Motteditor's Strange Aeons PBP

Game Master motteditor

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AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Status:
HP: 83/83 | AC: 22 (f19/t10) (included: +2 magic vestment, -2 dex drain)
Weapon Equipped = None
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/10h, +2), -5 Dex drain
Scimitar: Attack: BAB +7/2, Str +4, Magic +1, Focus +2, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +7/2, Dex +1 Damage: Str +4
Blessings (8/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
Fervor (7/7, su, sw, DC 17, 3d6)
Sacred Weapon (10/10r, su, sw, +2)
Sacred Armor (10/10m, su, sw, +2)
Boots of Speed = 10/10 (+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 10, Concentration +12)
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): Invisibility Purge, Magic Vestment, Resist Energy Communal
Fourth (16): Air Walk

”Does anyone have any diamond dust?” he asks on the journey, dearly wishing for a mere 100gp of the stuff so he can fix the dexterity drain which has been so damaging to him.

Shrugging he’ll ask the Yellow King what the process is. ”Will it take long? I have spells I’d cast to be prepared for, well, anything, but they’re short lived.”

If it’s to be a more or less immediate process, he’ll cast Bull's Strength along with his usual morning Magic Vestment (+2 AC).

He’s ready to meet this mad poet. Or at least as ready as may be. He wishes he was saner, but that is going to take some time…


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Al waits for the answers to Kyffin's questions about their time with the Mad Poet. "Anything else we should know about this meeting before it starts?"

can add protection from energy communal when needed, just need to be able to touch each person that round


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

Jasno quietly follows in the back.


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

I have oodles of money and haven't needed any gear really. Could we say that Tenebrynn's sticky fingers picked up the dust Kyffin needs in all their various comings and goings and I can just subtract it from my cash?

Tenebrynn huffs softly, misunderstanding the need behind Kyffin's question about diamond dust. Her tone is deflated, the weight of Nestor's actions dragging her ever downward it seems, "I don't know, Kyffin. I'll look, but does it really matter? We got all the gifts we could have. Do you think anything extra will make much of a difference?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That's fine, Tenebrynn (and Kyffin).

The Yellow King lets you know that it will in fact take about six hours of walking in the dessert to get to the oasis where the Mad Poet is. He produces eight hollow gourds, each stoppered and filled with a briny fluid.

"Here, drink," he says. "This will keep you safe from the heat --" the sun now shines down again on the caravanserai since you're return from the moon "--on the journey."

The Yellow King is nervous and talkative throughout the journey, asking you about their dream quests. "I'm certain your gifts will be sufficient," he says, repeating it a number of times as you walk. "Just remember, be polite and respectful. We are going to meet one of the most powerful beings in the Dreamlands!"

As you get ready to crest a large dune, he gestures, indicating that the Mad Poet’s oasis lies ahead. "I will wait here for you," he says.

You can cast all your spells mentioned above at this point. Let me know if you have any further questions or want to do anything else. Otherwise I think I'll hold off on actually bringing you into the oasis until next year!


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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 starts for a moment, a bloom of surprise coloring her tone to sound slightly less despondent and glum, "Oh. Is this what you wanted, Kyffin?" She produces a trio of tiny bags, each with varying amounts of sparkly bits glinting within. "I doubt this Mad Poet will be interested, but here you go."

500gp of diamond dust for you, good sir


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Status:
HP: 83/83 | AC: 24 (f19/t12) (included: +2 magic vestment)
Weapon Equipped = None
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/10h, +2)
Scimitar: Attack: BAB +7/2, Str +4, Magic +1, Focus +2, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +7/2, Dex +1 Damage: Str +4
Blessings (8/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
Fervor (7/7, su, sw, DC 17, 3d6)
Sacred Weapon (10/10r, su, sw, +2)
Sacred Armor (10/10m, su, sw, +2)
Boots of Speed = 10/10 (+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 10, Concentration +12)
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): Invisibility Purge, Magic Vestment, Resist Energy Communal
Fourth (16): Restoration

Kyffin thanks Tenebrynn warmly for the diamond dust, ”Why thank you kindly, that’s very good indeed!” He hands over 500gp of his own cash for the precious stuff. On the journey over, he’d have learned Restoration from his fresh new level. He’ll cast it as soon as he is able, to replenish his dexterity!

