
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 (5/9m), Protection from Evil (5/20r), -5 Dex drain, Shaken, Resist Energy (1/10m, 20 acid), Haste, Divine Favor (2/10r, +4), Bless, Sacred Armor (1/10r, +1)
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 (3/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/9r, su, sw, +2)
Sacred Armor (7/9m, 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):
Kyffin boosts his armor a little further (sacred armor, swift) before stepping to the dragon (5’ step) and attacking it as furiously as he can - hoping to whittle down the images.
Scimitar (magic): 1d20 + 11 + 6 ⇒ (13) + 11 + 6 = 30 (bull, favor, shaken, haste, bless) damage: 1d8 + 11 + 6 ⇒ (8) + 11 + 6 = 25 (bull, favor)
Scimitar (magic): 1d20 + 6 + 6 ⇒ (20) + 6 + 6 = 32 (bull, favor, shaken, haste, bless) damage: 1d8 + 11 + 6 ⇒ (6) + 11 + 6 = 23 (bull, favor)
critthreat Scimitar (magic): 1d20 + 6 + 6 ⇒ (3) + 6 + 6 = 15 (bull, favor, shaken, haste, bless) damage: 1d8 + 11 + 6 ⇒ (8) + 11 + 6 = 25 (bull, favor)
hasted Scimitar (magic): 1d20 + 11 + 6 ⇒ (5) + 11 + 6 = 22 (bull, favor, shaken, haste, bless) damage: 1d8 + 11 + 6 ⇒ (1) + 11 + 6 = 18 (bull, favor)

Tristain the Chalker |

Round 2
Tristain casts force punch at the near foe, hoping to take it down before it comes and smashes Jasno in the noggin.
9d6 ⇒ (2, 6, 5, 5, 6, 2, 2, 3, 6) = 37 force damage
+1 to attacks and vs. fear for 9 minutes.
HP: 54/54
AC: 13
Points: 5/6 left
Spells: Lvl 1: 4/8 left (Bless*1,MM*3,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*1,MagVest*0,DazeMM,Haste*0,Hero*0) dc 20
Spells: Lvl 4 4/5 left (Guard*0,MindThrust*0,DimDoor*1) 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+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 wipes more dirt on his expanding wounds and continues hacking at the dragon.
Dirt On It: 5d6 ⇒ (1, 5, 3, 4, 5) = 18
curve blade, smite, heroism, bless, haste: 1d20 + 14 + 4 + 2 + 1 + 1 ⇒ (2) + 14 + 4 + 2 + 1 + 1 = 24
damage: 1d10 + 9 + 3 ⇒ (7) + 9 + 3 = 19
curve blade, smite, heroism, bless, haste: 1d20 + 14 + 4 + 2 + 1 + 1 ⇒ (2) + 14 + 4 + 2 + 1 + 1 = 24
damage: 1d10 + 9 + 3 ⇒ (1) + 9 + 3 = 13
curve blade, smite, heroism, bless, haste: 1d20 + 9 + 4 + 2 + 1 + 1 ⇒ (7) + 9 + 4 + 2 + 1 + 1 = 24
damage: 1d10 + 9 + 3 ⇒ (5) + 9 + 3 = 17
HP: 52/67

