motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tenebrynn |
not worth going back and correcting as the fort saves make it moot, but my touch and flat footed AC's in my status spoiler have been wrong for ages it seems; forgot to add my size modifier to them. Should be right going forward though.
Kyffin Rhees |
Round 4, Initiative: 21
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = None
Scimitar: Attack: BAB +3, Str +4, Magic +1, Focus +1, (Power -1) Damage: Str +4, Magic +1, (Power +2) Crit: 18-20
Ranged: Attack: BAB +3, Dex +1 Damage: Str +4
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (3/4) (DC 14, 2d6)
Sacred Weapon (su, sw)(5/5r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command,
Second (14):
Kyffin swears as his friend is very nearly hit or not hit by this newcomer intent on doing them harm. ”What are you doing here?” he shouts as he closes in (if there’s room) and swings!
Scimitar (magic): 1d20 + 8 ⇒ (19) + 8 = 27 damage: 1d8 + 7 ⇒ (7) + 7 = 14
crit threat Scimitar: 1d20 + 8 ⇒ (13) + 8 = 21 damage: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15 (2hp is fire)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tenebrynn: 15
Tristain: 13
Heinrich: 11
Albert: 6
Kyffin: 21
Antagonist: 18
The group reacts with shock to the woman's appearance, Tenebrynn blasting her. Kyffin moves in to end the threat, his blade slashing through the woman's neck in a death as quick as the one she meant for his gnome companion, but not before he takes a quick cut from her own blade in a last, desperate defense. 3 hp
1d20 + 9 ⇒ (13) + 9 = 22
1d6 + 2 ⇒ (1) + 2 = 3
Combat over; that was quick.
The woman has a fair amount of equipment on her, including a pair of wands, two vials of crystal-clear liquid that don't radiate magic, a striped toadstool, a tanglefoot bag, a mithral chain shirt, dagger with a strange clear glaze, hand crossbow with 10 crossbow bolts 3 of which seem to have a glaze on them similar to the dagger, mwk rapier, key, mwk thieves’ tools, 2 sunrods and 143 gp.
In the room, you discover n addition to the two beds, writing desk, and cabinets, the room holds a wooden vat of vinegar, the source of the smell. A woman's decapitated corpse is laid out on one of the beds.
This is likely another penanggalen, like the one you fought earlier, or possibly its manananggal spawn.
The body is clad in a delicate-looking blue silk robe is adorned with tiny embossed runes across its entire surface and a chain shirt.
The cabinet 3 scrolls, a composite shortbow (+3 Str), 20 arrows, a short sword, and 329 gp, as well as a cracked holy symbol of Pharasma.
One of the bedside tables holds four empty glass phials and a notebook with writing that matches that of Lowls. The notebook contains an array of information, with Lowls seeming to go back at times to earlier pages and writing in the margins, strange things such as "Aklo???," "Shadow's Ship," and "Three Prescriptions!". A lengthy series of notes include Lowl's suspicion that Ulver Zandalus was the key to discovering Neruzavin, the lost city in Casmaron that holds three Star Stelae "similar to those in Thrushmoor."
The last entries in the notebook detail Tenebrynn, Tristain, Heinrich, Kyffin, as well as Belzoni's, identifying each by name and accurate data about race, gender, height, and weight. Next to each appears to be measurements for a dosage of something, though it's not clear what.
It's a wand of invisibility with 8 charges remaining.
It's a wand of cure moderate wounds with 14 charges remaining.
You think the bottles contain two doses of padzahr, which accelerates the natural process of healing Constitution damage.
The striped toadstool is an ingested poison that can dull the victim's senses as it attacks the brain, potentially fatally.
They're scrolls of sepia snake sigil.
It's a scroll of see invisibility.
Heinrich Ulster |
Craft Alchemy - Vials: 1d20 + 11 ⇒ (2) + 11 = 13
Craft Alchemy - toadstool: 1d20 + 11 ⇒ (5) + 11 = 16
"I recogmize the toadstool as poison,. but the vials I know nothing about. Perhaps I could study them and render a verdict tomorrow? As for the rest, might I have the thieves' tools? I think I can put them to use."