He thanks the Yellow King warmly, ”You’ve been a great help, thank you."

He’ll definitely cast Bull’s Strength, as mentioned earlier, just before the meeting though he hopes it’s a wasted effort.


3 people marked this as a favorite.
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

"When we get there, Al, I think you should be the one to talk. But you can't stare at him that funny way you do! And the rest of us can be polite by being quiet."
"Indeed. This poet soun-"
"-shut up, Nestor."


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

"Yeah, Al, if that is your real name, you do the talking," Tristain casts False Life as the party disembarks and moves closer. He will cast Heroism on Kyffin and Al.

1d10 + 10 ⇒ (8) + 10 = 18 temp hp

Anyone need Magic Vestment? +2?


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

Jasno nods in agreement.


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

Albert thanks the yellow king for guiding them through the dream desert to the Oasis of the Mad Poet. "You will wait for us, won't you?" Taking a deep breath of the hot desert air, he leads the way over the crest of the dune and down to the oasis.


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

Jasno follows, 'It's like a sea of sand. Never seen so much in one place before.'


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 nods at Jasno’s observation, ”I like the real sea, the kind with water, a lot more. This is just miserable.”

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The Yellow King nods, watching as you head over the dune. On the other side, a glistening pool lies in the valley between three dunes. A small wooden hut stands near the water, and an immense tree shades the pool and the hut, with large, lumpy fruits hanging near the ground. A hum reverberates around the oasis.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Kyffin shrugs worried that his eyes are already deceiving him, and very worried about what the hum might be.

Nevertheless, this is what they came here to do. Nervous though he may be, he trudges forward and announces the party, "Hello?! Hello! We mean you no harm, and have come simply for information, and to provide you with a few gifts!"

(Now is when he'd cast the Bull's Strength.)


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 we treating the flight back from the moon as equivalent to an 8hr rest? Cheese and crackers, what a sentence.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

”C’mon Al, do the talking. What are we doing?” Tristain wishes he had a wall to bonk.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yes, you come into this fully rested. Let's see how you come out of it...

Kyffin moves forward, followed by the rest of the party. As he approaches, there's no reply to his call, but he does notice the tree seems to have five of its misshapen fruits, each of which actually seem to resemble heads. And not just heads, but specific people! The first is one he barely remembers -- a large head, with the impression of flecked hair and a beard -- while the other is a much-more-missed figure, a mustachioed Heinrich. The other three fruit clearly resemble Kyffin, Tristain and Tenebrynn.

Know (nature) DC 21:

It's a jinmenju, a remarkably intelligent and crafty tree that preys on creatures that come too close.

A moment later, the strange droning hum seems to intensify, sending a shiver through you. DC 18 Will save or become shaken until you move away from the creature and for 1d4 rounds thereafter. This is NOT a fear effect. it starts to move toward you, long limbs rattling!

Initiative:

Albert: 1d20 + 3 ⇒ (3) + 3 = 6
Jasno: 1d20 + 1 ⇒ (14) + 1 = 15
Kyffin: 1d20 + 1 ⇒ (18) + 1 = 19
Tenebrynn: 1d20 + 3 ⇒ (9) + 3 = 12
Tristain: 1d20 + 4 ⇒ (13) + 4 = 17
Antagonist: 1d20 + 3 ⇒ (15) + 3 = 18

Kyffin is up for Round 1/2.


AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

Round 1

Status:
HP: 83/83 | AC: 26 (f21/t12) (included: +2 magic vestment, +2 sacred armor)(not included: Prot evil +2)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 7/10
Cold Iron/Ghost Salt Arrows = 7/10
Conditions = Magic Vestment (1/10h, +2), Heroism, Bull’s Strength (2/10m), Protection from Evil (1/20r), Sacred Armor (1/10r, +2)
Scimitar: Attack: BAB +7/2, Str +4, Magic +1, Focus +2, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Scimitar DR: magic
Longbow: Attack: BAB +7/2, Dex +1 Damage: Str +4
Blessings (8/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
Fervor (7/7, su, sw, DC 17, 3d6)
Sacred Weapon (10/10r, su, sw, +2)
Sacred Armor (9/10m, su, sw, +2)
Boots of Speed = 10/10 (+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 10, Concentration +12)
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): Invisibility Purge, Magic Vestment, Resist Energy Communal
Fourth (16): Restoration

Will: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 (heroism) vs DC 18 or shaken

”Nobody said it would be easy!” He’s worried about the tree, and his allies heads upon it - let alone his own! He hopes this isn’t some sort of pet of the mad poet. ‘Cause it’s going to be firewood before too long.

He casts Protection from Evil Communal (2m each) upon the party. (Note this happens after the initial save, so the protection won’t help against that roll, but may for future rolls if this is evil.)

He swiftly ensorcels his armor (sacred armor - swift) and draws his scimitar (move) as he steps forward 5’ (5’ step NE)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1/2:

Tristain: 17*
Jasno: 15*
Tenebrynn: 12*
Albert: 6*
Kyffin: 19
Antagonist: 18

Kyffin casts his quick spells and steps forward just as an unnaturally sweet aroma hits his nose, then wafts past him to surround the others. Each of you must make a DC 22 Will save or be captivated and take no actions except to approach the tree critter via the most direct route possible.

Mechanics:

J: smell 1/6

Party is up; note that the above ability works in spite of Kyffin's spell.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

1d20 + 19 ⇒ (12) + 19 = 31 Know (Nature) DRs? Special attacks?
1d20 + 10 ⇒ (8) + 10 = 18 Will - Shaken
1d20 + 10 ⇒ (18) + 10 = 28 Will - Captivation

Round 1

Tristain casts Haste and moves 60' away.

Haste: round 1/10. +1 to all the things. You know the deal.

Tris' stats:

HP: 59/59
AC: 13
Points: 7/7 left
Spells: Lvl 1: 8/8 left (Bless*0,MM*0,IllOm*0,MurdCom*0,Vanish*0) 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*0,MagVest*0,DazeMM,Haste*0,Hero*2) dc 20
Spells: Lvl 4 6/6 left (Guard*0,MindThrust*0,DimDoor*1) dc 20
Spells: Lvl 5 4/4 left (Commune*0,Serenity*0) dc 23
Cure 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+16[/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

No DR, but it's a plant so you can assume it's immune to the usual plant things. As far as special attacks, it has an inviting smell, which you've discovered. You think if you get close enough, its head-fruits might be even more enticing; enough that someone might be compelled to eat them, which is too bad because they're quite poisonous.


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

Will Save (DC 18): 1d20 + 11 ⇒ (12) + 11 = 23
Will Save (DC 22): 1d20 + 11 ⇒ (6) + 11 = 17

Tenebrynn's eyes glaze over as soon as the enticing scent of the fruit wafts by, but she jolts suddenly as Nestor takes the brunt of the craving and her mind clears.

