Tristain the Chalker |
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Tristain readies his wand again, not wanting to move or even bonk his head against the nearest wall (because that's where the evil hands come from).
He begins to sweat. Bonking must happen. But not if there are evil hands.
Tristain swivels around, looking for the next handsign.
5d4 + 5 ⇒ (2, 1, 2, 4, 3) + 5 = 17 force damage.
Kyffin Rhees |
Round 2
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/11h, +2), Life Bubble (6/120m), Air Walk (6/110m), Bull’s Strength (6/11m)
Scimitar: Attack: BAB +8/3, Str +5, Magic +1, Focus +2, (Power -3) Damage: Str +5, Magic +1, Specialization +2, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +8/3, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (7/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (6/7, su, sw, DC 17, 4d6)
Sacred Weapon (11/11r, su, sw, +2)
Sacred Armor (11/11m, 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 11, Concentration +13)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic, Invisibility Purge,
Fourth (16):
Kyffin moves into the room and to the Southeast toward the next chamber. But slowly, and always maintaining his readied action (so long as we’re in init anyway).
Scimitar: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 (bull) damage: 1d10 + 14 + 2 ⇒ (4) + 14 + 2 = 20 (bull)
He’s 5’ up.
Albert Hazred |
"Stay close and it can't get one of us without the others getting a chance to hit back at it." Al moves along cautiously near his companions and waits for the hand to appear again where he can slash at it.
moving cautiously along with Kyffin and readied action to slash the ghost hand
Starflit |
Starflit drops into a defensive crouch and then moves near the wall the hand was last seen entering.
Total defense, +6 dodge bonus to AC (has 3 ranks in Acrobatics). Starflit will offer herself as bait to try to lure the thing out of the wall for the others to attack it.
Tenebrynn |
Glancing nervously from side to side, Tenebrynn asks of anyone, "Whoa- was that- was that a hand? Is this a haunt like those angry books or something else? Either way, let's get into a wider room so we aren't so close to walls." The wild haired gnome then shocks the group into moving more quickly so they can put some distance between themselves and the ghostly appendage.
haste for 9 rounds
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Kyffin leads the group forward as you watch warily for the hand to emerge again from the wall. As you look around, you see this corner holds yet more books and eclectic other esoteric items. To the south, a wide hall continues, and you can see another, thinner hallway branch off to the east.
As you wait for the hand, Tenebrynn feels her skin start to itch and wave of nausea runs over her.
5d20 ⇒ (12, 4, 3, 15, 11) = 45
Party is up; let me know what you do for the next round, as we're still in initiative.
Starflit |
Starflit follows Kyffin, starknife at the ready.
"I don't like this place!" she whispers, imagining that the feeling is unanimous amongst her new friends. Her eyes roam in search of hidden foes.
Starflit Perception Check: 1d20 + 17 ⇒ (2) + 17 = 19 Ugh!
Kyffin Rhees |
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/11h, +2), Life Bubble (6/120m), Air Walk (6/110m), Bull’s Strength (6/11m), Hasted
Scimitar: Attack: BAB +8/3, Str +5, Magic +1, Focus +2, (Power -3) Damage: Str +5, Magic +1, Specialization +2, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +8/3, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (7/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (6/7, su, sw, DC 17, 4d6)
Sacred Weapon (11/11r, su, sw, +2)
Sacred Armor (11/11m, 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 11, Concentration +13)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic, Invisibility Purge,
Fourth (16):
Kyffin moves about carefully, following the inner walls so as to make for a ready target. He does however ready an attack against anything that might lash out at him!
Scimitar: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 (bull) damage: 1d10 + 14 + 2 ⇒ (6) + 14 + 2 = 22 (bull)
critthreat Scimitar: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17 (bull) damage: 1d10 + 14 + 4 ⇒ (4) + 14 + 4 = 22 (bull, 2hp fire)
He’s 5’ up.
