Tristain the Chalker |
Round 2
Haste: round 2/10. +1 to all the things. You know the deal.
Tristain tries to slow down the bad things by knocking them down. 4 missiles at the most wounded one, 1 at the other.
1d6 + 1 ⇒ (5) + 1 = 6 force damage
1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21 CMB to trip vs. CMD
1d6 + 1 ⇒ (6) + 1 = 7 force damage
1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33 CMB to trip vs. CMD
1d6 + 1 ⇒ (5) + 1 = 6 force damage
1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36 CMB to trip vs. CMD
1d6 + 1 ⇒ (3) + 1 = 4 force damage
1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27 CMB to trip vs. CMD
1d6 + 1 ⇒ (5) + 1 = 6 force damage - the other one
1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30 CMB to trip vs. CMD
HP: 54/54
AC: 13
Points: 4/6 left
Spells: Lvl 1: 2/8 left (Bless*1,MM*5,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)
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), -5 Dex drain, Resist Energy (5/10m, 20 acid), Divine Favor (2/10r), 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 (1/6, su, sw, DC 16, 3d6)
Sacred Weapon (5/9r, 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 takes his AoO, happy for any opportunity to damage their spellcasting foe.
Scimitar (magic): 1d20 + 11 + 5 ⇒ (17) + 11 + 5 = 33 (favor, haste) damage: 1d8 + 11 + 4 ⇒ (1) + 11 + 4 = 16 (favor)
critthreat Scimitar (magic): 1d20 + 11 + 5 ⇒ (8) + 11 + 5 = 24 (favor, haste) damage: 1d8 + 11 + 6 ⇒ (4) + 11 + 6 = 21 (favor, 2hp fire)
He then gets to work on the creature, doing his best to damage it, knowing he can’t overcome the DR. He’ll swiftly boost his weapon, using his sacred ability (+2) before 5’ stepping to red and attacking with full force!
Scimitar (magic): 1d20 + 11 + 7 ⇒ (5) + 11 + 7 = 23 (favor, haste, sacred) damage: 1d8 + 11 + 6 ⇒ (2) + 11 + 6 = 19 (favor, sacred)
Scimitar (magic): 1d20 + 6 + 7 ⇒ (14) + 6 + 7 = 27 (favor, haste, sacred) damage: 1d8 + 11 + 6 ⇒ (2) + 11 + 6 = 19 (favor, sacred)
hasted Scimitar (magic): 1d20 + 11 + 7 ⇒ (19) + 11 + 7 = 37 (favor, haste, sacred) damage: 1d8 + 11 + 6 ⇒ (3) + 11 + 6 = 20 (favor, sacred)
critthreat hasted Scimitar (magic): 1d20 + 11 + 7 ⇒ (10) + 11 + 7 = 28 (favor, haste, sacred) damage: 1d8 + 11 + 8 ⇒ (8) + 11 + 8 = 27 (favor, sacred, 2hp fire)
Albert Hazred |
AoO, curve blade, power attack, smite, heroism, haste: 1d20 + 14 - 3 + 4 + 2 + 1 ⇒ (11) + 14 - 3 + 4 + 2 + 1 = 29
damage: 1d10 + 3 + 9 + 9 ⇒ (10) + 3 + 9 + 9 = 31
DC 19 Will save: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
DC 18 Will save or attack ally: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Albert spits as the evil magics roll over him and then circles around to confront the evil bluish twin while Kyffin finishes off the bloody red foe. assuming red is dead, will move below blue and attack
AoO, curve blade, power attack, smite, heroism, haste: 1d20 + 14 - 3 + 4 + 2 + 1 ⇒ (4) + 14 - 3 + 4 + 2 + 1 = 22
damage: 1d10 + 3 + 9 + 9 ⇒ (4) + 3 + 9 + 9 = 25
Tenebrynn |
Not wanting to risk her lightning scorching her friends, Tenebrynn wipes her arm across her face again before sending a churning tumble of wind and debris toward the nearer of the twins.