"No one said you could grow fruit that looks like me, tree!" Tenebrynn, bobbing in the air just off the ground, gathers the winds around her before sending a tremendous blast toward the offensive tree. "I'm tired of people and ghosts and now trees taking parts of me!" A faint trickle of blood begins to dribble from one nostril and her eyes flash with rage as she pours all her anger and frustration into the face-stealing topiary.

empowered Air Blast: 1d20 + 14 ⇒ (20) + 14 = 34for: 6d6 + 16 ⇒ (5, 5, 2, 5, 4, 3) + 16 = 40
crit?: 1d20 + 14 ⇒ (13) + 14 = 27for: 6d6 + 16 ⇒ (2, 3, 2, 6, 2, 2) + 16 = 33

Status:

Waking HP: 114/114
Dreamlands HP: 114/114
Nonlethal: 1
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +14 // Ref: +10 // Will: +7 (+2 vs illusion, +4 vs mind-affecting)
Burn Accrued: 1/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Knacks: mage hand, mending, open/close, stabilize
Spell Slots used: 0/2

Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Shared Consciousness: +4 vs mind-affecting effects
Point Blank Shot: +1/+1
Haste (1/10): +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 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

    DC 18 Will save or Shaken: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29

    DC 22 Will save or approach: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28

    Albert rallies against the creature and leaps forward with his blade slashing. swift action Grace, movement doesn't provoke AoO...

    curve blade, power attack, heroism: 1d20 + 15 - 3 + 2 ⇒ (1) + 15 - 3 + 2 = 15
    damage: 1d10 + 3 + 9 ⇒ (4) + 3 + 9 = 16

    ...but all the grace he can muster is thwarted by the nefarious DiceBot

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Will some of you fail your dang saves!


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

    DC 18 Will save or Shaken: 1d20 + 9 ⇒ (6) + 9 = 15

    DC 22 Will save or approach: 1d20 + 9 ⇒ (12) + 9 = 21

    Unsurprisingly, doing exactly that

    Jasno does the things..


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    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    Round 2

    Status:
    HP: 83/83 | AC: 26 (f21/t12) (included: +2 magic vestment, +2 sacred armor)(not included: Prot evil +2)
    Weapon Equipped = Scimitar
    Cold Iron/Silver Blanch Arrows = 7/10
    Cold Iron/Ghost Salt Arrows = 7/10
    Conditions = Magic Vestment (1/10h, +2), Heroism, Bull’s Strength (2/10m), Protection from Evil (2/20r), Sacred Armor (2/10r, +2)
    Scimitar: Attack: BAB +7/2, Str +4, Magic +1, Focus +2, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
    Scimitar DR: magic
    Longbow: Attack: BAB +7/2, Dex +1 Damage: Str +4
    Blessings (8/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
    Fervor (7/7, su, sw, DC 17, 3d6)
    Sacred Weapon (10/10r, su, sw, +2)
    Sacred Armor (9/10m, su, sw, +2)
    Boots of Speed = 10/10 (+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 10, Concentration +12)
    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): Invisibility Purge, Magic Vestment, Resist Energy Communal
    Fourth (16): Restoration

    Will: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 (heroism) vs DC 22 or love the tree
    There you go motteditor! My New Year’s gift to you! :)

    Kyffin is enthralled with the tree. In a sick sort of way, he identifies with it, and wants to be near it. He double moves to be close to it, and reaches out to touch it with his free hand…

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 1:

    Tristain: 17
    Jasno: 15
    Tenebrynn: 12
    Albert: 6
    Kyffin: 19
    Antagonist: 18

    Tristain acts quickly, casting a spell and then moving even more quickly farther away from the tree, back to the peak of the dune. Al, Jasno and Kyffin move in the opposite direction -- toward the tree -- though only the first of them is able to bring himself to swing at it. The blade doesn't penetrate its tough bark, and he suddenly realizes he'd like to try the fruit, as do the other two next to the tree. DC 22 Will save or be magically compelled to immediately grab a head-fruit and eat it. This is a mind-affecting compulsion effect.

    The swirling winds around Tenebrynn help protect her from the various scents, and she blasts the tree, hitting right in the heart of its form and causing a massive split in its form. Undaunted, it lashes out at Al, slamming heavy limbs into him before biting down with wooden teeth. [ooc]43 total hp

    Mechanics:

    1d20 + 15 ⇒ (15) + 15 = 30
    2d6 + 8 ⇒ (1, 6) + 8 = 15

    1d20 + 16 ⇒ (10) + 16 = 26
    1d8 + 8 ⇒ (8) + 8 = 16

    1d20 + 16 ⇒ (9) + 16 = 25
    1d8 + 8 ⇒ (4) + 8 = 12

    Tree: 73

    All but Tristain must again succeed at a DC 22 Will save or be captivated, and unable to take any action other than to approach the tree via the most direct route possible.