Starflit |
Oops! I forgot to actually spell out that Starflit is using a Ready action to fling her starknife at the first sign of a foe...if we're considered in combat and can use the ready action.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
As you carefully move forward, waiting for the creature in the not-starting corner wall to emerge again, Tenebrynn tries to ignore her customary feeling from being in a library. It's awful, but at least there's something in here with them to make it more interesting. Unfortunately, she's wrong about the source and suddenly everyone but Al and Kyffin get a disturbing and disgusting vision of a mass of pulsing, writhing fungal bloom and sickly tendrils reaching out to caress them. In their heads they hear a guttural and airy voice utter the name “Xhamen-Dor.”
I need a a DC 19 Will save from Tristain, Tenebrynn and Starflit, or take 1d4 ⇒ 2 points of Charisma damage as patches of mold and tiny, multicolored mushroom caps painfully push through their skin.
You can all act again, but the creature in the wall didn't emerge.
Tristain the Chalker |
1d20 + 12 ⇒ (17) + 12 = 29 Will
1d20 + 22 ⇒ (8) + 22 = 30 Know (Nature/Religion?)
Tristain will fight through his headache to try to figure out what is going on with the moldy mold. He will move forward or back to a safer area if there is one (and ready again with the magic missile).
Starflit |
"NO!" Starflit shrieks, jumping back and swatting her weapon at something that perhaps not everyone can see. She avoids the touch of the writhing tendrils as she searches her memory for anything connected to the name 'Xhamen-Dor.'
Starflit Will Save: 1d20 + 13 ⇒ (16) + 13 = 29
Starflit Knowledge (planes) Check: 1d20 + 10 ⇒ (8) + 10 = 18 Went with Planes; if another category is more appropriate, Starflit might have a higher modifier on the roll.
Kyffin Rhees |
Kyffin swears as they continue to be assaulted by totally untouchable opponents. It's as bad as the insanity they've suffered under for parts of their time together, and frustrates him to no end.
"Damn it, show yourselves you cowards!" he cries out as his allies sprout shrooms. When nothing, presumably, happens, he turns south, [b]"Let's wait on this eastern passage, and see what else lies to the south.
He'll move, and quickly, in that direction, temporarily abandoning his readied action to see what's ahead.
Tenebrynn |
Will Save (DC 19): 1d20 + 7 ⇒ (16) + 7 = 23
"Ugh! Who said Shaman Door and what's it even mean?" The gnome shakes her head, the color blanching from her cheeks as a wave of sicknesses passes over her. "That voice was different. Not the one that warned us about the quivering blot and the lake. Ugh, I just want it to be my voice alone in my head for once!"
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Whatever is in the wall remains in there for now as you edge south, spotting another angel statue off to your right. Going to say we're out of combat at this point -- you're pretty sure you haven't killed/destroyed whatever was attacking you, but it's apparently content to bide its time for the moment. Overall map is updated/showed your current location.
Tristain the Chalker |
Tristain will follow Kyffin, still on alert, but also willing to relax a bit and bonk on a wall if an when he has time. Nice calming bonks really help with stress.
*bonk!*
*bonk!*
*bonk!*
*bonk!*
*bonk!*
*bonk!*
South it is, and we can come back to the statue.
Albert Hazred |
Albert follows along with the party while staying alert for the grasping ghost hand and other threats. "Maybe we don't need to solve all the mysteries of the library while we're here. That ghost hand didn't seem to follow us down this way, maybe the other threats stay to their areas."
Starflit |
"Let's hope so!" Starflit replies to Al while wincing at Tristain. One can almost read the inquisitor's thoughts: Don't bonk on these walls--it's not safe!
More preemptive threat detection.
Starflit Perception Check: 1d20 + 17 ⇒ (18) + 17 = 35
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Reaching the southern end of the hallway, you decide to head to your left, not wanting to leave an unexplored space behind you. As you enter the area, a preternatural stench hangs in the air here among the vandalism and chaos of the chamber. Remnants of bent, broken, and gnawed cages litter the room, along with mounds of books and papers. Blocks of stone from the ceiling and walls litter the ground, partially obscuring another angelic gate.
The stench in here is sickening DC 22 Fort save from all, please, or be sickened for 10 rounds and you're certain you're not alone -- even if you don't see whatever has destroyed this area.