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

Tristain: 5
Tenebrynn: 21
Jasno: 19
Kyffin: 19
Albert: 10
Dragon and Co.: 8
Tristain slams the horrible frame of chains, sending it flying backward from the stairs into the path of Tenebrynn's lightning, which destroys it and the other two devices.
That leaves Kyffin and Al to fight the dragon, and they step in eagerly to the task, the half-orc slashing through two images before finally catching it, and Al taking out the remaining two. Still, it lashes out again with fangs, claws and limbs. Perhaps no longer distracted by its own images, it strikes repeatedly, drawing blood and breaking bones on the two warriors 28 hp for Al; 41 for Kyffin.
Yellow Fort: 1d20 + 1 ⇒ (8) + 1 = 9
Red Reflex: 1d20 + 1 ⇒ (14) + 1 = 15
Kyffin images?: 1d5 ⇒ 2
Kyffin images?: 1d4 ⇒ 1
Bite vs. Al: 1d20 + 22 ⇒ (10) + 22 = 32
2d6 + 13 ⇒ (4, 3) + 13 = 20
Claw vs. Kyffin: 1d20 + 21 ⇒ (9) + 21 = 30
1d8 + 9 ⇒ (3) + 9 = 12
Claw vs. Kyffin: 1d20 + 21 ⇒ (17) + 21 = 38
1d8 + 9 ⇒ (2) + 9 = 11
Wing vs. Al: 1d20 + 19 ⇒ (4) + 19 = 23
Wing vs. Al: 1d20 + 19 ⇒ (14) + 19 = 33
1d6 + 4 ⇒ (4) + 4 = 8
Tail vs. Kyffin: 1d20 + 19 ⇒ (10) + 19 = 29
1d8 + 13 ⇒ (5) + 13 = 18
Dragon: 23
Party is up; Jasno can take two actions.

Albert Hazred |

Albert wipes more dirt on his wounds and continues pressing the attack. He knows the dragon can slay him in a moment and hopes for a swift victory.
Dirt On It: 5d6 ⇒ (4, 6, 3, 2, 1) = 16
curve blade, smite, power attack, heroism, bless, haste: 1d20 + 14 + 4 - 3 + 2 + 1 + 1 ⇒ (18) + 14 + 4 - 3 + 2 + 1 + 1 = 37
damage: 1d10 + 9 + 9 + 3 ⇒ (2) + 9 + 9 + 3 = 23
curve blade, smite, power attack, heroism, bless, haste: 1d20 + 14 + 4 - 3 + 2 + 1 + 1 ⇒ (20) + 14 + 4 - 3 + 2 + 1 + 1 = 39
damage: 1d10 + 9 + 9 + 3 ⇒ (2) + 9 + 9 + 3 = 23
curve blade, smite, power attack, heroism, bless, haste: 1d20 + 9 + 4 - 3 + 2 + 1 + 1 ⇒ (5) + 9 + 4 - 3 + 2 + 1 + 1 = 19
damage: 1d10 + 9 + 9 + 3 ⇒ (7) + 9 + 9 + 3 = 28
possible crit attack 1, curve blade, smite, power attack, heroism, bless, haste: 1d20 + 14 + 4 - 3 + 2 + 1 + 1 ⇒ (1) + 14 + 4 - 3 + 2 + 1 + 1 = 20
damage: 1d10 + 9 + 9 + 3 ⇒ (2) + 9 + 9 + 3 = 23
possible crit attack 2, curve blade, smite, power attack, heroism, bless, haste: 1d20 + 14 + 4 - 3 + 2 + 1 + 1 ⇒ (16) + 14 + 4 - 3 + 2 + 1 + 1 = 35
damage: 1d10 + 9 + 9 + 3 ⇒ (1) + 9 + 9 + 3 = 22
HP: 40/67

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 (5/9m), Protection from Evil (6/20r), -5 Dex drain, Shaken, Resist Energy (1/10m, 20 acid), Haste, Divine Favor (3/10r, +4), Bless, Sacred Armor (2/10r, +1)
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 (2/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/9r, su, sw, +2)
Sacred Armor (7/9m, 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):
Kyffin, sweating heavily, and bleeding even more, does what he can to bind his wounds. He converts Invisibility Purge for a Cure Serious Wounds Fervently (swift).
CSW: 3d8 + 9 ⇒ (3, 1, 7) + 9 = 20
Then he’ll press his attacks on the dragon, 5’ stepping closer to reach it.
Scimitar (magic): 1d20 + 11 + 6 ⇒ (6) + 11 + 6 = 23 (bull, favor, shaken, haste, bless) damage: 1d8 + 11 + 6 ⇒ (4) + 11 + 6 = 21 (bull, favor)
Scimitar (magic): 1d20 + 6 + 6 ⇒ (3) + 6 + 6 = 15 (bull, favor, shaken, haste, bless) damage: 1d8 + 11 + 6 ⇒ (4) + 11 + 6 = 21 (bull, favor)
hasted Scimitar (magic): 1d20 + 11 + 6 ⇒ (11) + 11 + 6 = 28 (bull, favor, shaken, haste, bless) damage: 1d8 + 11 + 6 ⇒ (8) + 11 + 6 = 25 (bull, favor)