CL Check vs SR: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
Air Blast: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21for: 4d6 + 13 ⇒ (5, 4, 3, 1) + 13 = 26
Waking HP: 94/94
Dreamlands HP: 79/94
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 2/10: +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
Tenebrynn tries to blast the nearest maenad again, only for the blast to again seem to just dissipate as it hits its target. With Jasno's babbling to accompany him, Tristain tries to knock the maenads down, his missiles slamming into the red one and toppling her. But like Tenebrynn's blast, the other seems to ignore the bolt, which dissipates as it hits her. Kyffin nearly finishes her off, but she continues moving -- until Al arrives and severs her head. Going to assume based on his comments that Al would have continued to focus on her first[/ooc
The remaining maenad screams and begins her own frenzied dance, assaulting your minds. [ooc]DC 19 Will save or be affected as if by confusion for 1 hour
Tris CL check 1: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Tris CL check 2: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Blue: bull's strength
Tenebrynn |
Will Save (DC 19): 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
Sniffling and still a wreck of emotions since the encounter with Kelvetta, Tenebrynn tries to bring an end to the dancing madness at the other end of the room.
CL Check vs SR: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Air Blast: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27for: 4d6 + 13 ⇒ (3, 6, 1, 5) + 13 = 28
Waking HP: 94/94
Dreamlands HP: 79/94
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 3/10: +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
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), -5 Dex drain, Resist Energy (5/10m, 20 acid), Divine Favor (3/10r), 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 (1/6, su, sw, DC 16, 3d6)
Sacred Weapon (5/9r, 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 grins as their foe is dropped by Al, ”Nice slice there Al!” he cries as he rushes to face their final opponent…
Will: 1d20 + 10 ⇒ (8) + 10 = 18 vs DC 19 or be confused (gods damn it!)
Confusion: 1d100 ⇒ 83
Kyffin, overcome by his own mind, suddenly seething with jealousy, ”My kill!” he shouts as he cuts into Al.
Scimitar (magic): 1d20 + 11 + 5 ⇒ (15) + 11 + 5 = 31 (favor, haste) damage: 1d8 + 11 + 4 ⇒ (1) + 11 + 4 = 16 (favor)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tristain the Chalker |
1 person marked this as a favorite. |
Round 2
”Oh Kyffin! NO! NO NO!!! Not that!” Tristain quickly thinks what he can do to save the party. Even Jasno.
He draws the wand of Break Enchantment and fires it at Kyffin (5’ step closer, 50’ range).
1d20 + 9 ⇒ (15) + 9 = 24 CL check. Wand 33/34 charges left.
Albert Hazred |
2 people marked this as a favorite. |
DC 19 Will save: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Albert starts shuffling his feet to beat...
Confusion: 1d100 ⇒ 87
...then Kyffin slashes him and unjustly claims his kill. "You scoundrel, they're mine!" Al cries as he slashes back at Kyffin
curve blade, power attack, heroism, haste: 1d20 + 14 - 3 + 2 + 1 ⇒ (8) + 14 - 3 + 2 + 1 = 22
damage: 1d10 + 3 + 9 ⇒ (8) + 3 + 9 = 20
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Oh, snap. S$*% just got REAL!
Jasno: 13
Tristain: 12
Tenebrynn: 11
Kyffin: 6
Albert: 4
Antagonist: 15
Affected by the crazed dancing, Jasno, Al and Kyffin all lash out wildly. The dwarf somehow misses Tristain, but Al and Kyffin aren't as lucky, both of their blades cutting deep! 20 to Kyffin, 16 to Al Tristain, realizing things have a chance to get really bad, brings his wand to bear, hoping it will be effective against the maenad's enchantment. It takes a beat, but seems to work, as Kyffin's glazed expression seems to pass, leaving the half-orc fighting an enraged old man.
Tenebrynn again tries to dispatch the remaining maenad, again seeing her blast just dissipate as it hits her skin. She laughs madly and gestures in her frantic dance at the gnome, who feels a surge of anger come over her. DC 18 Will save or you must attack your nearest ally on your next turn with a melee weapon or natural weapon. If necessary, you move to or charges to the nearest ally in order to make this attack.