Albert: 1d20 + 5 ⇒ (19) + 5 = 24
Kyffin: 1d20 + 1 ⇒ (4) + 1 = 5
Starflit: 1d20 + 7 ⇒ (13) + 7 = 20
Tenebrynn: 1d20 + 3 ⇒ (15) + 3 = 18
Tristain: 1d20 + 4 ⇒ (19) + 4 = 23
Antagonist, plus: 1d20 + 8 ⇒ (3) + 8 = 11
Everyone but Kyffin is up for Round 1. Because of the debris and dense rubble littering the floor, it costs 2 squares of movement to enter a square of dense rubble, the DC of Acrobatics checks increases by 5, and the DC of Stealth checks increases by 2.
Also, happy Thanksgiving, everyone! I know I've slowed down a lot, but I still really appreciate you all and our games together. I'll be AFK on Thursday, but back Friday and posting as usual afterward.
Starflit |
Starflit's curiosity drives her forward, but the stench suddenly overwhelms her and she reels briefly against the western wall, bracing with her arm and shoulder so she won't bonk her head Tristain-style. Now able to see around the corner, she looks for foes.
Move action (through rubble?): up diagonal-left, then up another square. If there's no sign of a foe, she'll cast see invisibility; otherwise, I'll hold on to her standard action for now.
Starflit Fortitude Save: 1d20 + 11 ⇒ (6) + 11 = 17
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Starflit moves forward and as she casts her spell, suddenly becomes aware of some horror in the middle of the room, moving toward you all. The shape of the creature gives the impression of a squirming mass accompanied by an indescribable monstrous stench. Creature is visible on the map, now, though only 'Flit can see it.
It's a spawn of Yog-Sothoth, but it seems bigger than you would think it normally would be. It's advanced!
Also, sorry, it's a DC 24 Fort save; made a typo there.
Starflit |
"Invisible...spawn of Yog...." Starflit's words are temporarily drowned in a rush of vomit as her last meal comes back up. "...-Sothoth!" she spits the final word with extreme distaste.
Starflit Knowledge (dungeoneering) Check (Monster Lore): 1d20 + 14 ⇒ (15) + 14 = 29
Kyffin Rhees |
Fort: 1d20 + 11 ⇒ (5) + 11 = 16 vs DC 24 or sickened 1m
Kyffin throws up a little in his mouth, and it takes him a moment to clear it, though it lingers with his abilities for some time...
Does Life Bubble (link) make us immune to this effect? Because those of us with it, and I think it's everyone, should still have it going.
Tristain the Chalker |
1d20 + 7 ⇒ (3) + 7 = 10 Fort
Gotta think that Life Bubble would help. Tristain also precast See Invisibility.
1d20 + 22 ⇒ (10) + 22 = 32 Know (Dungeoneering)
Questions: DRs? How to kill? Special attacks?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tristain the Chalker |
Tristain yells what he thinks he knows about the creature, and is thankful for the fresh air that he breathes.
He would probably do some bonking, but there was a bad thing that needed to be kilt, and so no bonking just yet.
And because he wants no part of this beast close up, Tristain retreats out the doorway where he can peek in (move action, down 2, left 3).
He will mind cast a Magic Misslle at the creature.
5d4 + 4 ⇒ (3, 4, 4, 2, 2) + 4 = 19 force damage.
1d20 + 15 ⇒ (16) + 15 = 31 SR
Tenebrynn |
Fort Save (DC 24): 1d20 + 13 ⇒ (15) + 13 = 28
Tenebrynn spins around, looking for some sign of the creature before shouting, "Where? Point me at it!" A moment later, she sees Tristain's orbs of self doubt vanish after presumably driving into something in the middle of the room. "Good enough!" The little gnome then begins to crackle and spark as she draws the wind in the room around her, perhaps further easing the foul stench in the room. A moment later, she spins around and throws a lightning bolt down the center of the room.
