Motteditor's Strange Aeons PBP

Game Master motteditor

Combat map / Overall map / Treasure tracker / Thrown splash weapon rules


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AC 28, touch 16, flat-footed 24, hp 109, Fort +18, Ref +20, Will +18; +2 vs. enchantments, CMD 34, Perception +2

"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


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

As an aside Jasno wonders a bit about Al's suggestion, "Are any of you familiar with law? I mean, I was happy to speak to the laws of boarding ships, but when it comes to moon prisons I'm more than a little concerned."

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

Initiative:

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.


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

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.


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno prepares for the possibility of conflict by casting mage armor on himself and keeping an eye on the wall. Perception: 1d20 + 4 ⇒ (10) + 4 = 14

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1/2:

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.

Mechanics:

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?


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

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

Status:

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:

  • +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

  • AC: 35 (f28/t14); CMD: 27; F: +16, R: +12, W: +18; Perc +15

    Kyffin waits to see if Tenebrynn managed to burst open the doors before acting.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    The doors strain a little under the blast, the metal squealing, but remain whole.


    AC: 35 (f28/t14); CMD: 27; F: +16, R: +12, W: +18; Perc +15

    Round 1

    Status:
    HP: 70/75 | AC: 24 (f19/t12) (included: +2 magic vestment)(not included: +1 haste)
    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): 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

    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)


    M Human - Loon 15 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +15

    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.


    AC 28, touch 16, flat-footed 24, hp 109, Fort +18, Ref +20, Will +18; +2 vs. enchantments, CMD 34, Perception +2

    Al understands Tristain's intent and waits for the magic to hop them forward.

    will swift to heal, move off the hop, and attack with power attack


    Baseline Stats:
    Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

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


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    "A distraction. A good distraction." Jasno yells as he conjures a stream of water that rushes toward the battered door. Bull rush with Hydraulic Push: 1d20 + 4 + 8 ⇒ (14) + 4 + 8 = 26

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 1:

    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.

    Mechanics:

    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.


    AC: 35 (f28/t14); CMD: 27; F: +16, R: +12, W: +18; Perc +15

    Round 2

    Status:
    HP: 70/75 | AC: 24 (f19/t12) (included: +2 magic vestment)(not included: +1 haste)
    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, 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 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)


    Baseline Stats:
    Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

    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

    Status:

    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


    AC 28, touch 16, flat-footed 24, hp 109, Fort +18, Ref +20, Will +18; +2 vs. enchantments, CMD 34, Perception +2

    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


    M Human - Loon 15 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +15

    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!"

    Tris' stats:

    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)

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Drain

    Round 2:

    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.

    Mechanics:

    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


    AC: 35 (f28/t14); CMD: 27; F: +16, R: +12, W: +18; Perc +15

    Round 3

    Status:
    HP: 48/75 | AC: 26 (f20/t13) (included: +2 magic vestment, +1 haste, sacred armor)
    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, 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 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)


    M Human - Loon 15 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +15

    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.

    Tris' stats:

    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)


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    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.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    1d20 ⇒ 20

    Jasno's blast hits the door hard, knocking it off its hinges.

    Jasno can still take his Round 3 action.


    AC 28, touch 16, flat-footed 24, hp 109, Fort +18, Ref +20, Will +18; +2 vs. enchantments, CMD 34, Perception +2

    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


    Baseline Stats:
    Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

    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

    Status:

    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


    AC 28, touch 16, flat-footed 24, hp 109, Fort +18, Ref +20, Will +18; +2 vs. enchantments, CMD 34, Perception +2

    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


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Jasno follows Tenebrynn and readies a cure light wounds incase one of the others needs help. (Will heal Kyffin if he can move close enough, otherwise he holds.)

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 3:

    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)

    Mechanics:

    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


    AC: 35 (f28/t14); CMD: 27; F: +16, R: +12, W: +18; Perc +15

    Round 4

    Status:
    HP: 41/75 | AC: 24 (f20/t11) (included: +2 magic vestment, +1 haste, sacred armor, -2 dex drain)
    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, 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 + 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)


    AC 28, touch 16, flat-footed 24, hp 109, Fort +18, Ref +20, Will +18; +2 vs. enchantments, CMD 34, Perception +2

    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


    M Human - Loon 15 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +15

    Tristain wipes the blood and gore out of his eyes as he watches the onslaught.

    Are either of the two foes down? Or about to go down?

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Yeah, those attacks will definitely drop both of them, leaving just one more.


    M Human - Loon 15 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +15

    Tristain continues to invisibly cower, moving into one of the corners vacated by a dead denizen.

    "I'm here now. Get that last one!"

    Take total defense.


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Round Four

    Jasno casts Bungle on the remaining foe.


    AC: 35 (f28/t14); CMD: 27; F: +16, R: +12, W: +18; Perc +15

    Tenebrynn?

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 4:

    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.


    M Human - Loon 15 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +15

    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.”


    AC: 35 (f28/t14); CMD: 27; F: +16, R: +12, W: +18; Perc +15

    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."


    M Human - Loon 15 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +15

    ”Who knew prisons could be so awful?” Tristain asks, taking more time to bonk. ”At least the place with the starting corner was only a mental hospital, I think.”

    Tristain takes a few more moments to recover.


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Jasno looks in Tristain's direction after his first statement, opens his mouth, and then thinks better of it and says nothing right away. He takes a moment and then addresses Kyffin, "So what now?"


    AC: 35 (f28/t14); CMD: 27; F: +16, R: +12, W: +18; Perc +15

    "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.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    The only door is to the north, to the room where there's a stairway leading up. The hallway deadends there as far as you can tell.


    Baseline Stats:
    Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

    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.


    Baseline Stats:
    Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

    ”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.”


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Jasno, preferring the open sightlines of the deck of the ship begins to nod before catching himself. He waits to see what others think.

    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.


    M Human - Loon 15 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +15

    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.”


    AC 28, touch 16, flat-footed 24, hp 109, Fort +18, Ref +20, Will +18; +2 vs. enchantments, CMD 34, Perception +2

    "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."


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    "Can't really bust up the stairs and hope to use them after. Jasno looks around. So anyone good at sneaking?"

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