Albert Hazred |
Albert joins Kyffin and Tristan while taking extra precaution to avoid the wayward spear tip. "Boy, we need to teach you the proper way to handle that thing. Without his armor, you would have just skewered your own companion."
Tristain the Chalker |
"Boy, we need to teach you the proper way to handle that thing. Without his armor, you would have just skewered your own companion."
”What?” Tristain reacts in surprise, raising the longspear along with his hands as he turns to look at Albert. The longspear nearly pokes Albert in the eye. ”Are you serious? I think I’m getting better with this. I got me a few rats with it.” Tristain makes a few noodle-armed thrusts in the general direction of the air and still nearly scrapes Tenebrynn’s ear.
”I’ll just keep practicing. I’ll get better.”
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Descending from the tower, you move into the nearest room, where the reek of sweat and rot mingles here. Multiple tables and chairs have been shattered and rebuilt into cages -- three of which each hold a dead body -- along the east wall, while a crate and an upended bed fitted with harnesses stand against the north.
Three ghouls look up as you open the door from where they were prodding and peering into a sizable crate in the northwest corner, one of them squatting on top of the crate. Near them, a human woman chained to the bed leaning up against the wall moans for help.
You notice the crate lurches occasionally, suggesting something is trapped inside.
Albert: 1d20 + 3 ⇒ (7) + 3 = 10
Heinrich: 1d20 + 2 ⇒ (12) + 2 = 14
Kyffin: 1d20 + 1 ⇒ (5) + 1 = 6
Tenebrynn: 1d20 + 3 ⇒ (15) + 3 = 18
Tristain: 1d20 + 4 ⇒ (13) + 4 = 17
Antagonist: 1d20 + 2 ⇒ (6) + 2 = 8
Everyone but Kyffin is up.
Tristain the Chalker |
Round 1, Init 17
Tristain moves behind Albert (where he can see all the ghouls), and uses the power of his mind to blast all the ghouls. Tripping so Albert and Kyffin might have easier attacks.
1d6 + 1 ⇒ (3) + 1 = 4 force damage
1d20 + 7 ⇒ (19) + 7 = 26 CMB to trip vs. CMD
1d6 + 1 ⇒ (5) + 1 = 6 force damage
1d20 + 7 ⇒ (14) + 7 = 21 CMB to trip vs. CMD
1d6 + 1 ⇒ (3) + 1 = 4 force damage
1d20 + 7 ⇒ (17) + 7 = 24 CMB to trip vs. CMD
HP: 13/13 queasy
AC: 12
Points: 1/4 left
Spells: Lvl 1: 2/5 left
Wand of Bless: 16/18 left
[ dice]1d20+0[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
Tenebrynn |
Tenebrynn bolts into the room, slipping between Albert and Kyffin with willowy ease. Perception: 1d20 + 7 ⇒ (20) + 7 = 27 She sees the crate rattle and her expression darkens. Pointing a finger at the ghoul atop the box, she shouts, "Hey! What do you have in there?!"
Not waiting for an answer, she sends a blast of air at that same ghoul.
Air Blast: 1d20 + 7 ⇒ (2) + 7 = 9for: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Down 2, Right 3 on map, then rooty-tooty shooty-mcbooty!
HP: 28/30
Nonlethal: 1
AC: 15 (13 T / 12 FF)
Fort: +6 // Ref: +6 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/6
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
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
Well done, mott. Snatching that sweet, sweet natural 20 and turning it into a perception check instead of an attack! Clever moves!
Heinrich Ulster |
Heinrich slips into the room and grabs a vial, flicking a bomb at the horrid undead (aiming at the upper rightmost one)! Ranged Touch: 1d20 + 5 ⇒ (10) + 5 = 15 for 2d6 + 3 ⇒ (2, 1) + 3 = 6 fire damage and Reflex DC 13 for 5 splash or half on save. Miss direction?: 1d8 ⇒ 8
Albert Hazred |
Perception check DC 14: 1d20 - 1 ⇒ (16) - 1 = 15
"They got something trapped in that crate!" Albert moves into the room and attacks the nearest ghoul move right 3 and up 1.