Tenebrynn will move up as far as she needs to to avoid bolting allies, then throw a lightning bolt through the square(s) she saw Tristain's magic missiles impact in
CL Check vs SR: 1d20 + 9 ⇒ (18) + 9 = 27
Electric Torrent (Ref Save DC 21 for 1/2): 7d6 + 6 ⇒ (1, 1, 2, 6, 1, 3, 6) + 6 = 26
HP: 108/142
Nonlethal: 40
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +7 (+2 vs illusion)
Burn Accrued: 4/10
Ki Pool Spent: 1/5
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
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, max 3)
Ability Score increases (+2): Dex, Con
If I can get into position w/ a 5-ft step, gather power reduces the burn to 0; otherwise, it's 1 burn
Albert Hazred |
Albert follows Tristain's and Tenny's actions and moves to the spot where the missiles vanished and slashes heavily.
attack invisible, high is good: 1d100 ⇒ 100
+1 elven curve blade, power attack w/ focus, heroism: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29
damage: 1d10 + 4 + 9 + 2 ⇒ (7) + 4 + 9 + 2 = 22
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Kyffin: 5*
Tristain: 23
Starflit: 20
Tenebrynn: 18
Albert: 24
Antagonist, plus: 11
Tristain blasts the thing as Starflit gets sight of it thanks to her magic, letting Tenebrynn try to blast it and Al move in -- blade finding its target. The power burns the little gnome needed more than 5-foot step but seem to hit what she's told sounds like a horrid creature nonetheless.
Despite the barrage of magic and steel, it slithers closer and lashes out, biting at Al 24 hp total and sending tentacles at everyone but Tristain 10 to Tenebrynn, 7 to Kyffin. The gross appendages wrap around Al, Tenebrynn and Kyffin, holding them tight, and they can feel their blood being drained out of them 3 Con damage to Tenebrynn, 2 to Al and Kyffin!
As you fight, a chunk of stone from the battered ceiling suddenly falls directly toward Al! DC 15 Reflex save or take 17 bludgeoning
Reflex: 1d20 + 10 ⇒ (17) + 10 = 27
Bite vs. Al: 1d20 + 19 ⇒ (15) + 19 = 34
1d8 + 10 ⇒ (4) + 10 = 14
Tentacle vs. Al: 1d20 + 18 ⇒ (6) + 18 = 24
1d6 + 6 ⇒ (5) + 6 = 11
Tentacle vs. Starflit: 1d20 + 18 ⇒ (1) + 18 = 19
1d6 + 6 ⇒ (2) + 6 = 8
Tentacle vs. Tenebrynn: 1d20 + 18 ⇒ (5) + 18 = 23
1d6 + 6 ⇒ (4) + 6 = 10
Tentacle vs. Kyffin: 1d20 + 18 ⇒ (15) + 18 = 33
1d6 + 6 ⇒ (1) + 6 = 7
4d20 ⇒ (10, 9, 13, 5) = 37
3d4 ⇒ (2, 3, 2) = 7
1d3 ⇒ 1
3d6 ⇒ (5, 6, 6) = 17
Spawn: 54
Entire party is up. Remember it's invisible if you have no way to see invisibility.
Kyffin Rhees |
Round 1
Weapon Equipped = Scimitar
Conditions = -2 con dam, Magic Vestment (1/11h, +2), Life Bubble (8/120m), Air Walk (8/110m), Bull’s Strength (8/11m), Grappled
Scimitar: Attack: BAB +8/3, Str +5, Magic +1, Focus +2, (Power -3) Damage: Str +5, Magic +1, Specialization +2, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +8/3, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (7/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (5/7, su, sw, DC 17, 4d6)
Sacred Weapon (11/11r, su, sw, +2)
Sacred Armor (11/11m, su, sw, +2)
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 11, Concentration +13)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic,
Fourth (16):
Kyffin doesn’t play with invisible foes. He quickly casts Invisibility Purge (45’ range)(swift action).
He’ll then lash out at the, hopefully, now visible foe - even though he’s grappled. He’ll also click his heels together (free action) to haste himself as he fights (full round action)!
