Motteditor's Strange Aeons PBP

Game Master motteditor

Combat map / Overall map / Treasure tracker / Thrown splash weapon rules


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RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The locks are too much for Tenebrynn, as she's distracted by the others.

Kyffin similarly finds the door locked, but the keys from the skum that they fought the previous day in the donjon seem to fit the lock.

It opens into a hallway with two other doors and a set of stairs leading down. The north wall features an arrow loop. A couple of small, empty crates sit in two of the corners.

Perception DC 10:

You notice dirty, webbed footprints leading from the door you just opened to the stairs.


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14
motteditor wrote:
It opens into a hallway with two other doors and a set of stairs leading down. The north wall features an arrow loop. A couple of small, empty crates sit in two of the corners.

1d20 + 9 ⇒ (10) + 9 = 19 Perception

Tristain will look about, easily noting the webbed footprints. He points them out. ”Ah, c’mon. Are those webbed prints? C’mon man, the person is who dreaming all this up isn’t even trying to pretend to make this place make sense. This has to be a dream, like the asylum. Things like this don’t exist.”

Despite the weird footprints, Tristain lines up behind Kyffin to move through the upper door on the west side.


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

"Hrm. We could take the stairs, and stay on his trail, or make sure nothing creeps up from behind. Yeah, let's check the rooms."

Kyffin lines up with Tristain, and tries the door when everyone is ready. If nothing dangerous is found, he'll open the other door as well.


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

Albert clutches his blade and shield while expecting very real frog men to leap from the shadows. "We should make our way to the holding cells or prison or whatever these folks have for keeping the unruly types locked up at night. Them scummy skum things might kill any prisoners before fleeing the fort."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

This spacious room is fitted with bunk beds, small chests, and stools, quite clearly a barracks. A spiral staircase leads upward, back to another turret and the roof.

Going to assume you're going to stay on this level...
Ignoring that, you push on to a mostly empty L-shaped room. It does hold a few neatly stacked piles of military-style camping gear sitting against the walls. A case of arrows sits near each of the arrow loops. An extinguished hooded lantern sits on the floor near the arrow loop in the western wall, which provides a clear view of Iris Hill. Another spiral staircase leads upward to a tower.

If you want, you can collect the camping gear, the hooded lantern, and a box of 20 tindertwigs in the western arrow loop.

Have to run, will update more when I return; feel free to do something in these two rooms in the meantime.


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

Tristain moves into he spacious room, enjoying it for all the places on the wall that can offer a good bonk. He goes from spot to spot, bonking in different place, trying to find *the* best place to bonk. It relaxes him that there might be a nice room in this entire skum infested castle that is dedicated to quality bonking.

*bonki*
*bonki*
*bonki*

*bonki*
*bonki*
*bonki*

He does this while others search, but will eventually add his own Detect Magic to the room so that he might also help.

He will keep the Detect Magic going into the next room as well, but mostly he cares about some time to bonk and think while others search.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Finding nothing magical just FYI, there was an encounter in one of these rooms, but they moved upstairs after your first sally into the fort or anything else, the group moves on to the next room.

Overlooking the fort’s courtyard, this spacious barracks is fitted with bunk beds, small chests, and stools. A standing mirror rests against one wall. The beds are all carefully made. A rancid smell lingers in the room.

As you enter, two more guardsmen leap to the fort's defense, calling out for reinforcements. They pull their swords and converge on the door, one close enough to attack Al. 8 hp

Initiative:

Albert: 1d20 + 3 ⇒ (4) + 3 = 7
Heinrich: 1d20 + 2 ⇒ (5) + 2 = 7
Kyffin: 1d20 + 1 ⇒ (16) + 1 = 17
Tenebrynn: 1d20 + 3 ⇒ (19) + 3 = 22
Tristain: 1d20 + 4 ⇒ (14) + 4 = 18
Antagonist: 1d20 + 7 ⇒ (17) + 7 = 24

1d20 + 9 ⇒ (13) + 9 = 22
1d8 + 4 ⇒ (4) + 4 = 8

Party is up for Round 1.


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

Round 1, Initiative: 17

Status:
HP: 34/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (3/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

”Everyone step back!” Let’s draw him to us… he thinks.

He attacks around the doorway and steps back if those behind him move.
Scimitar: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21 (cover) damage: 1d6 + 6 ⇒ (3) + 6 = 9


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

Round 1, Init 18

Tristain takes a 5' step back.