Bardiche: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d10 + 3 ⇒ (1) + 3 = 4
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Kyffin: 6*
Tenebrynn: 18
Tristain: 17
Heinrich: 14
Albert: 10
Antagonist: 8
Reacting quickly, Tenebrynn moves into the room and fires a warning shot toward the ghoul, cracking the wall above it as she aims high. Tristain's more successful, as his bolts hit each of the three undead, knocking them all down and making them easy targets for Heinrich, whose bomb badly burns the closest ghoul. The other two roll away, taking only slight singes from the vial.
Al slashes at the nearest ghoul, but didn't anticipate its roll away from the explosion. He's more ready, though as it tries to stand and cuts it badly, leaving it staggering on its feet.
The other two also regain their feet, one moving behind a crate to give itself some other cover. The other moves to the woman chained to the upright bed and screeches, "Leave, or I'll bite her throat out!"
Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Bardiche: 1d20 + 5 ⇒ (18) + 5 = 23
1d10 + 3 ⇒ (4) + 3 = 7
G1: 10
G2: 8
G3: 13
Party is up.
Kyffin Rhees |
Round 1, Initiative: 6
Weapon Equipped = Scimitar
Silver Blanch, Cold Iron Bolts = 6/10
Conditions = Divine Favor (1/3r)
Melee: Attack: BAB +2, Str +3, (Power Attack -1) Damage: Str +3, (Power Attack +2)
Ranged: Attack: BAB +2, Dex +1 Damage: +0 (Str +3 thrown)
Blessings (4/4) (DC 13) (Holy Strike or Powerful Healer)
Fervor (1/3) (1d6)
Pearl of Power (first) 1/1
Spells (Caster Level 3, Concentration +5)
Once Per Day (12): Prestidigitation
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13):
Kyffin rushes the ghoul by the woman and attacks, ”You’d have killed her anyway, possibly after unspeakable torture, and made her into one of your own. I cannot allow that to happen!”
He tries, perhaps vainly, to save her. He uses his fervor to cast Divine Favor (+2 attacks/damage (luck)) (swift) as he closes (move) and attacks (standard).
Scimitar: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 (favor) damage: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11 (favor)
Tenebrynn |
"Bite out her throat and lose your head!" Without waiting for a reply, Tenebrynn spins around in a sudden twirl that ends with a snap kick and a ball of debris ricocheting off the wall behind the woman's head and careening for the ghoul's spread jaws.
Air Blast: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13for: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Immediately after, the air in the room begins to churn and swirl, whipping ever faster toward the slight gnome as she draws it to her in a quickening column around her.
Standard: shoot
Move: gather power
HP: 28/30
Nonlethal: 1
AC: 15 (13 T / 12 FF)
Fort: +6 // Ref: +6 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/6
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
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
Tristain the Chalker |
Round 2, Init 17
"If you hurt her, I'll kill you dead!" Tristain moves just to the right of Kyffin on the current map and tries to use his longspear to help Albert's next attack.
1d20 + 0 ⇒ (13) + 0 = 13 vs. DC 10 to aid.
Success! Albert, take an extra +2 on your next attack.
HP: 13/13 queasy
AC: 12
Points: 1/4 left
Spells: Lvl 1: 2/5 left
Wand of Bless: 16/18 left
[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD
[ dice]1d20+0[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Kyffin: 6
Tenebrynn: 18
Tristain: 17
Heinrich: 14
Albert: 10
Antagonist: 8
Kyffin rushes toward the threatening ghoul, heedless of the obstacles in his way and taking a swipe from another ghoul's claws 4 hp. He feels his muscles start to stiffen but his determination carries him through and he separates the other ghoul's head from its shoulders.
The sudden change seems to shock everyone in the room, but unfortunately Kyffin's allies are just as stunned and their attempts to deal with the rest of the ghouls fails badly, leaving Kyffin to take another claw swipe 5 hp, plus need a DC 13 Fort save or be paralyzed.
The final ghoul in the room charges toward the half-orc too, but Al's able to cut it down as it moves, bardiche flashing.