Jasno?: 1d100 ⇒ 88
Mace: 1d20 + 5 ⇒ (3) + 5 = 8
Blue: bull's strength
Man, this is wonderful! :D
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), -5 Dex drain, Resist Energy (5/10m, 20 acid), Divine Favor (3/10r), Hasted, 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 (1/6, su, sw, DC 16, 3d6)
Sacred Weapon (5/9r, su, sw, +2)
Sacred Armor (6/9m, 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 grunts as he takes the hit from Al, though it seems to clear his eyes, ”Whoah!” He turns his back on his confused friend as there’s nothing he can do for him. Instead he blesses himself (swift) with sacred armor and rushes their true enemy to come at it from the north.
Scimitar (magic): 1d20 + 11 + 5 ⇒ (18) + 11 + 5 = 34 (favor, haste) damage: 1d8 + 11 + 4 ⇒ (4) + 11 + 4 = 19 (favor)
critthreat Scimitar (magic): 1d20 + 11 + 5 ⇒ (7) + 11 + 5 = 23 (favor, haste) damage: 1d8 + 11 + 6 ⇒ (1) + 11 + 6 = 18 (favor, 2hp fire)
Tristain the Chalker |
Man, this is wonderful! :D
Wow. This is a lot of schadenfreude. We're just trying to do our best here. :) Xmas isn't for another 6 days.
Round 3
Haste: round 3/10. +1 to all the things. You know the deal.
Tristain tries the wand on Al, moving away from the flailing Jasno. Move up on map 20'.
1d20 + 9 ⇒ (4) + 9 = 13 CL Wand 32/34 charges left.
HP: 54/54
AC: 13
Points: 4/6 left
Spells: Lvl 1: 2/8 left (Bless*1,MM*5,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 18): 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
Tenebrynn's eyes go wild and she turns toward Tristain briefly, but Nestor takes the brunt of the attack instead. Huffing with building frustration, Tenebrynn turns back to the remaining Maenad, her hair and clothes churning wildly in the increasing wind. She hisses darkly at the surviving twin, "I burnt and flayed the skin from a defenseless woman I didn't even know downstairs. She never did anything to me. What do you think I'm going to do to you?"
CL Check vs SR: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Thunderstorm Torrent (Ref Save DC 18 for 1/2): 8d6 + 16 ⇒ (2, 4, 2, 4, 2, 5, 3, 1) + 16 = 39
Failing that save exhausts my shared consciousness class ability; pumping up for a thunderstorm torrent exhausts my internal buffer, so I'm also completely spent for burn now
Waking HP: 94/94
Dreamlands HP: 79/94
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 3/10: +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
Albert Hazred |
1 person marked this as a favorite. |
Confusion: 1d100 ⇒ 94
Kyffin walks away but Albert is having none of his surrender and pursues him. "Stand and fight you yellow belly!"
curve blade, power attack, heroism, haste: 1d20 + 14 - 3 + 2 + 1 ⇒ (7) + 14 - 3 + 2 + 1 = 21
damage: 1d10 + 3 + 9 ⇒ (4) + 3 + 9 = 16
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Jasno: 13
Tristain: 12
Tenebrynn: 11
Kyffin: 6
Albert: 4
Antagonist: 15
Jasno, still in the thrall of the dance, manages to slam himself in the head with his mace, while Tristain tries unsuccessfully to break the effect on Al. The wand unable to get the job done, the old man dashes after Kyffin, who's chasing down the maenad. Kyffin dodges the blow, however, bringing his own curved blade to bear. It draws blood, but almost instantly the wound begins to close.
She steps closer to Tenebrynn, whose blast finally affects her, but still keeps her attention on Kyffin. She sinks her bloody teeth into his shoulder, claws ripping at any bit of exposed flesh, and he can feel poison start to make it hard to breath. 29 hp total; plus need three DC 19 Fort saves; if you fail any of then, you take 2 Con damage
Jasno: 1d100 ⇒ 61
1d8 + 1 ⇒ (7) + 1 = 8
Bite: 1d20 + 15 ⇒ (15) + 15 = 30
1d6 + 6 ⇒ (4) + 6 = 10
Claw: 1d20 + 15 ⇒ (10) + 15 = 25
1d4 + 6 ⇒ (4) + 6 = 10
Claw: 1d20 + 15 ⇒ (20) + 15 = 35
1d4 + 6 ⇒ (3) + 6 = 9
Crit?: 1d20 + 15 ⇒ (6) + 15 = 21
1d4 + 6 ⇒ (3) + 6 = 9
1d3 ⇒ 2
Blue: 67, bull's strength
Tristain the Chalker |
Round 5
Haste: round 4/10. +1 to all the things. You know the deal.