If these are juju zombies, Tristain readies his wand to fire at a non-zombie.

If it is not a juju zombie, Tristain will fire missiles at it.

"gad-ZOOKS!"

Wand of Magic Missile (5): 31?/50 left
3d4 + 3 ⇒ (4, 2, 4) + 3 = 13 force damage

Tris' stats:

HP: 25/25
AC: 12
Points: 4/4 left
Spells: Lvl 1: 7/7 left
Spells: Lvl 2: 3/4 left
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!"

Wand of Magic Missile (5): 31?/50 left
3d4 + 3 ⇒ (4, 2, 1) + 3 = 10 force damage

Wand of Bless: 8/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

Spoiler:

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

These appear to be zombies.


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 slips into the spot vacated by Tristain and tries to thread a blast of air through the press of bodies.

Air Blast: 1d20 + 9 ⇒ (19) + 9 = 28for: 2d6 + 9 ⇒ (4, 5) + 9 = 18

Status:

HP: 43/43
Nonlethal: 1
AC: 16 (13 T / 12 FF)
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/7
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
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

Heinrich looks disgusted as the zombies shuffle. He readies his cure light wounds extract to dump down someone's throat should they need healing!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Quick stats:

Heinrich: 7
Tristain: 18
Tenebrynn: 22
Albert: 7
Kyffin: 17
Antagonist: 24

Despite the barrier of the door, Kyffin is able land a blow, though as before it seems to do less harm to the undead guard than it should. Red Destiny fares better as Al scores a blow before stepping back, just to have a blast of air swirl between his legs into the zombie.

That seems to give it pause, and it steps back into cover, Al barely able to see it raise its sword along with its companion as three more guards enter the room from a door on the far size.

Mechanics:

Al: 1d20 + 8 ⇒ (14) + 8 = 22
1d6 + 4 ⇒ (1) + 4 = 5

Blue: 22

Party is up; they declined your invitation into the other room.


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

"Wait. I thought zombies were dumb. Why aren't they stumbling forward after us?"


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

Round 2, Initiative: 17

Status:
HP: 34/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage, divine favor (1/10r)
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (3/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

Kyffin swears, but does not want to go blundering into their side either. He relies on their ranged folks to maybe do some damage during the stalemate. He worries they may try to get behind the party.

”So now what?” he asks the group as he prepares, casting Divine Favor (+3 attacks/damage (luck)) to do a little better against their resistance.


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

Albert takes a defensive stance and waits for the onslaught. "Burn the stink out of them, Heinrich, once they press forward. I'll hold them back." The old man keeps shield and sword in a defensive guard.

full defense for 25 AC


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

Round 2, Init 18

Seeing the horde of more guards and the longer fight than he planned, he draws his wand of Bless and uses it.

Wand of Bless: 7/18 left
Bless (1/10): +1 to attacks and morale.

Tris' stats:

HP: 25/25
AC: 12
Points: 4/4 left
Spells: Lvl 1: 7/7 left
Spells: Lvl 2: 3/4 left
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!"

Wand of Magic Missile (5): 31?/50 left
3d4 + 3 ⇒ (3, 4, 2) + 3 = 12 force damage

Wand of Bless: 7/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

Spoiler:

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage


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 shrugs at their shared ignorance regarding the undead guards' behavior and begins bouncing from one foot back to the other, waiting for an opening.

Readied Air Blast: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16for: 2d6 + 9 ⇒ (2, 3) + 9 = 14
Ready action to shoot the first zombie to step in Tenebrynn's column on the map

Status:

HP: 43/43
Nonlethal: 1
AC: 16 (13 T / 12 FF)
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 1/7
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
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present
Bless: +1 to hit, +1 vs fear (1/10 rds)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Heinrich: 7
Tristain: 18
Tenebrynn: 22
Albert: 7
Kyffin: 17
Antagonist: 24

Heinrich continues to wait for someone to need healing as Tristain uses his first wand and Kyffin and Al prepare themselves. Tenebrynn takes up a more offensive stance, but the zombies -- apparently not mindless like most -- refuse to give her any target.

Mechanics:

Blue: 22

We seem to have a standoff for the moment...