Craft Alchemy - Vials tomorrow: 1d20 + 11 ⇒ (15) + 11 = 26
"This book of vital notation on each of us, it worries me. What foul purpose were we put to?"
Tristain the Chalker |
I have mixed feelings about that quick kill. On one hand, go team. On the other hand, I wanted that Suggestion to land.
1d20 + 12 ⇒ (13) + 12 = 25 Know (Religion)
”Another penguinalynn, I think,” Tristain says, examing the corpse. He looks around and sniffs about, ready to head to a wall for some head bonking. ”Yeah, Heinrich, it’s weird that they have our notations, but then again, they did know us pretty well because we used to work for them, right?”
Tristain casts Read Magic then [/i]Detect Magic[/i] to identify the scrolls and then the wands.
1d20 + 12 ⇒ (19) + 12 = 31 Spellcraft
1d20 + 12 ⇒ (14) + 12 = 26 Spellcraft
”Oh, these wands are nifty!” Tris explains what the wands to, then passing the wand of CMW to Albert. He keeps the wand of invisibility for himself.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Kyffin Rhees |
Kyffin stands guard at the door while the others search and identify. When he's informed of the contents of the notebook he shakes his head. "Lowls sure did screw us over. Seems obvious enough - whatever was done to us was in part poison or something. He dosed us up and took away our minds."
He spits in the corner, "Bastard."
He takes the proffered wand, "Nifty. This'll help if we need healing quickly." he tucks it away somewhere handy and considers getting a wand sheath for it for quicker access.
Tristain the Chalker |
Gah, stupid psychic casters. Grr.
Tristain tries and tries to cast a spell that he cannons. Then he tries to cast disintigrate on the scrolls for all the good it will do.
He tries with spellcraft to unlock the secrets of the scrolls.
1d20 + 12 ⇒ (3) + 12 = 15 spellcraft
1d20 + 12 ⇒ (1) + 12 = 13 spellcraft
Everything is dumb.
* * *
Tristain helps pack up the loot but doesn’t have much to say about the book and the details. He has other worries.
Albert Hazred |
"I don't know what kind of dream harvesting weirdness you lot got yourselves into, but it ain't right!" Albert declares with authority. "Let's pack up this gear and find the hole for that key." Al tends to the party's wounds as they loot the room, then readies to lead the way forward.
assuming that Kyffin got the wand of CMW. Let's heal up as needed using the wand of CLW, then press forward before defenses can organizes against us.
Kyffin Rhees |
Spellcraft Scroll: 1d20 + 4 ⇒ (12) + 4 = 16 vs DC 23
Spellcraft Scroll: 1d20 + 4 ⇒ (7) + 4 = 11 vs DC 22
He looks over the scrolls, but he can't make sense of them either. Shrugging he hands them back to Tristain, "Maybe we can figure 'em out tomorrow."
Yeah, if anyone needs healing, please roll your own at 1d8+1 per charge. I'll track the charges and Kyffin will administer.
Tenebrynn |
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (5) + 1 = 6
Tenebrynn frowns at Kyffin's first administration of the wand, "Did we break it?" but his second attempt mends much of the wound left by the sneaky woman. She nods at Heinrich as he asks for the intricate tools and taps the bracers on her wrists, "Sure, I have these already anyway."
Turning to the body on the bed, she hedges, "Before we go looking for a lock to spring, do we need to do anything to make sure this thing stays dead?"
HP: 46/53
Nonlethal: 1
AC: 16 (13 T / 12 FF) // 25% miss chance for ranged attacks
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
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
I'll rule earlier ID checks were good enough to know that there's not much you can do about the body. It's already dead, and its head is ... somewhere else, presumably active.