Swipe of opportunity: 1d20 + 3 ⇒ (14) + 3 = 17
1d6 + 1 ⇒ (3) + 1 = 4
Fort: 1d20 + 8 ⇒ (5) + 8 = 13
Bite: 1d20 + 3 ⇒ (13) + 3 = 16
Claw: 1d20 + 3 ⇒ (2) + 3 = 5
Claw: 1d20 + 3 ⇒ (14) + 3 = 17
1d6 + 1 ⇒ (4) + 1 = 5
Bardiche AoO: 1d20 + 5 ⇒ (9) + 5 = 14
G1: 10
1 ghoul left; party is up.
Kyffin Rhees |
Round 2, Initiative: 6
Weapon Equipped = Scimitar
Silver Blanch, Cold Iron Bolts = 6/10
Conditions = Divine Favor (2/10r)
Melee: Attack: BAB +2, Str +3, (Power Attack -1) Damage: Str +3, (Power Attack +2)
Ranged: Attack: BAB +2, Dex +1 Damage: +0 (Str +3 thrown)
Blessings (4/4) (DC 13) (Holy Strike or Powerful Healer)
Fervor (1/3) (1d6)
Pearl of Power (first) 1/1
Spells (Caster Level 3, Concentration +5)
Once Per Day (12): Prestidigitation
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13):
Fort: 1d20 + 8 ⇒ (14) + 8 = 22
Kyffin is more pleased than he’d like to admit in the outcome of his heroics. He doesn’t take the time to enjoy the little victory, but instead turns to the next ghoul, 5' steps into flank with Tristain, and attacks! Not sure if Tristain’s aid still applies. If so, please add another +2 to hit.
Scimitar: 1d20 + 4 + 4 ⇒ (6) + 4 + 4 = 14 (favor, flank) damage: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10 (favor)
Kyffin Rhees |
”Ahh, thank you Albert. That feels much better. Yeah, I don’t like ghouls.”
Kyffin looks to the woman, trying to find out what state she’s in and whether she’s at all sane… ”Who are you? Are you OK? We'll untie you momentarily.”
He sheathes his scimitar after cleaning off the ghoul goop.
Heal: 1d20 + 2 ⇒ (13) + 2 = 15
Tristain the Chalker |
Tristain keeps his spear ready should the woman attack Kyffin. He doesn't trust her yet and wonders if she might be a pre-ghoul, just waiting to ghoul things up.
If Kyffin's efforts need help, Tris is happy to come poke or prod something as needed.
1d20 + 2 ⇒ (20) + 2 = 22 vs. DC 10 aid Heal
Tenebrynn |
Tenebrynn mutely pumps her arm victoriously and pats Kyffin on the arm as she slips past, her attention now having utterly wandered from the rescued woman and settled upon the crate. She gives it an exploratory knock before shrugging and and trying to lever open the lid.
while the others attend to the lady, Tenebrynn will try and open the crate
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
The woman appears to be alive still, her chest rising and falling as she breathes, though she's covered with various wounds, and clearly not in good shape.
As Tenebrynn moves toward the crate, she cries out: "Wait! Whatever's in there, it's not to be trusted!"
Also in the room, two of the bodies in the cages appear to have been patients, with nothing on them. The third cage holds a dead orderly who carries a broken padded club, a heavy wooden shield, three vials labeled, and a silver necklace etched with a multicolored songbird.
It's the holy symbol of Shelyn.
The necklace is worth 50 gp.
Tenebrynn |
Tenebrynn looks up curiously. "What? Why?" She looks back down at the crate, her intrigue and curiosity obviously growing in light of the woman's vague warning.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tenebrynn |
"It attacked the ghouls though." Tenebrynn turns to the crate and presses her ear up to the side before knocking three times in a series of short, sharp raps. "Hello? Not-dog?"
Tristain the Chalker |
1d20 + 10 ⇒ (20) + 10 = 30 Know (Religion)
Tristain picks up the holy symbol with a smile on his face.
"Shelyn? It's definitely Shelyn," Tristain says with a smile on his face. "It is good to know that the gods exist even here in this demi-plane...if that's what this is, we really don't know yet...but as I was saying...Shelyn!" Tristain offers the treasure to any that would wish it.
Tristain will cast CLW on the woman.
1d8 + 3 ⇒ (6) + 3 = 9 positive energy...or harm if undead
Tristain will examine the vials.