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

Round 3, Initiative: 17

Status:
HP: 34/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage, divine favor (2/10r), bless (2/10r)
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (3/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

Kyffin does not enter the death-chamber first, but he does launch a Burst of Radiance into their midst. He should get the three closest to the door.
Evil take damage: 4d4 ⇒ (4, 2, 1, 4) = 11 and everyone gets a DC 14 reflex to be blinded or dazzled for rounds: 1d4 ⇒ 4

"Go - go now!"


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 elbows Heinrich, "Toss some of those fire-flasks!" She then shouts at the zombies, "Hey! Why aren't you all dumb like normal zombies? Come get us already!"

I'll delay until after Heinrich and wait to see how his turn goes


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

Round 3, Init 18

"Alright, stay right there, you dumb zombies!" Tristain says, hoping the bless will do some good. He summons his own chalkboard of force and directs to the most wounded zombie.

1d20 + 7 ⇒ (2) + 7 = 9 to hit; (+bless)
1d10 + 1 ⇒ (2) + 1 = 3 force damage. Embiggened.

Wand of Bless: 7/18 left
Bless (2/10): +1 to attacks and morale.

Tris' stats:

HP: 25/25
AC: 12
Points: 3/4 left
Spells: Lvl 1: 7/7 left
Spells: Lvl 2: 2/4 left
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!"

Wand of Magic Missile (5): 31?/50 left
3d4 + 3 ⇒ (4, 2, 2) + 3 = 11 force damage

Wand of Bless: 7/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

Spoiler:

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage


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

Albert holds his defensive stance as the party begins the ranged onslaught. will use a 3d6 lay on hands as a swift action if he gets hit again

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

Heinrich: 7
Tristain: 18
Tenebrynn: 22
Albert: 7
Kyffin: 17
Antagonist: 24

Trying to get past the standoff, the group resorts to magic, Heinrich pulling and throwing a bomb that manages to hit its target despite Al and the doorway being in its path. Unfortunately, the fire barely seems to hurt the undead guard, the one behind him not reacting at all to the splash.

Kyffin's spell is more effective -- destroying one of the zombies just as Tristain's magic book was about to hit it.

The zombie guards sheath their blades and pull out longbows, notching arrows to the weapons.

Mechanics:

Heinrich: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
2d6 + 3 ⇒ (3, 5) + 3 = 11

Reflex: 1d20 + 6 ⇒ (8) + 6 = 14
Reflex: 1d20 + 6 ⇒ (19) + 6 = 25
Reflex: 1d20 + 6 ⇒ (14) + 6 = 20

Orange: 11, dazzled 3 rounds
Pink: 12, dazzled 3 rounds


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

Round 4, Init 18

Tristain seems fine to have this go to a ranged conflict, knowing his frontliners can take total defense and suffer much less.

His chalkboard continues to beat, and he considers summoning another...and does.

He directs them to pound the most wounded zombie first.

1d20 + 7 ⇒ (19) + 7 = 26 to hit; (+bless) Round 2/4
1d10 + 1 ⇒ (8) + 1 = 9 force damage. Embiggened.

1d20 + 7 ⇒ (12) + 7 = 19 to hit; (+bless) Round 1/4
1d10 + 1 ⇒ (9) + 1 = 10 force damage. Embiggened.

"Maybe those will learn you good!! HA!" Tris cries with some rare glee. Knowledge is power. See?!

Wand of Bless: 7/18 left
Bless (3/10): +1 to attacks and morale.

Tris' stats:

HP: 25/25
AC: 12
Points: 2/4 left
Spells: Lvl 1: 7/7 left
Spells: Lvl 2: 2/4 left
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!"

Wand of Magic Missile (5): 31?/50 left
3d4 + 3 ⇒ (3, 2, 1) + 3 = 9 force damage

Wand of Bless: 7/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

Spoiler:

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage


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

Round 3
Tenebrynn's shoulder slump as Heinrich's fiery flasks do little to the zombies and with a frown she sends a blast of her own chasing after it at the zombie in nearest view.

Air Blast: 1d20 + 10 ⇒ (7) + 10 = 17for: 2d6 + 9 ⇒ (5, 2) + 9 = 16

Round 4
Seeing the zombies pull bows loose, Tenebrynn slips forward in front of Kyffin and sends another blast of air through the doorway (at purple), but a powerful stream of surging wind flows behind it as the air pulls and tugs at her clothing and hair.