Once you're ready, you head through the final door you've yet to open, finding a room featuring a large fireplace and a round table with stuffed, high-backed chairs around it. The walls are decorated with patterned wallpaper and small paintings of the surrounding landscape. Against the walls are three large mahogany sideboards with brass candleholders. The shutters of the windows are closed, and the room is lit by candles and by a shifting, soft light emanating from the surface of the table.
An eerie, unnatural tittering comes from somewhere in the room, though you don't see any source.
Overall and combat maps (for the closer view) are updated.
Tristain the Chalker |
/me checks if Tristain can cast the piddlespotting light spell. He can.
Tristain concentrates and brings a Light spell to illuminate the area near him.
”Why is it so dark in here?” He steps outside and into the hallway, backing out of the room and the tittering.
1d20 + 10 ⇒ (2) + 10 = 12 Perception
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Kyffin Rhees |
Kyffin, scimitar out and at the ready, moves through the room, searching for the voice. He'll end near the next door, but he waits to see if the others can resolve the annoying tittering.
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
He, briefly, wonders if the sound is in his own head, but the others seem to respond as well so he hopes for the best.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
It's hard for Kyffin to make out where the strange noise is coming from, but he stalks into the room, determined to find it. Unfortunately for him, he's successful, and he feels something slap at him, though it manages to only hit the right side of his armor, the impact likely to leave a bruise but nothing more. Worse, though, he still can't see whatever it is!
Before he can react, however, the thing -- or things -- is all over him. He feels his armor catch a couple more impacts, but then he feels his skin split as something sharp rakes his face, and then something grab onto him. He starts to feel weak as he realizes it's caught him and is sucking his blood! Kyffin takes 12 hp, 1 point of bleed, plus 1 point of Con damage, and is grappled.
Things only get worse as a moment later he sees the source of the tittering: first a fanged maw and then the rest of a floating mass of talon-tipped tentacles come into view, all as red as freshly spilled blood. His freshly spilled blood. Kyffin also must make a DC 16 Will save or be nauseated for one round by the horror he sees and the slithering wet tentacles grasping him.
It's a star vampire, a horrid aberration that descends upon worlds to feed upon the blood of the living.
Surprise!: 1d20 + 9 ⇒ (4) + 9 = 13
Albert: 1d20 + 3 ⇒ (10) + 3 = 13
Heinrich: 1d20 + 2 ⇒ (13) + 2 = 15
Kyffin: 1d20 + 1 ⇒ (8) + 1 = 9
Tenebrynn: 1d20 + 3 ⇒ (4) + 3 = 7
Tristain: 1d20 + 4 ⇒ (7) + 4 = 11
Antagonist: 1d20 + 3 ⇒ (20) + 3 = 23
Talon: 1d20 + 9 ⇒ (3) + 9 = 12
Talon: 1d20 + 9 ⇒ (6) + 9 = 15
Talon: 1d20 + 9 ⇒ (9) + 9 = 18
1d4 + 4 ⇒ (2) + 4 = 6
Bite: 1d20 + 9 ⇒ (14) + 9 = 23
1d6 + 4 ⇒ (2) + 4 = 6
Grab?: 1d20 + 11 ⇒ (5) + 11 = 16
Blood drain: 1d2 ⇒ 1
Bleed: 1d6 ⇒ 1
Entire party is up.
Albert Hazred |
Albert rushes forward with blade in hand. "Danged bloodsucking monstrosity, may the gods take you!"
swift action to Smite Evil, AC 23
+1 short sword: 1d20 + 10 + 3 ⇒ (14) + 10 + 3 = 27
damage: 1d6 + 3 + 10 ⇒ (4) + 3 + 10 = 17 bypasses all DR
Kyffin Rhees |
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = -1 Con
Scimitar: Attack: BAB +3, Str +4, Magic +1, Focus +1, (Power -1) Damage: Str +4, Magic +1, (Power +2) Crit: 18-20
Ranged: Attack: BAB +3, Dex +1 Damage: Str +4
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (2/4) (DC 14, 2d6)
Sacred Weapon (su, sw)(5/5r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command,
Second (14):
Kyffin recoils in horror, or tries to, at the creature grappling him so.