Scimitar: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16 (bull, haste, grappled) damage: 1d10 + 14 + 2 ⇒ (7) + 14 + 2 = 23 (bull)
Scimitar: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22 (bull, haste, grappled) damage: 1d10 + 14 + 2 ⇒ (5) + 14 + 2 = 21 (bull)
Scimitar: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 (bull, haste, grappled) damage: 1d10 + 14 + 2 ⇒ (3) + 14 + 2 = 19 (bull)
critthreat Scimitar: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13 (bull, haste, grappled) damage: 1d10 + 14 + 2 ⇒ (4) + 14 + 2 = 20 (bull)
hasted Scimitar: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27 (bull, haste, grappled) damage: 1d10 + 14 + 2 ⇒ (4) + 14 + 2 = 20 (bull)
Tenebrynn |
Tenebrynn struggles to get free from whatever invisible horror has wrapped around her.
Escape Artist: 1d20 + 7 ⇒ (13) + 7 = 20
HP: 98/142
Nonlethal: 50
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +7 (+2 vs illusion)
Burn Accrued: 5/10
Ki Pool Spent: 1/5
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
Point Blank Shot: +1/+1
Con Damage: 3
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 3)
Ability Score increases (+2): Dex, Con
Tristain the Chalker |
Round 2
Tristain sends another volley of magic missiles, while he also draws his metamagic rod of reach.
5d4 + 4 ⇒ (2, 4, 4, 2, 3) + 4 = 19 force damage.
1d20 + 15 ⇒ (14) + 15 = 29 SR
HP: 65/65 +16 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1: 5/8 left (Bless*1,MM*2,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 6/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*1,Invis*0) dc 22
Spells: Lvl 3: 6/8 left (Fly*0,ForPun*0,MagVest*0,DazeMM,Haste*0,Hero*2) dc 23
Spells: Lvl 4 8/8 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5 4/5 left (Commune*0,Serenity*0,LifeBub*1) dc 25
Cure Used: 0/4 used
Rod of Reach: 0/3 used
"zee-NOO!”
Wand of Magic Missile (lvl9): 46/50 left
5d4 + 4 ⇒ (4, 1, 4, 1, 4) + 4 = 18 force damage.
[ 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 22 will)
Starflit |
Starflit calls upon a pair of judgments (protection and resiliency) before trying to defensively cast a shield of faith +3 spell upon Al. Finally, she tries to tumble into the square just north of the unusual paladin.
Starflit concentration check (cast defensively): 1d20 + 14 ⇒ (6) + 14 = 20
Starflit Acrobatics Check (to avoid AoOs): 1d20 + 14 ⇒ (6) + 14 = 20 Uh-oh--not good with the +5 to DC from dense rubble!
Judgments: #1 of 4; protection (+3 sacred bonus to AC); resiliency (DR 3/evil);
Buff Spells: life bubble;
hp (current): 77/80; (no damage last round);
AC: 24, touch 16, flat-footed 18 (+3 sacred bonus from protection judgment; loses shield bonus from buckler for 1 round after casting a spell);
Saving Throws: Fort +11, Ref +8, Will +13; stalwart;
Bane (not yet active);
Conditions: none
Albert Hazred |
DC 15 Reflex save: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
Albert struggles against the blood draining monster and continues hacking away at it while wiping dirt on his numerous wounds. assuming no miss chance since it's draining blood from Al
+1 elven curve blade, power attack w/ focus, heroism: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
damage: 1d10 + 4 + 9 + 2 ⇒ (5) + 4 + 9 + 2 = 20
Dirt On It: 6d6 ⇒ (5, 1, 1, 4, 6, 1) = 18
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Kyffin: 5
Tristain: 23
Starflit: 20
Tenebrynn: 18
Albert: 24
Antagonist, plus: 11
The creature appears to everyone as Kyffin's spell takes effect, but that makes it only slightly easier to hit. Kyffin's blade seems to slide off its rubber body, only managing to cut it once. Al's similarly seems to have little effect on the tough monstrosity, though Tristain's missiles are more effective.
Tenebrynn tries unsuccessfully to get away, while Starflit has little more luck, stumbling over the difficult terrain. The creature sinks its fangs into her as she moves, then bites her again 15 and 17 hp and lashes out with its tentacles, briefly dropping each of its grabbed prey as it tries to slam them again. It can't quite catch Kyffin this time, but the others feel the power in the appendages as it slams Al 8 hp, Star 11 hp and Tenebrynn 9 hp, this time grabbing the inquisitor and gnome and sucking at their blood. 3 Con damage to Tenebrynn, 2 to Starflit, both of whom are grabbed!
