Motteditor's Strange Aeons PBP

Game Master motteditor

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


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

Kyffin checks the crates and barrels, but lightly. He doesn't actually open anything unless it's easy to do so. Just checking to make sure no one is hiding in them.

Perception: 1d20 + 2 ⇒ (19) + 2 = 21

Then he's ready to proceed.

Not quite clear where we are on the map. I think we want to keep searching, one room at a time, down, down...


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

If nothing bursts out of the barrels, like hideous snakemonkies, then Tristain will examine the strangely plastered wall.

1d20 + 9 ⇒ (11) + 9 = 20 Perception

”I could use a drink. Anyone have any amontillado?” Tristain comments innocently.


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

Albert picks up both swords before the party departs the courtyard. In the cellar he stands guard while the party searches the room. "Did we check the well? Maybe them skum crept up through the well? Still don't get why they'd want a fort though?"


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

Perception: 1d20 + 10 ⇒ (15) + 10 = 25

Tenebrynn pops up from inside one of the crates, her hair messed by the contents, and shoots Albert a hurt look, "You don't listen when I say things, do you? We found their footprints coming from the well, but no, we didn't look down it." Before he can answer, she notices the crumbling plaster in one portion of the wall and hurries over to investigate it, scraping at it in an exploratory fashion with her dagger. "Hmmm. I wonder if there are not-doctors or similar bad people hiding behind here like there were back in the asylum."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I've placed Tenebrynn's fig on the "village" map to indicate your location.

A closer inspection reveals a heavy coat of dust lies on sealed crates full of old clothing, outdated militia uniforms, bedclothes and old files, as well as on out-of-fashion furniture, disassembled weapon racks, broken furniture, tapestries in need of patching, and chamber pots.

When nothing leaps out of them and none seem to grow teeth and try to eat you, Tristain heads toward the crumbling wall, which he realizes used to be a corridor that was sealed up with stone blocks and plastered over long ago. The dampness in the room and the hasty stonework have caused the plaster to crack.

As he's about to spin and tell you all this, however, a ghostly hand reaches out of the wall -- and into Tristain's chest, causing horrific slashes to erupt over the scholar's body. 33 hp, DC 17 Fort save for half, plus 6 hp (sneak attack) (eep, five 6s on that roll)

As Tristain staggers back, the spectral image of a man seemingly in his prime -- perhaps once scholarly and even handsome, but now bent and broken -- floats out from the wall. He reaches out to touch Tenebrynn, and blood suddenly pours from rents in the gnome's skin. 22 hp, DC 17 Fort save for half, plus 5 hp sneak attack

Know (religion) DC 17:

It's a ghost!

Creepy touching: 1d20 + 7 ⇒ (5) + 7 = 12
7d6 + 1d6 ⇒ (6, 3, 6, 4, 2, 6, 6) + (6) = 39

Initiative:

Albert: 1d20 + 3 ⇒ (14) + 3 = 17
Heinrich: 1d20 + 2 ⇒ (1) + 2 = 3
Kyffin: 1d20 + 1 ⇒ (20) + 1 = 21
Tenebrynn: 1d20 + 3 ⇒ (19) + 3 = 22
Tristain: 1d20 + 4 ⇒ (11) + 4 = 15
Antagonist: 1d20 + 3 ⇒ (19) + 3 = 22

Creepy touching: 1d20 + 7 ⇒ (10) + 7 = 17
7d6 + 1d6 ⇒ (4, 1, 2, 2, 3, 4, 6) + (5) = 27

Party is up; will get a combat map up ASAP, but assume Tenebrynn and Tristain are next to the figure and everyone else is elsewhere in the room.


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

Round 1, Initiative: 21

Status:
HP: 32/35 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)(4/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (1/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 0/1
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

Unsure what they’re facing, Kyffin does the wrong thing. He charges up his weapon (Divine Focus) and closes swinging on the creature and trying to get it to back off Tristain and Tenebrynn.