Will: 1d20 + 9 ⇒ (16) + 9 = 25 vs DC 16 or be nauseated 1 round
(I think, when grappled with reach, the grappled creature is pulled adjacent to the grappler. Here's the grapple rule (link) for reference. If that is not the case here for some reason, Kyffin will use the roll below to try and break the grapple with a +7 CMB.)
He shakes his head to clear the visions of madness writhing within. He swiftly heals himself with fervor (should stop the bleed too for now).
Fervor: 2d6 ⇒ (6, 1) = 7
He then swings his scimitar at the beast holding him!
Scimitar (magic): 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7 (grappled) damage: 1d8 + 7 ⇒ (5) + 7 = 12
Tenebrynn |
"Why do all these horrible things here not have bodies?!" Tenebrynn asks in exasperation as she sends a roaring torrent of wind and debris slamming into the creature wrapping itself around Kyffin. "Let him go!"
Air Blast: 1d20 + 9 ⇒ (13) + 9 = 22for: 4d6 + 10 ⇒ (1, 5, 5, 6) + 10 = 27
counts as magic for DR purposes
HP: 46/53
Nonlethal: 1
AC: 16 (13 T / 12 FF) // 25% miss chance for ranged attacks
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
Tristain the Chalker |
Round 1
Tristain lacks the proper mental preparations to even identify the horror that was eating Kyffin's face. He can only move to a spot where he can use his wand.
"gad-ZOOKS!”
Wand of Magic Missile (5): 18/50 left
3d4 + 3 ⇒ (2, 2, 1) + 3 = 8 force damage
HP: 31/31
AC: 12
Points: 4/4 left
Spells: Lvl 1: 7/7 left (MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 16
Spells: Lvl 2: 4/5 left (Kno*0,SpirW*0,Sugg*0) dc 17
Cure Used: 0/2 used
Scroll SMIII
"gad-ZOOKS!”
Wand of Magic Missile (5): 18/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 5/18 left
Bless (1/10): +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
[ 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
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Yes, I think you're right, Kyffin. I'll move you in.
Heinrich: 15
Albert: 13
Tristain: 11
Kyffin: 9
Tenebrynn: 7
Antagonist: 23
Heinrich moves in with potion in hand as Al and Tris take the offensive, the former rushing in and taking a talon across his neck. 11 hp, plus 4 bleed The blood from the wound stars flowing through the air toward the creature, seemingly giving it renewed vitality.
Kyffin, stuck, swings at it with little success as it continues to try to hold on to him, and it maintains its attack, lashing out at the half-orc and old man in close proximity. This time, though, they're prepared and are able to fend off its blows.
Talon AoO: 1d20 + 9 ⇒ (20) + 9 = 29
1d4 + 4 ⇒ (2) + 4 = 6
1d6 ⇒ 4
Crit?: 1d20 + 9 ⇒ (15) + 9 = 24
1d4 + 4 ⇒ (1) + 4 = 5
Talon 1 (vs. Al): 1d20 + 9 ⇒ (7) + 9 = 16
Talon 2 (vs. Al): 1d20 + 9 ⇒ (7) + 9 = 16
Talon 3 (vs. Kyffin): 1d20 + 9 ⇒ (2) + 9 = 11
Bite (vs. Kyffin): 1d20 + 9 ⇒ (11) + 9 = 20
Monstrosity: 37
Rules question that I realized I'm not sure about: it's got 4 attacks, one of which has grab. Can I forgo just that attack and make a grapple check to maintain its hold (which would normally be a standard action, and thus prevent it from making a full attack), or does it have to release the grapple and then try to re-establish it (which is what I'm currently doing)?