Another chunk of ceiling falls, this time toward the monstrosity, but it slithers out of the way easily, as if it's accustomed to such problems from the destruction it caused.
AoO: 1d20 + 19 ⇒ (8) + 19 = 27
1d8 + 10 ⇒ (5) + 10 = 15
Bite: 1d20 + 19 ⇒ (15) + 19 = 34
1d8 + 10 ⇒ (7) + 10 = 17
Tentacle vs. Al: 1d20 + 18 ⇒ (14) + 18 = 32
1d6 + 6 ⇒ (2) + 6 = 8
Tentacle vs. Starflit: 1d20 + 18 ⇒ (8) + 18 = 26
1d6 + 6 ⇒ (5) + 6 = 11
Tentacle vs. Tenebrynn: 1d20 + 18 ⇒ (8) + 18 = 26
1d6 + 6 ⇒ (3) + 6 = 9
Tentacle vs. Kyffin: 1d20 + 18 ⇒ (4) + 18 = 22
1d6 + 6 ⇒ (6) + 6 = 12
Grab: 3d20 ⇒ (1, 6, 3) = 10
2d4 ⇒ (3, 2) = 5
1d5 ⇒ 2
3d6 ⇒ (4, 6, 6) = 16
Spawn Reflex: 1d20 + 10 ⇒ (19) + 10 = 29
Spawn: 93
Kyffin Rhees |
Round 2
Weapon Equipped = Scimitar
Conditions = -2 con dam, Magic Vestment (1/11h, +2), Life Bubble (8/120m), Air Walk (8/110m), Bull’s Strength (8/11m)
Scimitar: Attack: BAB +8/3, Str +5, Magic +1, Focus +2, (Power -3) Damage: Str +5, Magic +1, Specialization +2, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +8/3, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (7/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (4/7, su, sw, DC 17, 4d6)
Sacred Weapon (11/11r, su, sw, +2)
Sacred Armor (11/11m, su, sw, +2)
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 11, Concentration +13)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic,
Fourth (16):
With the Fervor of his beliefs, Kyffin swiftly casts another spell, this time Divine Favor (+4 attacks/damage (luck)) to aid to his attacks.
Then he uses his boots of speed once more for haste, and pummels the creature as best he can!
Scimitar: 1d20 + 13 + 7 ⇒ (6) + 13 + 7 = 26 (bull, haste, favor) damage: 1d10 + 14 + 6 ⇒ (3) + 14 + 6 = 23 (bull, favor)
Scimitar: 1d20 + 13 + 7 ⇒ (12) + 13 + 7 = 32 (bull, haste, favor) damage: 1d10 + 14 + 6 ⇒ (2) + 14 + 6 = 22 (bull, favor)
Scimitar: 1d20 + 8 + 7 ⇒ (2) + 8 + 7 = 17 (bull, haste, favor) damage: 1d10 + 14 + 6 ⇒ (8) + 14 + 6 = 28 (bull, favor)
hasted Scimitar: 1d20 + 13 + 7 ⇒ (18) + 13 + 7 = 38 (bull, haste, favor) damage: 1d10 + 14 + 6 ⇒ (6) + 14 + 6 = 26 (bull, favor)
critthreat hasted Scimitar: 1d20 + 13 + 7 ⇒ (18) + 13 + 7 = 38 (bull, haste, favor) damage: 1d10 + 14 + 8 ⇒ (8) + 14 + 8 = 30 (bull, favor, +2hp fire)
He screams at the creature as he swings for the pure energy of it, ”AAAaaaahhhhh!!”
Tristain the Chalker |
Round 3
Tristain sends another volley of magic missiles, continuing to be the most effective coward in the history of this particular fight.
5d4 + 4 ⇒ (2, 3, 2, 2, 2) + 4 = 15 force damage.