Air Blast: 1d20 + 10 ⇒ (6) + 10 = 16for: 2d6 + 9 ⇒ (6, 3) + 9 = 18 + gust of wind; should apply -4 penalty to their ranged attacks

Additionally, ranged attacks vs Tenebrynn that aren't rays or boulders or the like have a flat 20% miss chance at present, though she can pump that higher by accepting burn

Status:

HP: 43/43
Nonlethal: 3
AC: 16 (13 T / 12 FF)
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 3/7
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
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present
Bless: +1 to hit, +1 vs fear (3/10 rds)


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

Sorry guys, unexpected stuff came up over the weekend. I was unable to computer. I will be in on vacation the next three days. I might be able to post, but feel free to NPC me as needed.

Heinrich shakes his head. "My bombs are doing very little to these accursed creatures. Perhaps healing will work better?" He chooses one of the creatures and pours his healing extract over it!

Healing touch: 1d20 + 5 ⇒ (15) + 5 = 20 for 1d8 + 4 ⇒ (2) + 4 = 6 positive energy.


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

If we were at a table together, I think we'd be able to talk Heinrich out of rushing through the door and into a zombie kill zone? =P


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

Sorry, I did not look at the map and I thought we were in the middle of them already. I'll hold that action, if I can, until we're in melee.

Sorry, distracted and recovering from being sick is a poor combination.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 4:

Heinrich: 7
Tristain: 18
Tenebrynn: 22
Albert: 7
Kyffin: 17
Antagonist: 24

Heinrich, feeling a sudden wave of nausea sweep over him as he ponders running forward, stops on his heels, Kyffin and Al holding their guard positions in front of them.

Tenebrynn and Tristain, in the meantime, lead the assault from afar, though only the latter seems to do any damage, perhaps conclusively proving that wherever you are, it's not a place that deals with the normal rules of reality.

The two zombies in front fire longbows directly toward Al, looking like they're going to hit until they run into Tenebrynn's blast of air. One still hits the old man's breastplate, but it shatters upon impact, rebounding harmlessly.

Mechanics:

Longbow: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
Longbow: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14

Orange: 11, dazzled 2 rounds
Pink: 31, dazzled 2 rounds

Party is up again. You can try something other than the ol' standoff if you want. Or keep doing that (in which case, maybe do a couple rounds at a time?).


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

Round 5+6, Init 18

Tristain seems fine to continue like this. He directs his boards to attack the most wounded first.

Round 5
1d20 + 7 ⇒ (14) + 7 = 21 to hit; (+bless) Round 3/4
1d10 + 1 ⇒ (1) + 1 = 2 force damage. Embiggened.

1d20 + 7 ⇒ (18) + 7 = 25 to hit; (+bless) Round 2/4
1d10 + 1 ⇒ (6) + 1 = 7 force damage. Embiggened.

Round 6
1d20 + 7 ⇒ (14) + 7 = 21 to hit; (+bless) Round 4/4
1d10 + 1 ⇒ (1) + 1 = 2 force damage. Embiggened.

1d20 + 7 ⇒ (6) + 7 = 13 to hit; (+bless) Round 3/4
1d10 + 1 ⇒ (4) + 1 = 5 force damage. Embiggened.

Wand of Bless: 7/18 left
Bless (4+5/10): +1 to attacks and morale.

Tris' stats:

HP: 25/25
AC: 12
Points: 2/4 left
Spells: Lvl 1: 7/7 left
Spells: Lvl 2: 2/4 left
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!"

Wand of Magic Missile (5): 31?/50 left
3d4 + 3 ⇒ (4, 2, 3) + 3 = 12 force damage

Wand of Bless: 7/18 left
Bless (3/10): +1 to attacks and morale.

[ dice]1d6+1[/dice] force damage
[ dice]1d20+8[/dice] CMB to trip vs. CMD

[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage

Spoiler:

[ dice]1d6+1[/dice] force damage
[ dice]1d20+7[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage


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

Round 5 & 6, Initiative: 17

Status:
HP: 34/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage, divine favor (5/10r), bless (5/10r)
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (3/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

Wishing he had more spells, or a more useful ranged weapon (that didn’t take all his hands to use), Kyffin takes total defense and tries to stay out of the way of the archers on both sides. He makes a mental note to buy some Javelins for situations like this in the future…


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

Albert continues his defensive stance.

will use a swift action Lay on Hands if he gets hit


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 continues trying to keep the zombies and their arrows at bay as she asks over her shoulder to the group, "Any ideas here, guys? I can't keep this up forever!"