1d20 + 10 ⇒ (4) + 10 = 14 Spellcraft
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tenebrynn |
Tenebrynn addresses the crate directly once more, "Are you a not-dog pretending very well to be a dog?" She turns to the others and shrugs. "Should I open it? I'm going to open it." The gnome then begins struggling with the cross planks that have the lid nailed in place.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
As Tenebrynn tips open the crate, a creature with a stout canine torso atop a slimy mass resembling an earthworm surges out. Disgusting veins dangle from its face.
It's an esipil, a minor type of evil outsider called a sakhil, a rebellious psychopomp. They prey upon the unease that comes from living among beasts
Albert: 1d20 + 3 ⇒ (17) + 3 = 20
Heinrich: 1d20 + 2 ⇒ (2) + 2 = 4
Kyffin: 1d20 + 1 ⇒ (19) + 1 = 20
Tenebrynn: 1d20 + 3 ⇒ (18) + 3 = 21
Tristain: 1d20 + 4 ⇒ (19) + 4 = 23
Antagonist: 1d20 + 7 ⇒ (3) + 7 = 10
All but Heinrich are up as you bastards just took like a year's worth of good rolls from me. You all must make a DC 14 Will save or be shaken for 1 round as the creature's gaze fills you with fear.
Kyffin Rhees |
Round 1, Initiative: 20
Weapon Equipped = Scimitar
Silver Blanch, Cold Iron Bolts = 6/10
Conditions = None
Melee: Attack: BAB +2, Str +3, (Power Attack -1) Damage: Str +3, (Power Attack +2)
Ranged: Attack: BAB +2, Dex +1 Damage: +0 (Str +3 thrown)
Blessings (4/4) (DC 13) (Holy Strike or Powerful Healer)
Fervor (1/3) (1d6)
Pearl of Power (first) 1/1
Spells (Caster Level 3, Concentration +5)
Once Per Day (12): Prestidigitation
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13):
Will: 1d20 + 8 ⇒ (13) + 8 = 21 vs DC 14 or be shaken one round
Kyffin grits his teeth through the fear of what this beast may do. He figures if the ghouls were able to capture it - how tough can it be?
He moves as needed to attack the creature.
Scimitar: 1d20 + 4 ⇒ (9) + 4 = 13 damage: 1d6 + 5 ⇒ (2) + 5 = 7
Eh. Maybe flat footed I have a chance of drawing blood.
Tristain the Chalker |
Round 1, Init 23
1d20 + 5 ⇒ (3) + 5 = 8 Will (plus maybe a bonus for standing near Albert?)
Nah, it's a fail.
Tristain doesn't recognize the creature and steps back, shaken. His longspear trembles even moreso in his fingertips as he loses his will to fight.
Albert Hazred |
immune to fear, and get Al's +4 bonus ya'all
Aura of Old Man Smell +4 (10 ft.) (Su) Allies in aura gain a +4 morale bonus to saves vs. fear.
"Son of a Shoggoth, what the blazes is that thing!" Al slashes and hacks at the alien creature.
Bardiche: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d10 + 3 ⇒ (2) + 3 = 5
Tenebrynn |
Tenebrynn blurts out an answer to Albert's question as she twists away from the thing, "Not sure! Definitely not a dog!" She then fires off a quick shot of debris, her eyes still wide with surprise.
Will Save (DC 14): 1d20 + 2 + 4 ⇒ (16) + 2 + 4 = 22
Air Blast: 1d20 + 7 ⇒ (14) + 7 = 21for: 2d6 + 6 ⇒ (3, 4) + 6 = 13
HP: 28/30
Nonlethal: 1
AC: 15 (13 T / 12 FF)
Fort: +6 // Ref: +6 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/6
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
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
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tristain: 23
Tenebrynn: 21
Albert: 20
Kyffin: 20
Heinrich: 4
Antagonist: 10
Tristain shakiliy jabs at the thing as Tenebrynn backs away and blasts it, knocking it backward for a moment before it rights itself. It shakes its head, but the blast doesn't seem to do as much harm as you'd have expected from the impact. Kyffin's slash seems similar, the wound mostly closing as soon as it's made.