1d20 + 15 ⇒ (8) + 15 = 23 SR
HP: 65/65 +16 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1: 4/8 left (Bless*1,MM*3,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 6/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*1,Invis*0) dc 22
Spells: Lvl 3: 6/8 left (Fly*0,ForPun*0,MagVest*0,DazeMM,Haste*0,Hero*2) dc 23
Spells: Lvl 4 8/8 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5 4/5 left (Commune*0,Serenity*0,LifeBub*1) dc 25
Cure Used: 0/4 used
Rod of Reach: 0/3 used
"zee-NOO!”
Wand of Magic Missile (lvl9): 46/50 left
5d4 + 4 ⇒ (4, 4, 1, 3, 1) + 4 = 17 force damage.
[ 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 22 will)
Tenebrynn |
Tenebrynn continues to strain and struggle as more and more of the color drains from her face.
Escape Artist: 1d20 + 7 ⇒ (18) + 7 = 25
HP: 89/142
Nonlethal: 50
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +7 (+2 vs illusion)
Burn Accrued: 5/10
Ki Pool Spent: 1/5
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
Point Blank Shot: +1/+1
Con Damage: 6
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 3)
Ability Score increases (+2): Dex, Con
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tenebrynn struggles to free herself for a moment, but then realizes she's fighting against herself with the tentacle wrapped around her no longer moving, or even attached to the hideous monstrosity, as Kyffin hacks it to pieces.
Looking around, you can see nother angelic gate, a 10-foot-wide circular metal valve, rests in the floor here. It depicts four smiling angelic faces with fierce, pointed teeth. The angelic gate is covered with broken stones and other debris, which you will need to clear before you can open it.
Combat over
Kyffin Rhees |
Kyffin takes a moment to calm down after the creature’s fall. When he does, he laughs at himself a bit for his shouting. He’ll break out the wands though, and pass the healing around before taking out the wand of lesser restoration (as usual roll your own healing and I’ll track the charges).
CLW: 2d8 + 2 ⇒ (4, 6) + 2 = 12
He walks up to Tenebrynn with the wand of lesser restoration. ”We’ve only a few charges left on this thing. We should get another next time we make a purchase. They’re expensive, but this one has really been useful! We could get scrolls I suppose, though they’re more expensive, we might not use a full wand.” What do folks think?
He presses the wand against poor Tenebrynn’s massive injuries.
Lesser Restoration: 2d4 ⇒ (2, 4) = 6
We’ve only 2 more charges after this, which I’d like to hang onto for now - though we’re all down con. :(
He'll also refresh a Bull's Strength spell with his pearl of power (2).
Tristain the Chalker |
+1 to more healing wands, always.
Tristain is very slow to poke his head out and check on the creature that he helped kill, but gets no credit for helping.
He comes in, casting Detect Magic, and looks around the ares for things of interest.
1d20 + 16 ⇒ (5) + 16 = 21 Perception
”You guys okay?” Tristain eventually moves to Tenebrynn to help her up if she needs it.
Tenebrynn |
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Tenebrynn let’s out a shuddering ”Uggghhh!” of disgust as the tentacles fall away. She lets Kyffin and Tristain pull her to her feet, at which point she shudders in revulsion again as she sees the monster’s corpse clearly for the first time. ”What is wrong with this place?! What even is that thing?!”
Though her wounds had begun to mount, the gnome’s cheeks are bright and rosy after the wand’s restorative touch and her movements seem lively and energetic. ”Who would even make such a thing?!” She shudders again.
clw x8: 8d8 + 8 ⇒ (3, 8, 2, 3, 7, 5, 5, 8) + 8 = 49
HP: 138/142
Nonlethal: 50
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +7 (+2 vs illusion)
Burn Accrued: 5/10
Ki Pool Spent: 1/5
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
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, max 3)
Ability Score increases (+2): Dex, Con
Albert Hazred |
yes to the new healing wands, those are always useful
Albert heals the scrapes and cuts, and then calls on a favor to restore his vitality.
cast Lesser Restoration: 1d4 ⇒ 4
"Careful of other invisible things creeping up on us. Let's get this debris clear and make quick work of this place, before it makes a quick snack out of us." Albert sets to work hauling the broken stones aside.