Tristain the Chalker |

Round 4
Tristain casts a simple magic missile at the dragonthing.
5d4 + 5 ⇒ (1, 3, 4, 3, 2) + 5 = 18 force damage
1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 Spell Penetration
+1 to attacks and vs. fear for 9 minutes.
HP: 54/54
AC: 13
Points: 5/6 left
Spells: Lvl 1: 5/8 left (Bless*1,MM*4,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*1,MagVest*0,DazeMM,Haste*0,Hero*0) dc 20
Spells: Lvl 4 4/5 left (Guard*0,MindThrust*0,DimDoor*1) 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+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 |

Jason moves to help attack the dragon. First he activates his stormlure to defend himself from ranged attacks (1 minute, granting a 50% miss chance against all ranged attacks). Once he's adjacent to the dragon he actives the lure (as a swift action) filling the air with crackling lightning (electricity: 4d6 ⇒ (2, 5, 4, 1) = 12 DC 14 Reflex for half damage).

Tenebrynn |

Drawing the winds around her as the shambling devices crumple to the ground, Tenebrynn turns her tear-stained face to the dragon and looses a heavy blast of debris after spin and snap kick.
Empowered Air Blast: 1d20 + 14 ⇒ (11) + 14 = 25for: 6d6 + 21 ⇒ (1, 2, 4, 1, 2, 4) + 21 = 35
Waking HP: 94/94
Dreamlands HP: 94/94
Nonlethal: 7
AC: 20 (17 T / 14 FF) // 25% miss chance for ranged attacks (+2 pfe, +1 haste)
Fort: +15 // Ref: +12 // Will: +9 (+2 vs illusion, +4 vs mind-affecting) (+2 pfe, +1 haste)
Burn Accrued: 7/8
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
Protection from Evil
Resist Energy (acid)
Haste
Bless
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 |

Tristain: 5
Tenebrynn: 21
Jasno: 19
Kyffin: 19
Albert: 10
Dragon and Co.: 8
Tristain's magic missiles fade into nothingness as they hit the dragon, which shrugs off Tenebrynn's blast, though the gnome draws its attention with the effort. Furiously healing themselves, Al and Kyffin move in to press their attack. Al's blade cuts deep, but Kyffin barely is able to muscle through its scales to leave one lasting blow.
The dragon roars in anger as the blades and then lightning hit it, and retreats carefully, moving around the room where only Tristain blocks it from moving down the stairs. "MOVE, MOUSE!" it roars in the scholar's face, the powerful voice causes his head to bonk hard against the wall as he's confronted with the threat.
Reflex: 1d20 + 8 ⇒ (3) + 8 = 11
Dragon: 123

Kyffin Rhees |

Round 6
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 (5/9m), Protection from Evil (7/20r), -5 Dex drain, Shaken, Resist Energy (1/10m, 20 acid), Haste, Divine Favor (4/10r, +4), Bless, Sacred Armor (3/10r, +1)
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 (2/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/9r, su, sw, +2)
Sacred Armor (7/9m, 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):
Kyffin converts a Hold Person for a Cure Moderate Wounds Fervently (swift).
CMW: 2d8 + 9 ⇒ (7, 5) + 9 = 21
Then he’ll charge the dragon, hoping it’s AoO doesn’t kill him. He swings for the rafters.
Scimitar (magic): 1d20 + 11 + 6 ⇒ (17) + 11 + 6 = 34 (bull, favor, shaken, haste, bless) damage: 1d8 + 11 + 6 ⇒ (4) + 11 + 6 = 21 (bull, favor)
critthreat Scimitar (magic): 1d20 + 11 + 6 ⇒ (7) + 11 + 6 = 24 (bull, favor, shaken, haste, bless) damage: 1d8 + 11 + 8 ⇒ (3) + 11 + 8 = 22 (bull, favor, 2hp fire)