Heinrich closes in and bashes the thing, but doesn't seem to bother it at all as it bites and claws at him and Kyffin.
Heinrich Will: 1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 4 ⇒ (19) + 4 = 23
1d6 + 2 ⇒ (3) + 2 = 5
Bite: 1d20 + 4 ⇒ (6) + 4 = 10
Claw: 1d20 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 4 ⇒ (8) + 4 = 12
S: 10
See? Using up all my good rolls again...
Party is up.
Kyffin Rhees |
Round 2, Initiative: 20
Weapon Equipped = Scimitar
Silver Blanch, Cold Iron Bolts = 6/10
Conditions = None
Melee: Attack: BAB +2, Str +3, (Power Attack -1) Damage: Str +3, (Power Attack +2)
Ranged: Attack: BAB +2, Dex +1 Damage: +0 (Str +3 thrown)
Blessings (4/4) (DC 13) (Holy Strike or Powerful Healer)
Fervor (0/3) (1d6)
Pearl of Power (first) 1/1
Spells (Caster Level 3, Concentration +5)
Once Per Day (12): Prestidigitation
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13):
Kyffin, concerned that his blows are ineffective, digs deep and calls upon the powers of the gods to aid his swing. With Fervor, he casts Divine Favor (+2 attacks/damage (luck)) and attacks!
Scimitar: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 (divine) damage: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11 (divine)
Tristain the Chalker |
Round 2, Init 23
Tristain tries to use his longspear to help Albert's next attack.
1d20 + 0 ⇒ (3) + 0 = 3 vs. DC 10 to aid.
He ends up clanging his spear point against the wall.
HP: 19/19
AC: 12
Points: 2/4 left
Spells: Lvl 1: 1/5 left
Cure Used: 1/1 used
Wand of Bless: 16/18 left
[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD
[ dice]1d20+0[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Kyffin Rhees |
Kyffin, happy his magics helped carry his blade to victory, smiles.
"Ma'am, we're going to check these other rooms, but we can take you back to our camp after. There are people there just trying to survive, but they're good people. They'll help you while we try and figure out exactly how to end this."
"You can follow along if you prefer, but stay well back. This place is dangerous!"
He takes out his perl of power and replenishes his spell before proceeding.
Tenebrynn |
As Kyffin speaks of safe havens, Tenebrynn adds, "But if we go back to Winter and the others, won't we have to cut through that room full of the other crazies?"
Tristain the Chalker |
"That was ugly," Tristain recovers his wits after the creature is slain, his knees knocking still. He cleans off his spear and tries to make the woman more comfortable.
"If we're done here, we should take her with us and make our way back to Winter, I think. We can rest. Then try again. If we have to go through the baddies, we will. Or maybe Wren has an idea."
If we're done with this section, Tris is happy to return.
Albert Hazred |
"We outta press ahead," Albert advises. "It ain't safe to go back now with all them crazy folks back there. Maybe we could rest in that storeroom?" His opinion expressed, Al stays quiet and takes a few minutes to study the lady.
detect evil on the lady
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Al does not detect any evil.
She agrees to follow you, thanking you profusely for freeing her and saving her life, as you head back to the room with the cultists.
"Surely the gods sent you to this mad place," she says. "They were going to eat me!"
But at Al's suggestion, she pales: "There are more of them, I think! We need to get out of here. There's one with just one arm who bosses the others around -- he would come and get people and drag them ... somewhere!"
Kyffin Rhees |
"Right, we can't go back safely, and we can't go forward safely, but forward it must be. We must face this menace, then rest if we can. I've another fight yet in me, and more perhaps if we're lucky."
"But surely they'll attack us in the night if we rest here, so let's face them with surprise on our side!" he encourages.
Tenebrynn |
Tenebrynn shrugs, "Probably a fight either direction. Still not sure about that man with the bird name." Seeing then that the group has decided to press on toward more ghouls, she nods and lets her curiosity pull her to the front of the group. She offers over her shoulder to the woman, "I'm Tenebrynn, by the way. Did you say something about a one armed bossy ghoul somewhere?"
HP: 28/30
Nonlethal: 1
AC: 15 (13 T / 12 FF)
Fort: +6 // Ref: +6 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/6
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
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