his attacks on orange and will switch to red should it drop.
Scimitar (magic): 1d20 + 11 + 10 ⇒ (5) + 11 + 10 = 26 (bull, favor, haste, bless, sacred) damage: 1d8 + 11 + 8 ⇒ (8) + 11 + 8 = 27 (bull, favor, sacred)
Scimitar (magic): 1d20 + 6 + 10 ⇒ (15) + 6 + 10 = 31 (bull, favor, haste, bless, sacred) damage: 1d8 + 11 + 8 ⇒ (1) + 11 + 8 = 20 (bull, favor, sacred)
hasted Scimitar (magic): 1d20 + 11 + 10 ⇒ (5) + 11 + 10 = 26 (bull, favor, haste, bless, sacred) damage: 1d8 + 11 + 8 ⇒ (7) + 11 + 8 = 26 (bull, favor, sacred)

Albert Hazred |

Albert slashes again and again while still finding a quick moment to slather dirt on his wounds. when yellow drops switch attacks to Orange
curve blade, smite, power attack, bless, heroism, haste: 1d20 + 14 + 4 - 3 + 1 + 2 + 1 ⇒ (9) + 14 + 4 - 3 + 1 + 2 + 1 = 28
Damage: 1d10 + 3 + 9 + 9 ⇒ (9) + 3 + 9 + 9 = 30
curve blade, smite, power attack, bless, heroism, haste: 1d20 + 14 + 4 - 3 + 1 + 2 + 1 ⇒ (12) + 14 + 4 - 3 + 1 + 2 + 1 = 31
Damage: 1d10 + 3 + 9 + 9 ⇒ (6) + 3 + 9 + 9 = 27
curve blade, smite, power attack, bless, heroism, haste: 1d20 + 9 + 4 - 3 + 1 + 2 + 1 ⇒ (7) + 9 + 4 - 3 + 1 + 2 + 1 = 21
Damage: 1d10 + 3 + 9 + 9 ⇒ (8) + 3 + 9 + 9 = 29
Dirt On It: 5d6 ⇒ (1, 6, 5, 1, 3) = 16

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

Tenebrynn: 20
Tristain: 10
Albert: 8
Kyffin: 5
Jasno: 16
Antagonist: 14
Tenebrynn blasts down the door just in time to see Kyffin and Al kill two of the denizens. With the entire group arrayed against the last remaining foe, you're able to quickly defeat it, leaving you alone in this section of the prison. Each of the guards has a set of keys on a ring, as well as a wand of scorching ray CL 10th, 30 charges.
One of the keys opens the only other door you can see, leading to a room that contains a few iron stools from which guards could look through the arrow slits into they entry area, but no guards are here now. A wide staircase leads upward.

Tristain the Chalker |

Tristain stays invisibly hidden for a few moments after the fighting ends. He’s not used to being so close to the blood and gore, and even risking his own blood and gore.
*bonk*
*bonk*
*bonk*
Tristain bonks his head against the wall until the spell ends, trying to gather his mind so he can find a way forward.
”That was scary. I didn’t know we’d be so cramped over here. I didn’t know.”

Kyffin Rhees |

Kyffin breathes heavily and stumbles a little as he walks, but isn't sure the wand of lesser restoration will do anything useful, so he doesn't even check to see if it's got a charge left.
He shrugs it off as best he can, and presses on. "Yeah, it was tight, but we managed. Nasty prison this."

Kyffin Rhees |

"Now? Now we go 'round the bend."
Chuckling to himself, Kyffin walks to the south and around the corner to see what's there. If nothing hostile, he'll then open the southwestern door to what he expects is a small room. His scimitar is out and ready.

Tenebrynn |

Tenebrynn lets the winds surging around her dissipate to a large degree, and her posture relaxes slightly. "Before we go running around corners and through doors blindly, let me see if Nestor can see what's ahead. It'll take a minute to draw him out, so if any of you need to be patched up, now'd be a good time."
The little gnome then focuses for a little while and, after a short time, the hazy, orange form of Nestor manifests before the group.
"It is a foolish hunter who chases prey blindly. I will see what dangers await you."
Nestor then melts through the wall and vanishes from sight.
He'll bob around, poke his head through walls rather than doors and try to get a brief lay of the land. He'll start with the seemingly dead end wall and make sure it's actually a dead end, then start poking his head around up through the floor upstairs.

Tenebrynn |

”If these walls aren’t made out of some super special hard moon stuff or aren’t too thick, do you guys want me to try to break a section down? It won’t be quiet, but it might be better than walking into more kill boxes.”

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

Nebbin oozes through the solid wall, finding a 10-foot block of stone before it passes through into a larger room with a number of cells. He reports back that he did see some prisoners there, but didn't explore more in there because he didn't want to be spotted.
He did move through the stone to the north and eventually found a passageway that leads through it, with doors to the east and west, but thought it was best to come back and report what he found.
Overall map is updated.

Tristain the Chalker |

Tristain finally ready to move on, happy to have Tenebrynn’s scouting, and happy to be alive for the moment.
He’ll look around in areas that Tenebrynn feels is safe.
”Do we up or down? Or maybe through the west doors? I’ve always liked going west.”

Albert Hazred |

"For us non ghost types, looks like the stairs are the only option. Let's scout up those stairs before we clang upwards as a party, we made enough ruckus down here that folks likely know we're in the building."