    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    Round 2

    Status:
    HP: 83/83 | AC: 26 (f21/t12) (included: +2 magic vestment, +2 sacred armor)(not included: Prot evil +2)
    Weapon Equipped = Scimitar
    Cold Iron/Silver Blanch Arrows = 7/10
    Cold Iron/Ghost Salt Arrows = 7/10
    Conditions = Magic Vestment (1/10h, +2), Heroism, Bull’s Strength (2/10m), Protection from Evil (2/20r), Sacred Armor (2/10r, +2)
    Scimitar: Attack: BAB +7/2, Str +4, Magic +1, Focus +2, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
    Scimitar DR: magic
    Longbow: Attack: BAB +7/2, Dex +1 Damage: Str +4
    Blessings (8/8, su) (Holy Strike, Battle Companion, Fast Healing (std); or Powerful Healer (sw))
    Fervor (7/7, su, sw, DC 17, 3d6)
    Sacred Weapon (10/10r, su, sw, +2)
    Sacred Armor (9/10m, su, sw, +2)
    Boots of Speed = 10/10 (+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 10, Concentration +12)
    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): Invisibility Purge, Magic Vestment, Resist Energy Communal
    Fourth (16): Restoration

    Will: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 (heroism) vs DC 22 or eat the tree

    Er, not sure what I can do now. I’m pretty sure I made the save (whew!), but I don’t know if I’m free of the enthrall. In case I get a chance and need to make a roll to break that too, here’s another roll.

    Will: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 (heroism) vs DC 22 or love the tree

    Let me know if I have a turn, or if I spent it breaking free, or whatever. :)


    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

    Round 1

    Tristain casts Magic Missile and keeps at least 100' from the tree.

    5d4 + 5 ⇒ (3, 2, 3, 2, 1) + 5 = 16 force damage

    Haste: round 2/10. +1 to all the things. You know the deal.

    Tris' stats:

    HP: 59/59
    AC: 13
    Points: 7/7 left
    Spells: Lvl 1: 7/8 left (Bless*0,MM*1,IllOm*0,MurdCom*0,Vanish*0) 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*0,MagVest*0,DazeMM,Haste*0,Hero*2) dc 20
    Spells: Lvl 4 6/6 left (Guard*0,MindThrust*0,DimDoor*1) dc 20
    Spells: Lvl 5 4/4 left (Commune*0,Serenity*0) dc 23
    Cure 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+16[/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)


    AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

    DC 22 Will save or grab a head-fruit and eat it: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25

    DC 22 Will save, or be captivated: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33

    The tree rips into Al and he briefly considers eating one of the magnificent fruits aa revenge, then decides his blade will do a better job of pruning and hacks away while dirt on his wounds.

    Dirt On It: 5d6 ⇒ (1, 5, 6, 6, 6) = 24

    curve blade, power attack, heroism, haste: 1d20 + 15 - 3 + 2 + 1 ⇒ (13) + 15 - 3 + 2 + 1 = 28
    damage: 1d10 + 3 + 9 ⇒ (1) + 3 + 9 = 13

    haste attack, curve blade, power attack, heroism, haste: 1d20 + 15 - 3 + 2 + 1 ⇒ (6) + 15 - 3 + 2 + 1 = 21
    damage: 1d10 + 3 + 9 ⇒ (3) + 3 + 9 = 15

    curve blade, power attack, heroism, haste: 1d20 + 19 - 3 + 2 + 1 ⇒ (4) + 19 - 3 + 2 + 1 = 23
    damage: 1d10 + 3 + 9 ⇒ (4) + 3 + 9 = 16


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

    DC 22 Will save: 1d20 + 9 ⇒ (8) + 9 = 17

    Jasno follows Kyffin, " Don't you even think about eating it all!