Scimitar: 1d20 + 7 + 3 ⇒ (19) + 7 + 3 = 29 (favor) damage: 1d6 + 6 + 3 ⇒ (1) + 6 + 3 = 10 (favor)
crit threat Scimitar: 1d20 + 7 + 3 ⇒ (17) + 7 + 3 = 27 (favor) damage: 1d6 + 6 + 3 ⇒ (1) + 6 + 3 = 10 (favor)

Favor does not make the weapon magical, so I believe I do no damage - much to Kyffin surprise - but let me know for sure.


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

Fort Save (DC 17): 1d20 + 8 ⇒ (7) + 8 = 15

Tenebrynn staggers back a step, unable to scream as her throat clogs with blood. Coughing a mouthful of blood onto the floor and reeling from whatever the man-in-the-wall did to her, she tries to gather her strength to spring away even as blood continues to weep from a number of cuts she didn't have a few moments before.

Acrobatics (DC = CMD): 1d20 + 10 ⇒ (9) + 10 = 19

Move away from the ghost, speed is halved to 10; then move again for a total distance of 7 squares.

Status:

HP: 16/43
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

Tristain pointed out that the ghost, being in the wall, has some miss chance. It still hit but doesn't get its sneak attack.

1d100 ⇒ 76


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

1d20 + 2 ⇒ (2) + 2 = 4 Fort

Tris nearly dies on the spot, going very very pale...as if he life's essence is draining away. Seems like he's close to death. The wand in his hand clatters to the ground.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Combat map is now updated.


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

"Great shades of Hades!" Heinrich swears as Tristain nearly drops! Heinrich steps forward and grabs Tristain, dragging him as far back as he can!

Full round to reposition Tristain away from the ghost!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Tenebrynn: 22
Kyffin: 21
Albert: 17
Tristain: 15
Heinrich: 3
Antagonist: 22

Tenebrynn leaps away as the figure emerges from the wall and Tristain collapses, while Kyffin and Al leap in to attack, both bringing the power of their faith to bear. I believe Al has a smite remaining for the day, so he'll use it; Kyffin, I think using sacred weapon would make the weapon magical if that's what you were doing -- not quite sure.

As Heinrich drags the nearly dead Tristain away from the ghost, the spectral figure retreats back into the wall. At the same time, several heavy items shift and suddenly fly through the air toward the half-orc and old man, but their respective armors take the brunt of the damage, leaving them simply breathless for a moment.

Mechanics:

Al smite: 1d20 + 11 ⇒ (8) + 11 = 19
1d6 + 4 + 8 ⇒ (4) + 4 + 8 = 16

Broken chair: 1d20 + 8 ⇒ (5) + 8 = 13
Crate: 1d20 + 8 ⇒ (5) + 8 = 13

The OG: 12?


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

"Get back here, you treacherous ghost!" Albert lunges forward and delivers a stomp to the patchwork wall like a farmer kicking in the door of a burning barn.

Strength check: 1d20 + 2 ⇒ (16) + 2 = 18


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

1d20 + 2 ⇒ (10) + 2 = 12 Tristain continues his shallow rasping breaths. His face gets even more wan.


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

Round 2, Initiative: 21

Status:
HP: 32/35 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)
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)(4/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (1/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(0/4r)(+1)
Pearl of Power (first) 0/1
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

No, I cast Divine Favor, which gives me a bonus, but does not make the weapon magical. Kyffin only gets four rounds a day of Sacred Weapon, and he had to use it earlier to effect some other creatures in this unholy place.

Kyffin quickly sheathes his scimitar as being ineffective and casts Stabilize on Tristain.

”I am not sure we can fight this creature, let alone best it, I say we withdraw!” he waits for the others to back out of the room before following them (next round - he’s out of actions).

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Could everyone else please post your actions? Don't know if I'll have time to post today, but definitely will tomorrow.