Tenebrynn |

”Leave him alone!” Tenebrynn roars over the churning winds around her. Crackling lightning and churning gusts tumble together into one roiling blast as she tries to drive the dragon away from Tristain.
CL Check vs SR: 1d20 + 7 ⇒ (19) + 7 = 26
Thunderstorm Blast: 1d20 + 14 ⇒ (20) + 14 = 34for: 8d6 + 16 ⇒ (3, 1, 3, 4, 6, 6, 4, 4) + 16 = 47
Crit?: 1d20 + 14 ⇒ (5) + 14 = 19for an additional: 8d6 + 16 ⇒ (3, 4, 6, 2, 1, 2, 1, 2) + 16 = 37
Waking HP: 94/94
Dreamlands HP: 94/94
Nonlethal: 8
AC: 20 (17 T / 14 FF) // 25% miss chance for ranged attacks (+2 pfe, +1 haste)
Fort: +15 // Ref: +12 // Will: +9 (+2 vs illusion, +4 vs mind-affecting) (+2 pfe, +1 haste)
Burn Accrued: 8/8
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
Protection from Evil
Resist Energy (acid)
Haste
Bless
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 swiftly wipes dirt on his wounds and charges in along side Kyffin adding another chop to the dragon.
Dirt On It: 5d6 ⇒ (4, 4, 2, 3, 1) = 14
curve blade, smite, power attack, heroism, bless, haste, charge: 1d20 + 14 + 4 - 3 + 2 + 1 + 1 + 2 ⇒ (1) + 14 + 4 - 3 + 2 + 1 + 1 + 2 = 22
damage: 1d10 + 9 + 9 + 3 ⇒ (7) + 9 + 9 + 3 = 28
AC 27, HP: 54/67

Jasno Drakemaul |

Jasno steps away from the dragon (5 ft) and casts aggressive thundercloud electricity: 3d6 ⇒ (6, 2, 3) = 11 Ref Sv, 16 negates.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
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Tristain wakes from his faint with a heavy weight on him, leaving him disoriented as he tried to figure out what it is. Strange grunts make the matter more confusing until he realizes that's Kyffin moving the body of the dragon that's lying half on top of him. Able to scramble free, he winces as the low wailing from the machine at the far end of the room continues.
But his mood is brightened slightly by the dragon's hoard: a small pile of silver rings, gold teeth, and similar valuables worth 750 gp. This meager hoard also contains a pair of spectacles of understanding. Oddly, considering what Kelvetta told you and the evidence of bloody torture, there are no remains up here.

Kyffin Rhees |

Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/9h, +2), -5 Dex drain, Resist Energy (5/10m, 20 acid)
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 (2/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/9r, su, sw, +2)
Sacred Armor (7/9m, su, sw, +1)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(0/1, second)
Spells (Caster Level 9, Concentration +11)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor,
Second (14): Bull’s Strength,
Third (15):
Kyffin, breathing heavily, helps Tristain up and begins to heal himself with the wand. (If you need healing, roll it yourself and I’ll track the charges. 1d8+1 per charge).
CLW: 6d8 + 6 ⇒ (2, 8, 7, 8, 4, 1) + 6 = 36
He’ll then gather up the loot, offering the specs to any who might be interested. He’ll then search the room (though he’s mostly keeping watch - he knows others will pick up things he easily misses).
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
”Man, a dragon. Damn. This dreamland is a tough place to hang out. Anyone know what this thing is doing?” he gestures to the noisy machine.
As he waits, he’ll also replenish a few spells with his pearls of power (divine favor, bull’s strength).

Tristain the Chalker |

Tristain takes a few minutes to recover from the dragon-induced claustrophobic attack. He seriously head bonks for a few minutes, before eventually calming down to normally-abnormal head bonking. He did not enjoy the dragon's weight upon him, nor being trapped and unable to breathe. He barely thanks Kyffin for the help in getting freed, but hopefully the lessening of the panicked madness in his eyes will serve as gratitude.
"Okay, that was unpleasant. It TALKED to me. IT TALKED TO ME," Tristain iterates, as if that were the worst part. "It's a dragon. And a smart dragon that could talk. And it wanted to kill me probably. And it just wanted to escape."
Still taking his damn time, Tristain will slowly examine the room and the dragon's hoard, examining things with Detect Magic and trying to get his legs to stop wobbling.
1d20 + 18 ⇒ (3) + 18 = 21 Know (Arcana)
"Kyffin, Tenebrynn...this device should be destroyed. Utterly and completely destroyed. It only serves to capture the most terrible screams of those damned here, and put re-spun again and again. It does not need to exist. It should go."
Only magic is the spectacles? Not that it matters since I hope never to come back to the Dreamlands again.