    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

    Will Save (DC 22): 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

    Empowered Thunderstorm Blast: 1d20 + 16 ⇒ (12) + 16 = 28for: 12d6 + 28 ⇒ (6, 2, 3, 5, 4, 5, 3, 3, 1, 6, 1, 2) + 28 = 69

    Tenebrynn’s fury proves too great still for the enticing aroma to sway and she looses her anger into the churning winds around her as a scream. Chasing after it, a blast woven of flensing winds and crackling lightning roars through the intervening space, echoing the gnome’s rage.

    Status:

    Waking HP: 114/114
    Dreamlands HP: 114/114
    Nonlethal: 4
    AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
    Fort: +14 // Ref: +10 // 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
    Protection from Evil: +2 AC, +2 saves
    Haste (2/10): +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


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    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14

    ”No! Don’t eat that! Spit it out!” Tristain yells fruitlessly from afar.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Moments before Tristain and Tenebrynn's magic blasts the tree into splinters, Jasno snatches a head-fruit and sinks his teeth into it, letting loose a horrific durian-like smell. Going to DMPC a couple things here. Jasno takes 1 Wisdom damage from the poison before Al can lay on hands, which will stop the poison from doing anything more.

    Fort: 1d20 + 5 ⇒ (12) + 5 = 17
    Wis: 1d3 ⇒ 1
    1d100 ⇒ 14

    You cautiously approach the ancient hut made of flimsy slats of wood sealed together with mud, sunbaked into a uniform grayish color. A wooden bench stands near the door and the shutters to the only window are closed. When you get near, a figure that can only be Abdul Alhazred, the Mad Poet, opens the door while holding a thick tome under one arm. He glances up, gaze traveling over each of you.

    "Ah, Tristain, Kyffin, Tenebrynn, you've come back," he says calmly. "And, you --" his gaze turns to Al, "-- also seem familiar. Though I'm afraid I don't know you."

    The last is directed to Jasno.


    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 wipes a trickle of blood from her nose, though her left eye remains bright red from a blood vessel that must have burst during her assault on the tree. She glances furtively to the other two who woke up in Briarstone Asylum beside her before meekly turning back to the man, ”Oh. Hello. I’m sorry, but- you know us?”

    She flinches at the sound of her own voice, ragged and harsh from her recent roaring, and so turns plaintively to Al, hoping he’ll carry the conversation forward.


    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    Kyffin also waits for Al to take the lead. He knows they've been here before, after all the man just confirmed it. But that Kyffin is not the man he is now. Thankfully. But he wonders what it will cost him with this madman before him.

    He waits uneasily, ready to lend a hand when Al speaks.


    AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

    "Me, I'm no one important, just a good ol' boy, meaning no harm. My friends here had someone steal their memories from the day they were born. Our quest to find those stolen memories has led us to you. To find their memories, do you know what we should do?" Albert proudly looks at his companions for approval on his dream poet cant, but only sees Tenny sighing and shaking her head while Tristain starts bonking his against the wall.

    Diplomacy: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25


    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 taps the tips of her index fingers together shyly, before hazarding to add, ”Well, I think most of us, your Impresiveness, sir, I think care more about finding the man who took our memories and stopping him. The memories themselves are, your Graciousnessness, less important. Oh! Forgive me, we, ah, we brought gifts, for you, your Honorableness.”

    Aid Another (DC 10): 1d20 + 2 ⇒ (18) + 2 = 20


    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14
    motteditor wrote:
    "Ah, Tristain, Kyffin, Tenebrynn, you've come back," he says calmly. "And, you --" his gaze turns to Al, "-- also seem familiar. Though I'm afraid I don't know you."

    Tristain is about to reply, but then remembers he's way too far away and runs to catch up. He looks for a wall upon which to bonk his head.