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

I swear I posted. Huh.

Heinrich nods, and hefts Tristain on his shoulder, carrying him out to a safer location for healing.


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, realizing that the cuts looked a little worse than they were, straightens up and sees Heinrich hauling Tristain away to slightly safer ground. With a grimace, she fishes a flask from her bag, pops the cork, and downs it. Then, she slips to a spot between Heinrich and the patched up wall, hoping to cover his escape simply by presenting a nearer target for the ghost. She grumbles to no one in particular, This was more like that wall in the asylum than I'd have liked!"

cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Well, crap.

Status:

HP: 24/43
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

With Kyffin and Heinrich's actions, I'm going to change Al's actions.

Al gets ready to dart forward, but seeing his two companions retreating -- one carrying the lifeless form of a third -- he changes his mind at the last minute, interposing himself between the crumbling wall and his companions.

Fortunately, the ghost appears content to not press the attack and the group is able to retreat out of the storeroom without any further harm.

Combat over; you're still in the basement, but are free to act as you want (except Tristain; you're just mostly dead). The rest of the fort is empty as far as you know (and you've explored everywhere except that room and the locked cabinet upstairs).


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

Kyffin plies the wand on the injured until they're healthy, or at least conscious.

As usual, heal yourselves d8+1 at a time and I'll track the charges.

"OK, let's check those locked cabinets and leave the ghost alone for now." He heads upstairs, grumbling.

When they get to the locked cabinets he waits while the more light-fingered of the party works the lock. While they do so, he says, "So how are we gonna take out that incorporeal son of a b&~+$ downstairs? Tomorrow, I can make my weapon magical for a short time, but not long enough to best that thing I fear."

"I don't have enough cash to buy one either, though I've been saving up for it." (and there's not enough to be sold to cover the gap unfortunately) "What are we gonna do? How are we going to best it and lay it to rest?"


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

Thank you Kyffin!

1d8 + 1 ⇒ (6) + 1 = 7 CLW
1d8 + 1 ⇒ (5) + 1 = 6 CLW

It takes two hits for Tristain to sputter to life, holding his stomach in pain. He lays gasping, double remembering the pain of the blow. He stays on the ground for several moments, bonking his head into the floor.

1d8 + 1 ⇒ (8) + 1 = 9 CLW
1d8 + 1 ⇒ (1) + 1 = 2 CLW
1d8 + 1 ⇒ (6) + 1 = 7 CLW
1d8 + 1 ⇒ (7) + 1 = 8 CLW

A few minutes later, Tristain will recover enough to sit and bonk against the wall, then eventually to stand and bonk his head there.

””What happened!? I didn’t see a thing...and where is my wand?! Tristain looks panicked that he lost his new wand, patting his pants for it.


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

Could Heinrich use his portable alchemy lab to create something like ghost salts to apply to weapons?


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

Albert pauses, boot high in the air, then curses and steps back. When the ghost doesn't reappear he picks up Tristain's blood covered wand and retreats with the party.

"Here's your wand, boy, get ready to use that thing."

Kyffin wrote:
"So how are we gonna take out that incorporeal son of a biscuit downstairs?"

"We're going to do it right after we open that cabinet. I'm going to kick that wall down and stick my sword in it's ghostly guts, while Tristain and Tenny blast it, and one of you keeps me from dying with that wand." Albert nods like it's been decided and maintains guard as the party opens the cabinet.

Al can heal himself a few times for about 10hp as a swift action. With his smite he can hopefully deal some damage to the ghost and keep it occupied while Tristain blasts it. If we can keep it attacking Al then economy of action works in our favor with the swift healing. We already did a little damage and can hopefully finish it quickly if we get some good rolls. We also have the two magic short swords from the mirror creature.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As Al notes, Tristain discovered two +1 short swords upstairs. That said, no, Al, if you stayed in the room, the ghost would have come back out. The wand is still there. Heinrich, you can certainly make ghost salts, though I would have to look up how that works (or trust you to do so).