Albert Hazred |

Albert wipes more dirt on his wounds and goes back down the stairs to the cells where the lady remained. "We killed their dang dragon, and smashed their evil torture devices. Now that's out of the way, you have anything else you want to tell us? I'd say we're your best chance at getting out of this place and you can help yourself by being open with us now..."
Dirt On It: 5d6 ⇒ (3, 2, 3, 1, 1) = 10
Diplomacy: 1d20 + 16 ⇒ (1) + 16 = 17
nice fumble there
"...of course we're on a moon and you'll have to find your own way home" Albert overshares with the lady.

Tenebrynn |

Tenebrynn begins to spark as she regards the scream engine, but then thinks better of causing everything that might already be in it out all at once. She alights next to the device and begins more delicate work with her tools.
Disable Device: 1d20 + 19 ⇒ (1) + 19 = 20
Ah. Good. Perfect timing, dicebot.

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

Tenebrynn's efforts only seem to make things worse as a horrific scream echoes through the area, rocking you back everyone takes 17 hp sonic, plus deafened 11 rounds; DC 16 Fort for half damage and to negate the deafness. Still, once you recover, it's clear what the machine can do and the gnome is able to destroy it more safely afterward.
5d6 ⇒ (6, 1, 1, 6, 3) = 17
2d6 ⇒ (5, 6) = 11

Kyffin Rhees |

Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/9h, +2), -5 Dex drain, Resist Energy (5/10m, 20 acid)
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 (2/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/9r, su, sw, +2)
Sacred Armor (7/9m, su, sw, +1)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(0/1, second)
Spells (Caster Level 9, Concentration +11)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor,
Second (14): Bull’s Strength,
Third (15):
Fort: 1d20 + 10 ⇒ (20) + 10 = 30 vs DC 16
Kyffin shrugs off the worst of the effects, "Damn dreamland..." he mutters as he takes out the wands of healing and spreads the healing around. (usual drill, I'll track charges, help yourself to healing)
CLW: 2d8 + 2 ⇒ (5, 4) + 2 = 11
When everyone is ready, he'll take the door to the NW, taking the long way around to the cells. He'll see who may yet live in the upper lockdown.

Tenebrynn |

Fort Save (DC 16): 1d20 + 13 ⇒ (3) + 13 = 16
Tenebrynn wiggles one finger into her ear with a frown and grimace, then kicks the device once she’s successfully disabled it.
Waking HP: 94/94
Dreamlands HP: 86/94
Nonlethal: 8
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: 8/8
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

Tristain the Chalker |

Not sure Tristain should take any damage, unless the radius is 35' or so as he stated he was moving 'far away'. Yes, he's very cowardly wise.
Tristain rubs his ears, trying to get the sounds of pure evil out of them.
"Oh man, Tenebrynn. Did you turn that up to 11 before you set it off? What was that?" he grouses at the pain.
"Well, whatever. What else is going on in here?" Tristain takes his time, now that the area feels safe, to look around for things that might help the party.

Tenebrynn |
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"WHAT? NO, I DON'T THINK THIS IS HEAVEN. WHY WOULD YOU EVEN ASK THAT?"

Albert Hazred |

Getting no further response from Deanni Khatiri and hearing Tenny yelling something about Heaven, Albert goes back up the stairs and joins the party again. What's all the racket going on up here? Oh good, you destroyed that thing. Let's find that yellow man and be done with this moon before our ride leaves without us." Ready to proceed, Al follows Kyffin.