Air Blast: 1d20 + 10 ⇒ (3) + 10 = 13for: 2d6 + 9 ⇒ (1, 1) + 9 = 11 + gust of wind

Think we can rush them with Albert up front when the one nearest to the door drops? Red Destiny and Tristain's mind-bullets seem to be our most effective weapons here.

Status:

HP: 43/43
Nonlethal: 4
AC: 16 (13 T / 12 FF)
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 4/7
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
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present
Bless: +1 to hit, +1 vs fear (3/10 rds)


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

Heinrich flings a couple more bombs aiming squarely at Green!

Round 5: Ranged Bomb Touch!: 1d20 + 6 ⇒ (8) + 6 = 14 for 2d6 + 3 ⇒ (5, 1) + 3 = 9 fire, 5 fire splash, DC 13 reflex for half! Miss Direction: 1d8 ⇒ 3

Round 6: Ranged Bomb Touch!: 1d20 + 6 ⇒ (4) + 6 = 10 for 2d6 + 3 ⇒ (1, 3) + 3 = 7 fire, 5 fire splash, DC 13 reflex for half! Miss Direction: 1d8 ⇒ 2

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm going to say Heinrich realizes after the second bomb (i.e. Round 5) that they're doing nothing against the zombies, so he doesn't throw one in round 6.

1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11
1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15

1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20

1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
1d8 ⇒ 6
1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
1d8 ⇒ 4

1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6

I'm also going to say this is a terribly boring fight, so you manage to kill the zombies after a bit more back and forth. [ooc]Kyffin takes 6 hp, Al takes 4. Combat over.

As noted before, this spacious room overlooking the fort’s courtyard is fitted with bunk beds, small chests, and stools. A rancid smell lingers in the room.


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

Awesome, thanks!

"These creatures... It is like someone took a zombie and thought it was not nearly horrible enough to see the dead walking, and added total resistance to fire into the mix. I would say it is horrible, but it is also very shrewdly done."


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14
motteditor wrote:
I'm also going to say this is a terribly boring fight, so you manage to kill the zombies after a bit more back and forth. [ooc]Kyffin takes 6 hp, Al takes 4. Combat over.

+1. That was going to be slow.

Tristain lets the spiritual blackboards go, ending Tristain’s attempts to beat some intelligence into the zombies.

”Those were much smarter than normal zombies...what kind of sense does that make? None. It’s just very weird.” Tristain says, walking into the room and looking for a place to bonk after after a quick Detect Magic.

He bonks as others heal, wondering what madness transpired here to allow these zombies to exist.

1d20 + 11 ⇒ (15) + 11 = 26 Know (Religion) - how are juju zombies created?


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

Status:
HP: 35/35 AC: 19 (f17/t11)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = -1 cha damage
Melee: Attack: BAB +3, Str +4, (Weapon Focus Scimitar +1), (Power Attack -1) Damage: Str +4, (Power Attack +2)
Ranged: Attack: BAB +3, Dex +1 Damage: +0 (Str +4 thrown)
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (3/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 4, Concentration +6)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor
Second (14): Bull’s Strength, Burst of Radiance

Kyffin, breathing heavily, quaffs another two potions of cure light and passes the wand around to any in need (I’ll track charges, just help yourself).
CLW: 2d8 + 2 ⇒ (1, 5) + 2 = 8

”OK then. The stupid not-stupid zombies are dealt with. Do you think there will be many more? I hope not…” he shrugs hoping for the best, and trying not to breathe too deeply - a hard thing when you’re trying to catch your breath.

”Let’s loot later, I’m worried that now they know we’re here, they’ll mount a coordinated defense. Er, unless you see any javelins. Uh, let’s move on, shall we?” He suggests the far door, seeing as we seem to be going counter-clockwise. Might as well continue the cycle.


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 shrugs, her voice going up in pitch with inquisitiveness, "Did you think setting the front door on fire would make them think we weren't here? Anyway, that hasn't seemed to have done much, which is also worrisome. And they have cupboards with unpickable locks!"

Status:

HP: 43/43
Nonlethal: 4
AC: 16 (13 T / 12 FF)
Fort: +8 // Ref: +7 // Will: +2 (+2 vs illusion)
Talisman of Warrior's Courage: [ ]
Burn Accrued: 4/7
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
Elemental overflow: +1 to hit, +2 damage, and visual effects on person as long as burn is present

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You think juju zombies can be created like any other zombie, though it requires a little more power on the part of the person or creature raising them.