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

”A ghost?! THAT WAS A GHOST!?!” Tristain’s eyes go wide, wondering what the heck took him out so quickly. He stops his head bonking for a moment, then goes back to bonking much more quickly.

1d20 + 11 ⇒ (10) + 11 = 21 Know (Religion) - ghosts

”You sure it wasn’t a Demi-lich or Lich?” Tristain tries to piece together his near death. ”I don’t suppose you tried to talk to it?”


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

Just as a note, unless you want Tenebrynn wading in with one of those short swords that she's not proficient with, she can't hurt something that's incorporeal.

Tenebrynn frowns at the revelation. "Is it the ghost we saw on the street bothering that lady the other night or a different ghost? This one didn't have sores or tentacles, so it was probably different, right? But why then are there a bunch of ghosts? This seems bad." She shakes her head worriedly as she takes her turn with the wand.

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

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


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

"We're down to four charges on this thing and we still haven't found the priest." he says as he puts the healing wand away.

"I can wield the short sword sure, but I'm out of spells and something that nasty deserves a full complement I think. Still, I'll fight him now if folks want to try. Al, you're definitely in front though. And don't get hit!"

"I have some ghost salted crossbow bolts, but I think I'm still better off near the front with the +1 short sword all things considered."

Kyffin waits to see what the others would like to do - attack now? or attack tomorrow?


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

Heinrich wavers as he sets up his lab. "I can work on something that will help the non-arcane weapons hit, but should I? Or do you want to deploy the magical solution?"


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

Tristain continues the discussion of ghosts (waiting to see if Motte has any extra info for me), as they move to the locked cabinet room.

”Maybe we explore that cabinet and rest, then go see about that ghost.”

Tristain will bonk against the wall as others open the cabinet.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You know the basics about ghosts -- though you're not sure what special abilities this specific one has other than the corrupting touch you experienced.

The keys let you open the cabinets and you find a veritable treasure trove of information, though it takes you hours over the course of the evening to sort out all the gold from the dross.

• One cabinet contains records of a lawsuit presented against Count Lowls by a bookseller from Thornstep, who lamented not being paid for an occult book titled "The Revelations of Hali." Lowls lost the case, and was ordered to pay the price of the book. A later note indicates that months passed before the payment was actually issued.

• A memo documents an official interrogation of Count Haserton Lowls IV about the unexplained death of his mother, Nemira, made at the request of her elder brother in Kerse. The response from the count was that his mother died suddenly of the same strange disease that claimed his father, and was buried privately in the family crypt under Iris Hill. Despite a strong protest from her family in Kerse, the magistrate was unable to gain legal access to Iris Hill to investigate further.

• A document shows the record of Heinrich's arrest after starting a brawl at the Silver Wagon. The arrest resulted in a night in a cell below Fort Hailcourse and Lowls having to pay a fine of 50 gp to avoid any further inconvenience.

• A memory summarizes the proceedings of the trial for high treason against a certain Dr. Clymes Prett, accused of having poisoned Count Haserton III, and sentenced to “die in his cell."


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

How are ghosts created? Is there an alternate way to deal with them?

Tristain will take his time to explore the fort in detail and with the company of others. He will make camp with a stack of papers to read and be refreshed in the morning to try the ghost again.

”That ghost sure was scary, wasn’t he?” Tristain asks as if he remembers it.


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

As the day stretches into night, Albert consents to resting for the evening, though he seems agitated at not pursing the ghost. "I suppose it ain't going anywhere now, but I still don't like leaving it unattended. First thing tomorrow morning let's deal with that unnatural spirit."

As the party explores the fort in detail, Albert will stand guard as the lost wand is retrieved with his blade ready to slash any ghostly arms that appear.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You know basically what the Bestiary says: When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.