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

Whoops, sorry, Al! Didn't mean to overlook your action. That said, Deanni did in fact not acknowledge your question, or respond in anyway.
Kyffin opens the doors, which lead down the hall and around the room you were in to eight barred, windowless metal doors standing in a grim and
silent hall. These solitary cells lack even the rude pallets and
buckets of the cells, and each is empty except for one, which contains the familiar figure of the Yellow King. A set of stairs that aren't on the map as far as I can really tell lead upward.
Any attempts to communicate with the incarcerated aspect of Lowls is difficult here, as the area remains magically silent. You can free him easily enough and take him elsewhere, but there are two other unexplored locations also in the jail if you want to deal with them.

Kyffin Rhees |

When Kyffin finds the area silenced, he gestures to the group to proceed onward without freeing the prisoner, for now.
He'll head to the next unexplored location, upstairs if that makes sense to everyone. He doesn't want something coming up from behind while they chat away with Lowls. And he's got spells going...

Tristain the Chalker |

When Kyffin finds the area silenced, he gestures to the group to proceed onward without freeing the prisoner, for now.
Tristain spends a few seconds verbally agreeing with Kyffin, and then follows him to the new area.

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

The Yellow King starts to get up and it looks like he calls out something as you turn away, but those words are lost to the silence. Going upstairs, you find metal pipes and horns protrude from the floor in a cluster at the center of this room, bent in multiple directions as though to blast noise throughout the room. The walls of the room are carved with realistic maps of the Dreamlands as seen from the high vantage point of the moon, although all of the carvings have been scratched and smeared with blood.
A pair of identical twins with hooked noses, long brown hair, and maniacal grins on their blood-splattered faces look up as you enter and give a horrid grin. Each casts a dark shadow, and these shadows continually dance and flex their clawed hands. As they move to attack, you feel a surge of fear run through you DC 21 Will save or be shaken; don't forget Al's aura of helping. One of them starts dancing in a madcap whirl, causing a welter of confusing thoughts, ranging from lust to horror DC 19 Will save or be affected as if by confusion for 1 hour. The other, closer one retreats and then casts a spell.
They look like maenads, but it's like they've been nightmare-touched.
She casts bull's strength.
Albert: 1d20 + 3 ⇒ (1) + 3 = 4
Jasno: 1d20 + 1 ⇒ (12) + 1 = 13
Kyffin: 1d20 + 1 ⇒ (5) + 1 = 6
Tenebrynn: 1d20 + 3 ⇒ (8) + 3 = 11
Tristain: 1d20 + 4 ⇒ (8) + 4 = 12
Antagonist: 1d20 + 10 ⇒ (5) + 10 = 15
Red:
Blue: bull's strength
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 = Magic Vestment (1/9h, +2), -5 Dex drain, Resist Energy (5/10m, 20 acid)
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 (1/6, su, sw, DC 16, 3d6)
Sacred Weapon (6/9r, su, sw, +2)
Sacred Armor (7/9m, su, sw, +1)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(0/1, second)
Spells (Caster Level 9, Concentration +11)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility, Divine Favor,
Second (14): Bull’s Strength,
Third (15):
Will: 1d20 + 10 + 4 ⇒ (14) + 10 + 4 = 28 (old man smell) vs DC 21
Will: 1d20 + 10 ⇒ (9) + 10 = 19 vs DC 19
"Not this time you fiends!"
Kyffin swiftly casts another Divine Favor (+4 attacks/damage (luck)), as he charges forth to try and hit the red one.
Scimitar (magic): 1d20 + 11 + 6 ⇒ (6) + 11 + 6 = 23 (favor, charge) damage: 1d8 + 11 + 4 ⇒ (4) + 11 + 4 = 19 (favor)

Tristain the Chalker |

1d20 + 10 + 4 ⇒ (13) + 10 + 4 = 27 Will
1d20 + 10 ⇒ (14) + 10 = 24 Will
1d20 + 18 ⇒ (13) + 18 = 31 Know (Local) - DRs? Weaknesses? Special attacks?
One hour of confusion!? Wow. That's rough. Well, will get post up in the morning as I ponder things and hear back about what might work best.