Tristain tries the wand on Al, moving away from the flailing Jasno again.
1d20 + 9 ⇒ (14) + 9 = 23 CL 31/34 charges left.
HP: 54/54
AC: 13
Points: 4/6 left
Spells: Lvl 1: 2/8 left (Bless*1,MM*5,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)
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), -5 Dex drain, Resist Energy (5/10m, 20 acid), Divine Favor (4/10r), Hasted, Sacred Armor (2/10r, +1), -2 or 4 Con damage
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 (0/6, su, sw, DC 16, 3d6)
Sacred Weapon (5/9r, su, sw, +2)
Sacred Armor (6/9m, 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):
Third (15):
Kyffin takes the blows, and is again amazed by the strength and power of the creatures they face in the dreamlands. Much tougher than in the real world!
Fort: 1d20 + 10 ⇒ (13) + 10 = 23 vs DC 19 or -2 con damage
Fort: 1d20 + 10 ⇒ (7) + 10 = 17 vs DC 19 or -2 con damage
Fort: 1d20 + 10 ⇒ (2) + 10 = 12 vs DC 19 or -2 con damage
(So is it -4 con damage total or -2 con damage total?)
He lashes out, somewhat blindly at the creature, trying to keep it hemmed in.
Scimitar (magic): 1d20 + 11 + 5 ⇒ (16) + 11 + 5 = 32 (favor, haste) damage: 1d8 + 11 + 4 ⇒ (8) + 11 + 4 = 23 (favor)
Scimitar (magic): 1d20 + 6 + 5 ⇒ (18) + 6 + 5 = 29 (favor, haste) damage: 1d8 + 11 + 4 ⇒ (2) + 11 + 4 = 17 (favor)
critthreat Scimitar (magic): 1d20 + 6 + 5 ⇒ (8) + 6 + 5 = 19 (favor, haste) damage: 1d8 + 11 + 6 ⇒ (5) + 11 + 6 = 22 (favor, 2hp fire)
hasted Scimitar (magic): 1d20 + 11 + 5 ⇒ (16) + 11 + 5 = 32 (favor, haste) damage: 1d8 + 11 + 4 ⇒ (6) + 11 + 4 = 21 (favor)
He’ll then use his last fervor to convert a Bull’s Strength to just a little more healing for his damaged frame.
CMW: 2d8 + 9 ⇒ (1, 2) + 9 = 12
He'll also 5' step into the corner to make room for Al.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Albert Hazred |
The confusion passes and Al groans. "Ah, darn it! Sorry, lad, lost my senses there." Quickly he steps forward and confronts the mad dancer with his blade dancing this time.
curve blade, power attack, heroism, haste: 1d20 + 14 - 3 + 2 + 1 ⇒ (9) + 14 - 3 + 2 + 1 = 23
damage: 1d10 + 3 + 9 ⇒ (4) + 3 + 9 = 16
curve blade, power attack, heroism, haste: 1d20 + 14 - 3 + 2 + 1 ⇒ (13) + 14 - 3 + 2 + 1 = 27
damage: 1d10 + 3 + 9 ⇒ (2) + 3 + 9 = 14
curve blade, power attack, heroism, haste: 1d20 + 9 - 3 + 2 + 1 ⇒ (6) + 9 - 3 + 2 + 1 = 15
damage: 1d10 + 3 + 9 ⇒ (4) + 3 + 9 = 16
Tenebrynn |
Huffing, and with a steady drip of blood falling from one nostril, Tenebrynn gathers the winds around her again before throwing another tumbling blast of air and moon-torture-office debris down at the maenad.