They often need to be put to rest somehow, though that varies for every ghost. And while most seek that release, they rarely make it easy, often needing to be destroyed in their ghostly form so you can deal with their physical remains.


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

"Sounds like this Count is a real lowlife. No wonder we worked for him considering what our pasts must have been. I wonder, do you think that's the guy in the basement?"

He shrugs, unknowing, "I'll take one of the short swords for now. Let's return in the morning, refreshed, and take this damnable ghost to his grave. Or are we camping here?"

Kyffin is ready to head back to the inn and sleep, but we can do it here as well.


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

Tristain is slow to get to his feet after breakfast, not looking forward to returning to the basement where he almost died. But he knows that they have to. They have to do this...because there is a secret down there and an evil that must be stopped. So he gets ready, bonking his head after every few minutes to focus his mind on the task.

He’s ready to go.


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

"The guy in the basement is the count? No, I think it's this doctor who may or may not have poisoned someone. I bet they threw him in that cell and bricked the door over!" Tenebrynn's voice is a mixture of excited interest and violent disapproval. She stops moving about though and becomes still as she turns to Kyffin. She nods once and the absence of any other movement from her seems to give the gesture a tremendous amount of gravity. "I want to go back though, and try to put whoever's ghost that is to rest." She remains still for a breath or two longer, as if considering the words she just spoke aloud, before her aimless restlessness returns and she opens a belt pouch she'd never had before. Shrugging in disinterest at its contents, she hands it back to Al, her nose wrinkled with boredom.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Some checks that are none of your business:

1d20 - 1 ⇒ (9) - 1 = 8
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 8 ⇒ (13) + 8 = 21
1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 15 ⇒ (14) + 15 = 29

Refreshed by a night's sleep, you make your way back to the fort in the morning. Descending the stairs, you return to the cells. Make any preparations you want before entering the cell.


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

if we haven't got the wand back we do that first, with wise decisions like mage hand or wind gusts that don't put us at risk of getting ghost touched

Albert is ready to lead the way once the party has prepared. With shield raised and blade poised to smite their ghostly foe, he moves forward to stomp the wall.


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

I thought Albert got the wand back when we left. I am fully prepared to sacrifice Albert's life to get it back. ;)

Tristain won't be going into the cell. He had already felt the touch of death and remains outside, both wands ready.

"Ok, stay close, on three ...one, two...GET HIM!," Tristain uses his wand of Bless on One, then readies his wand of magic missile.


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

Status:
HP: 32/35 AC: 19 (f17/t11)
Weapon Equipped = Short Sword +1
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = Bulls Strength (5/40r), Holy Strike (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)(4/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (4/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(4/4r)(+1)
Pearl of Power (first) 0/1
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

Prior to the battle, he’ll cast Bull's Strength on himself. The round the door is opened he blesses his weapon, the lowly short sword, with a Holy Strike (overcome good DR, +d6 damage vs evil).

He’ll prepare to rush in after Albert.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You do not have the wand of magic missile at the moment. If you want to come up with some way to get it, you can certainly do so.


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

Well, Tristain can cast Magic Missile like a chump by using his mind. Let’s move on.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tristain uses his wand of bless as Kyffin casts a spell and casts again and Al marches in.

Heinrich and Tenebrynn wait, seemingly too nervous or anxious or something to say or do anything, as Al kicks the wall.

A moment later, a ghostly hand leads the rest of a spectral body out of the wall and combat begins! Before it can reach out to touch the old man, he and Tenebrynn react.

Initiative:

Albert: 1d20 + 3 ⇒ (16) + 3 = 19
Heinrich: 1d20 + 2 ⇒ (5) + 2 = 7
Kyffin: 1d20 + 1 ⇒ (5) + 1 = 6
Tenebrynn: 1d20 + 3 ⇒ (13) + 3 = 16
Tristain: 1d20 + 4 ⇒ (9) + 4 = 13
Antagonist: 1d20 + 3 ⇒ (12) + 3 = 15

Al and Tenebrynn are up. The wand of magic missiles is in Al's square.