    He lets Al's words carry the day.

    I should ask Jasno what the brain fruit tasted like.


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

    "That did not taste good."

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    "Ah, yes," the man replies, and then looks around expectantly. After a few beats, he adds, "and you expect this help out of my goodwill?"

    Remembering belatedly the series of quests you undertook to get him gifts, you present the items, to his obvious pleasure. "Then, a gift in return for each of you," he says offering his ominous leather-covered book to Kyffin, Tenebrynn, Tristain and -- perhaps surprisingly? -- Al one at a time. As each of you take the book, he asks, "And a question, before you take this. I would know which you rely upon most: might, quickness, health, clear thought, understanding, or influence."

    Trying to save some time by going at once, but I understand if you want to wait and see what happens with whoever takes the book first before continuing.


    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    Kyffin takes the book, and hesitates.

    He's not sure he wants to expose himself to a gift from this madman. Especially if his former self was here, perhaps in league with him. But perhaps not. Perhaps the last time he was here it was much like this, just with differing goals.

    He rubs his hands along the leather, feeling its texture. He looks to the Mad Poet and considers his question. If this is another test, I should test against strength. That is, hrm, my strength after all. He chuckles to himself, and almost suggests clear thought. For that is what he truly desires in all this mess.

    "I rely upon my might I suppose." he says more wishy-washy than he'd like. "Yes, that is where I'm strongest."

    He opens the book and reads, to himself...

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    1 person marked this as a favorite.

    As Kyffin voices his answer, and takes the tome, he realizes he is holding a duplicate, while the real book remains in the Mad Poet's hands. As he flips through the pages, he feels himself going stronger. You gain a +2 bonus to your Strength!


    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 looks questioningly at the book for a moment before idly brushing the back of her hand against a bit of dried blood beneath her nose. ”Umm, I suppose my health?” As she’s handed the book, she looks down and doesn’t make eye contact, ”Oh! It’s heavier than it looks. Ah, thank you, your esteemed and exalted excellenciousness.”


    AC: 34 (f27/t14); CMD: 27; F: +16, R: +12, W: +17; Perc +14

    Kyffin looks down at his new bulges and smiles. "Well, that's unexpected." he says with some relief. Still, he worries a few trinkets aren't an equal gift now, so he worries anew.

    Does this translate to the real world as well, or only while in dreamland?

    He leafs through the book further, to see if there are any clues to his past, or if this is just a gift and now they'll need to negotiate for their past as well. He knows he's being overly negative and should be relishing the moment, but the dreamlands have bitten him far too often, so he's uneasy.


    2 people marked this as a favorite.
    AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1

    "Age will rob me of any physical traits, but the ability to pass on all that I've learned increases in value. I pick influence as my greatest strength." Al proclaims before he takes the book in turn.


    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14
    motteditor wrote:
    "And a question, before you take this. I would know which you rely upon most: might, quickness, health, clear thought, understanding, or influence."

    Tristain is slow to answer the question, his mind running over many many possibilities, but wondering why the question at all.

    "Well, I like being smart. It tends to keep me, you know, alive...mostly," he answers tentatively.


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

    I suppose I could have known better at many points in my life. I too would be smarter. Jasno guesses he'll know the appropriate nature of his decision afterwards.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    The process repeats for each of you, though the gift seems to change with your response. Tenebrynn becomes healthier +2 to Con, Al becomes more eloquent +2 to Cha, and Tristain and Jasno smarter +2 to Int. Bonuses are in the real world too

    "As for your memories -- or the person who brought you here last time -- Lowls seeks a city called Neruzavin. To learn of its location in your world, you must seek certain writings in the Necronomicon. The version you have in your hands, the one in the Dreamlands, is of no use to you —" he riffles the pages in his book to show that it appears blank. "You can peruse the genuine Necronomicon at a university of the occult called
    the Mysterium in the Qadiran city of Katheer, however."

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