Continuing on, the fort’s modest lobby contains only a long bench for visitors, a small, twowheeled cart, and an attractive standing mirror. A faint briny smell hangs in the air, along with a faint smell of wood smoke near the barred double doors, which show no other signs of burning here.

A double doors leads toward the courtyard via a vaulted passage, and another door stands on the opposite side of this room from where you entered.


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

Tris bonks his head against the wall, trying to process something.

”Uh...we might be facing some sort of pretty powerful undead creator, people. We should be cautiuos. Something not only took over this fort, but also created all these juju zombies. And there seem to be a LOT of them,” Tristain does some mental calculations of the numbers and strengths of the zombies.

”And where is that woman we spoke with earlier? What happened to her?” Tristain bonks as he asks questions, thinking aloud while he waits to move on. He has a wand in either hand.


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

"Good to know Tristain, thanks. Oh, ah, what should we expect from a powerful undead creator other than more undead? Like what powers might they have that we can be ready for?"

Kyffin unbars the main doors, "In case we need to make a hasty retreat." he suggests, figuring the fire has been put out by now.

He'll then cross to the single door opposite where they entered. When the party is ready, he'll open it and wait to see what nasty surprises lay in store for them - scimitar out and ready.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

This room is furnished with a wooden desk decorated with the Ustalavic coat of arms. The walls are almost completely draped with warm, woolen tapestries, though a window to the north opens into the courtyard, letting in light.

The desk stands near the southern wall, while a small cabinet and chair sit against the northern wall. To the south is a spiral staircase that leads up to one of the fort’s towers, A door leads back to the dining room, a small mirror hanging on it, while another door opens going back west which is the direction you just entered; this door is farther north on that wall.


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

If others are hanging around, Tristain will slowly examine and search the desk, looking for notes, clues, loot, and nudie drawings.

Take 10 = 19 Perception.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The desk is locked, but it opens with one of the keys you took off the skum that briefly killed Heinrich.

Inside are a cloak; a fine dagger with the pommel guard stylized to look like feathery wings, and a leather bag containing 1,268 gp, 142 sp, and 343 cp.

Spellcraft (cloak) DC 18:

It's a cloak of elvenkind.

Spellcraft (dagger) DC 22:

It's a +1 returning dagger.


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

1d20 + 11 ⇒ (6) + 11 = 17 Spellcraft
1d20 + 11 ⇒ (16) + 11 = 27 Spellcraft

"Not sure what that cloak is, but his dagger is really neat," Tristain offers to demonstrate the dagger by throwing it at the wall.

Tristain smiles as the dagger returns to his hand. He offers to dagger around, thinking someone could make better use of it than him.


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

Not needing to know the nature of the cloak, Tenebrynn excitedly flips it over her shoulders and clasps it around her neck. "Oooo! I like it!" Her eyes then widen as she catches a glimpse of the bag's contents, "Wow. That's a lot of coin. Like, a lot of coin. Why do they have so much and just inside a simply locked desk?"


HP 32/32; AC 16, T 13, T 14; F+4, R+6, W+3; CMD 17; Init +2, Perc+9

"Lack of a better place to keep it?" Heinrich offers. He nods at the dagger flying and returning to Tristain's hand. "Useful tool that. Very useful. If no one else has need, I think I could make use of it."

Heinrich moves around the room, just looking about and taking note of things. He stops and examines his reflection in the mirror, studying his face as if seeing it for the first time.

"Do you think we are the same person if we return from the Boneyard? Is our soul the same, or has it changed?"


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M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14
Heinrich Ulster wrote:
"Do you think we are the same person if we return from the Boneyard? Is our soul the same, or has it changed?"

Tris stops his bonking to consider the question, his face thinking of what he’s researched in the past.

”Well, that’s a good question. Uhm...I think, uh...if you’re in the boneyard, you’re just in a never ending line, waiting to be judged, right? I mean with so many people dying and only one God to judge them all, it takes time. So...I don’t think you’re changed too much. However, if you’re judged before you’re brought back, you might be sent to Nirvana to be fellated by angels, but if you’re bad, you’re sent to the Hells to be buggered by lemurs. At least, that’s what mom said would happen if I didn’t stop after my palms got hairy...” Tris explains as if it were science.

”So...you’re probably the same. You weren’t even gone that long.”

After the look is packed and claimed, Tris is ready to follow Albert to the north.

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