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

Albert smites the ghostly hand. swift action smite, AC 24

red destiny: 1d20 + 8 + 3 ⇒ (19) + 8 + 3 = 30
damage: 1d6 + 4 + 8 ⇒ (1) + 4 + 8 = 13

possible crit, red destiny: 1d20 + 8 + 3 ⇒ (13) + 8 + 3 = 24
damage: 1d6 + 4 + 8 ⇒ (6) + 4 + 8 = 18


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, still thinking this might be the spirit of the doctor, instead focuses her attention on the patched up portion of wall. "Maybe if his body isn't trapped any longer he can rest and stop being a ghost?"

She shrugs and sends a blast of debris into the section of wall.

Air Blast: 1d20 + 9 ⇒ (10) + 9 = 19for: 2d6 + 9 ⇒ (2, 1) + 9 = 12

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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1/2:

Tristain: 13*
Heinrich: 7*
Kyffin: 6*
Albert: 19
Tenebrynn: 16
Antagonist: 15

Red Destiny cuts through the chest of the spectral figure, skewering where its heart would have been if it had still been alive as it emerges. It reaches out and Al leans back to avoid it, only to find its hand seem to be forced away from him. I think it misses, as smite gives him a deflection bonus to AC that should bring is touch AC above 14

Tenebrynn's blast hits the wall, crumbling some more of the plaster, and revealing gaps in the stones under it.

Mechanics:

Bad touch: 1d20 + 7 ⇒ (7) + 7 = 14

Ghost: 23
W: 4

Whole party is up


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

Round 1

Tristain uses his mind to inflict wounds on the ghost.

Magic Missile:

2d4 + 2 ⇒ (2, 2) + 2 = 6 force damage

Bless (1/10): +1 to attacks and morale.

Tris' stats:

HP: 25/25
AC: 12
Points: 4/4 left
Spells: Lvl 1: 6/7 left
Spells: Lvl 2: 4/4 left
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 27/50 left

3d4 + 3 ⇒ (3, 2, 2) + 3 = 10 force damage

Wand of Bless: 5/18 left
[b]Bless (1/10):[b/] +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 1, Initiative: 6

Status:
HP: 35/35 AC: 19 (f17/t11)
Weapon Equipped = Short Sword +1
Cold Iron/Silver Blanch Bolts = 6/6
Cold Iron/Ghost Salt Bolts = 4/4
Conditions = Bulls Strength (5/40r), Holy Strike (2/10r), 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)(4/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (4/4) (DC 14, 1d6)
Sacred Weapon (su, sw)(4/4r)(+1)
Pearl of Power (first) 0/1
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 prepares himself for battle with Divine Favor (+3 attacks/damage (luck)) (sped up by fervor to a swift action), 5’ steps into the room, and opens up on the ghost with what he hopes is a decent attack!

Short Sword (magic, good): 1d20 + 7 + 5 ⇒ (12) + 7 + 5 = 24 (bull, favor) damage: 1d6 + 7 + 5 + 1d6 ⇒ (5) + 7 + 5 + (3) = 20 (bull, favor, extra d6 vs evil)


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

Heinrich draws the magic flying dagger and sighs. "If I die again, I want to come back as something with a tail." He steps into the room and moves just south of Kyffin. He swings at the ghostie!

Magic Dagger against Evil: 1d20 + 6 ⇒ (20) + 6 = 26 for 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7 damage!

Crit? Magic Dagger against Evil: 1d20 + 6 ⇒ (4) + 6 = 10 for 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5 damage!


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

Albert drives his blade into the ghost's chest a second time. yep, touch AC 17

red destiny: 1d20 + 8 + 3 + 1 ⇒ (10) + 8 + 3 + 1 = 22
damage: 1d6 + 4 + 8 ⇒ (6) + 4 + 8 = 18

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