Albert Hazred |

Will save, DC 19: 1d20 + 11 + 2 + 2 ⇒ (12) + 11 + 2 + 2 = 27
Spellcraft, DC 17: 1d20 + 5 ⇒ (14) + 5 = 19
"Your evil shall be pruned!" Albert rushes forward and slashes at the maniac with a holy fury.
smite evil, AC 27
curve blade, power attack, smite, heroism: 1d20 + 14 - 3 + 4 + 2 ⇒ (7) + 14 - 3 + 4 + 2 = 24
damage: 1d10 + 9 + 9 ⇒ (2) + 9 + 9 = 20

Jasno Drakemaul |

Will, DC 21: 1d20 + 9 + 4 ⇒ (1) + 9 + 4 = 14, Will, DC 19: 1d20 + 9 ⇒ (6) + 9 = 15
Jasno is completely overwhelmed. He flails uselessly at Kyffin. "Why are you attacking the nice whale?"
attack, mace: 1d20 + 5 ⇒ (13) + 5 = 18
Shaken and confused. 1d100 ⇒ 87

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

Tristain, You think you need good-aligned, silver weapons to fully harm them, though normal weapons will do in a pinch (DR 5); they don't have any special weaknesses beyond that.
Horrifically, their dance can be infectious, as you see. If enough creatures join in (i.e. are affected), they gain health from it. In addition, their claws and fangs are poisonous, and if they enter a target's mind with its dream or nightmare spell-like ability, they can attempt to control the target's dream (but perhaps that doesn't matter since you're already stuck in a dream nightmare.

Tristain the Chalker |

Round 1
”These creatures are madness incarnate! Don’t dance with them! It’d be dirty dancing!” Tristain warns in addition to what else he shares.
He casts Haste before Tenebrynn does.
+1 to all the things. You know the deal.
HP: 54/54
AC: 13
Points: 5/6 left
Spells: Lvl 1: 5/8 left (Bless*1,MM*4,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: 5/7 left (ForPun*1,MagVest*0,DazeMM,Haste*1,Hero*0) dc 20
Spells: Lvl 4 4/5 left (Guard*0,MindThrust*0,DimDoor*1) 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+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)

Tenebrynn |

Will Save (DC 21): 1d20 + 11 ⇒ (1) + 11 = 12
Will Save (DC 19): 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
Tears begin flowing down Tenebrynn’s face again, her cheeks still damp and tracked from earlier. Jolted by Tristain, she darts up, brushes one arm across her face, then sends a line of lightning arcing across the room for the nearer (red) twin.
CL Check vs SR: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Electric Torrent (Ref Save DC 18 for 1/2): 4d6 + 6 ⇒ (2, 6, 2, 6) + 6 = 22
Waking HP: 94/94
Dreamlands HP: 86/94
Nonlethal: 8
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: 8/8
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 1/9: +1 to hit, AC, ref saves, +30 ft movement
Shaken: -2 to just about everything
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 |

Jasno: 13
Tristain: 12
Tenebrynn: 11
Kyffin: 6
Albert: 4
Antagonist: 15
Jasno flails around, mace slamming into Tenebrynn's head I think the target needs to be determined randomly; 7 hp to Tenebrynn as his companions move into action.
Tristain -- taking advantage of Tenebrynn's momentary daze -- hastens the group, spurring the gnome to dash forward. Unfortunately, her lightning bolt doesn't seem to even hit the target, fizzling out as it gets close. Al and Kyffin have more luck with their blades, which slice into the bloody red maenad.
The other creature casts, and then moves to put cover between herself and the two swordsmen. As she finishes, Al sees odd flickering shapes in his visions, horrid dancing and debauchery DC 19 Will save or –2 penalty on Will saving throws, caster level checks, Intelligence-based skill checks, and Wisdom-based skill checks for a long time. The other ducks away but not carefully enough; she provokes from both and casts another spell on Al DC 18 Will save or you must attack your nearest ally on your next turn with a melee weapon or natural weapon. .
Jasno target?: 1d4 ⇒ 3
1d6 + 1 ⇒ (6) + 1 = 7
Blue target: 1d2 ⇒ 2
Acrobatics: 1d20 + 6 ⇒ (4) + 6 = 10
Red: 34
Blue: bull's strength