CL Check vs SR: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
Air Blast: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28for: 4d6 + 13 ⇒ (6, 2, 2, 2) + 13 = 25
Waking HP: 94/94
Dreamlands HP: 79/94
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 4/10: +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 continues to slam his mace into his head as Tristain frees Al from a similar compulsion. The two swordsmen cut down the maenad -- Tenebrynn's magic again seems to have no effect on it! -- but they can see its wounds slowly healing.
Jasno: 1d100 ⇒ 74
1d8 + 1 ⇒ (3) + 1 = 4
We're effectively out of combat, but Jasno remains confused; I assume Tris will use his wand, so make CL checks each round for that, and for each round it's not successful, we can check and see what Jasno does. If anyone else wants to do anything in the meantime re: Jasno, go ahead.
Someone will also need to figure out how to put this remaining maenad down permanently, though you have several rounds to do so before it gets up (and can obviously continue to do damage in the meantime); the first maenad is NOT regenerating.
And Kyffin needs to make TWO consecutive DC 19 Fort saves, or lose 1d3 Con per round for 5 more rounds.
Tristain the Chalker |
Tristain looks at Jasno, and the crazed look on the person’s face.
”Uh, just stay there, away from me, Jasno, and we’ll get you fixed up, we will,” Tristain says carefully, and again pointing the wand at some who is very confused.
”Okay, wand, make Jasno sane again!”
1d20 + 9 ⇒ (10) + 9 = 19 CL check
1d20 + 9 ⇒ (5) + 9 = 14 CL check
1d20 + 9 ⇒ (11) + 9 = 20 CL check
1d20 + 9 ⇒ (19) + 9 = 28 CL check
Not sure what the DC is, but lemme know how many charges.
Tristain continues to avoid being close to anyone for a while and moves to the wall to bonk for a bit. Then, he will help search the room with Detect Magic.
1d20 + 14 ⇒ (18) + 14 = 32 Perception
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Albert Hazred |
"Here, lad, this is special healing dirt, pulls the poison right out of the wound." Al wipes the muddy soil over Kyffin's wounds.
Dirt on It with mercy neutralize poison: 4d6 ⇒ (3, 3, 6, 1) = 13 healing
Neutralize Poison check: 1d20 + 9 ⇒ (19) + 9 = 28
Turning his attention to the healing nightmare dancer, Al brings his blade down and lops off it's head, then goes to the other one and does the same.
Jasno Drakemaul |
confusion: 1d100 ⇒ 93, confusion: 1d100 ⇒ 60,confusion: 1d100 ⇒ 85
Jasno lashes out at one of the near by frienimies before knocking himself dmg: 1d8 + 1 ⇒ (6) + 1 = 7 solidly with his mace. That may be it in terms of HP for Jasno. and then returns to attacking those around him.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
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1d4 ⇒ 1
1d20 + 5 ⇒ (1) + 5 = 6
1d4 ⇒ 1
1d20 + 5 ⇒ (12) + 5 = 17
Jasno's flailing doesn't manage to hurt anyone, and once Kyffin's cured of the poison and Jasno of the confusion you head into the last room, where several unusual musical instruments hang on hooks: oddly shaped harps, irregularly angled woodwinds, and stringed boards. Another moonbeast -- Ahrkh-Nar, you realize -- is here, but working together, you're able to quickly kill him. A search of the room reveals notes indicating its plan to take over the prison, which you apparently came into in the middle of, disrupting its war with the first moonbeast you killed. You also discover the creature's hollow musical staff from Ultimate Equipment, but afterward are free to release the Yellow King!
And can level up!
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
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 (0/6, su, sw, DC 16, 3d6)
Sacred Weapon (5/9r, su, sw, +2)
Sacred Armor (6/9m, 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):
Third (15):
Is this (link) the musical staff you’re referring to? If so, that’s pretty cool.
Also, level up - woot!
”Thanks Al, that was some strong stuff, but not as strong as the might of your god!” he cracks a smile as the poison is flushed from his system quickly, and before doing further harm - or possibly even killing him!
Kyffin, worried what the Yellow King might be like, wants to be ready, ”Everyone heal up, we don’t know what this discussion could turn into. This could be very bad still, so let’s be ready.”
He’ll burn more dreamland wand charges…
CLW: 3d8 + 3 ⇒ (8, 1, 3) + 3 = 15
Lesser Restoration: 1d4 ⇒ 4 (con damage)
Kyffin heals the others before putting the wand(s) away and heading downstairs to question the Yellow King. When the party is ready, he’ll free the King, bow politely, and guide him out to an area that isn’t magically silenced - maybe the large chamber just north of the cells. He’ll let someone smarter start the conversation though. He’ll watch out for trouble as they begin.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
He keeps his scimitar out and ready.
Tristain the Chalker |
Will level up tomorrow night. Things are busy right now until things aren't.
Tristain puts away the wand, happy to have it be so useful. "Jasno, you sure you're okay? You barely hurt anybody when you were going crazy. That's not how we do."
When others are healt up, he'll follow Kyffin to the Mad/Yellow King. He has questions, but does not expect answers.
Jasno Drakemaul |
" I'm not ok. This has all, just been to much. I mean, I'm not hurt and I'm glad no one else is. But, but this is all just to much. I don't think I'm of much help and this all reminds me of the dark waters." He shivers as if he is cold and looks off into an unseen distance.
Tristain the Chalker |
”But this is all just too much.”
”Ah! You finally get it!” Tristain brightens that finally someone gets it. ”This is all insane! Now, have you tried bonking? It really helps...”
Tristain bonks a bit, not just to show Jasno how it’s done, but to actually feel better after that fight.
*bonk!*
*bonk!*
*bonk!*
*bonk!*
*bonk!*
*bonk!*
”I mean, what else are you gunna do in this hellscape?”
Tenebrynn |
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As if in answer to Tristain’s question, Tenebrynn, blood still dripping from her nose and ears, screams in a primal blend of anger, fear, and helplessness before throwing a bolt of lightning into the distant wall. She repeats this, hammering the bolts into the same darkening scorch mark over and over until the sudden emotional tide is spent.
Too defeated to even sob, she looks over to the group, her voice soft and flat with despair. ”Let’s go get the Yellow King. Before he,” she points to her own head, ”recovers and I murder someone else.” She trudges along behind the group, not even bothering to fly.
Albert Hazred |
"Come on now, don't be getting down, look how much better folks will dream because of us. We finally got the yellow king and maybe he can tell us how to end this madness." Al presses on to free the yellow king and finally, hopefully get the answers they've been seeking.
Merry Christmas everyone! I'll be out for the next few days, will level up when back
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Yes, that's the staff, Kyffin.
You retreat, freeing the Yellow King, who looks like he wants to speak immediately, but can't in the magical silence. Your memories slide back over your previous meeting with him as you make your way to the other room, to where you can speak more easily.
"Ah, you have succeeded then? And freed me! How perfectly fortunate for me. I hate to think what might have happened, had that horrible Weiralai had her way. But now, back to the Caravanserai, yes? And then I will fulfill my agreement, and can bring you the Mad Poet."
Kyffin Rhees |
"Yes, back to the Caravanserai." Kyffin replies uneasily, unsure the best way to make that happen. Now that they're close to the Mad Poet, he grows uneasy. What will we find there?
He fears for the future, remembering the stories of his unknown past...
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tenebrynn |
Tenebrynn trudges along at the tail of the group in silence, her eyes fixed firmly to the ground just before her feet.
Tenebrynn |
Tenebrynn sighs, the sound slow and heavy with despondency, ”Does it even matter? Trapped is trapped. The scenery doesn’t make a difference.”
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You manage to escape the prison -- earning a glare from the one remaining guard, though he can't seem to be bothered to care about your comings and goings -- and make your way back to the shantak, which anxiously awaits your return. The flight back to the caravanserai is uneventful, and you are again able to rest.
As you land, the Yellow King looks around, gazing at each of you, though his eyes linger longer on Kyffin, Tristain and Tenebrynn.
"Well, then, are you ready to meet the Mad Poet?"
Tenebrynn |
Tenebrynn shrugs noncommittally, ”Yeah, ok. Maybe this time,” she points at her own head, ”this guy won’t recognize anyone and we can get through the meeting without me murdering someone.”