Kyffin Rhees |
Round 2, Initiative: 9
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = -1 Con, Divine Favor (1/10r)
Scimitar: Attack: BAB +3, Str +4, Magic +1, Focus +1, (Power -1) Damage: Str +4, Magic +1, (Power +2) Crit: 18-20
Ranged: Attack: BAB +3, Dex +1 Damage: Str +4
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (1/4) (DC 14, 2d6)
Sacred Weapon (su, sw)(5/5r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command,
Second (14):
I think you must re-grapple every time or take the full standard action, but I'm not certain of that. It's how I'd rule it, but it's up to you.
Kyffin uses his fervor again, this time to bless himself with Divine Favor (+2 attacks/damage (luck)) as he battles for his life, trapped in its clutches. ”It’s me or you beastie!”
Not sure if I need a concentration check, but just in case…
Concentration: 1d20 + 7 ⇒ (2) + 7 = 9 vs grapple (DC 11 + CMB)
Then he attacks! (If the spell failed, -2 attack and damage)
Scimitar (magic): 1d20 + 8 + 0 ⇒ (19) + 8 + 0 = 27 (grappled, fervor) damage: 1d8 + 7 + 2 ⇒ (1) + 7 + 2 = 10 (fervor)
crit threat Scimitar (magic): 1d20 + 8 + 0 ⇒ (6) + 8 + 0 = 14 (grappled, fervor) damage: 1d8 + 7 + 4 ⇒ (5) + 7 + 4 = 16 (fervor, fire)
Tristain the Chalker |
Round 2
Tristain repeats his attack at the face sucker.
"gad-ZOOKS!”
Wand of Magic Missile (5): 17/50 left
3d4 + 3 ⇒ (2, 3, 4) + 3 = 12 force damage
HP: 31/31
AC: 12
Points: 4/4 left
Spells: Lvl 1: 7/7 left (MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 16
Spells: Lvl 2: 4/5 left (Kno*0,SpirW*0,Sugg*0) dc 17
Cure Used: 0/2 used
Scroll SMIII
"gad-ZOOKS!”
Wand of Magic Missile (5): 17/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 5/18 left
Bless (1/10): +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
[ 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
Tenebrynn |
This might be helpful
I think Grick breaks it down very well here. In short, Grab lets one initiate a grapple as a free action, but it doesn't change maintaining the grapple from a standard action.
It feels like, to me at least, a creature with grab should be able to maintain in lieu of the grabbing appendage's attack, but the rules don't seem to call for that anywhere.
"I said- LET HIM GO!" Wind whips and slashes through the room as Tenebrynn shouts at the tentacled creature, with occasional arcs of blue lightning flashing briefly around her as explosive power begins to build around the slight gnome. Her hair thrashes violently in the churning wind before she releases all the gathered force in a spinning snap kick.
Air Blast: 1d20 + 9 ⇒ (17) + 9 = 26for: 4d6 + 10 ⇒ (3, 5, 2, 5) + 10 = 25
move action: gather power
standard action: air blast
HP: 46/53
Nonlethal: 1
AC: 16 (14 T / 13 FF) // 25% miss chance for ranged attacks
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
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
I don't think you can use potions/extracts that way, Heinrich, unless there's something I'm missing. You could make an oil as a wondrous item, but that's not what this is. I'm going to rule you still have it in one hand, but pulled your dagger and cut this time. (Of course, once I adjudicated everyone else's actions, it's all irrelevant.)
And thanks everyone for the grapple stuff. I agree that it needs to release and re-grab by RAW, though that seems silly to me.
Heinrich: 15
Albert: 13
Tristain: 11
Kyffin: 9
Tenebrynn: 7
Antagonist: 23
Al rushes in and, with help from Tenebrynn and Tristain's magics, puts the creature down, freeing Kyffin before he has the chance to use his spell. Heinrich can use that healing roll for Kyffin, if he wants.
Combat over.
Kyffin Rhees |
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = -1 Con
Scimitar: Attack: BAB +3, Str +4, Magic +1, Focus +1, (Power -1) Damage: Str +4, Magic +1, (Power +2) Crit: 18-20
Ranged: Attack: BAB +3, Dex +1 Damage: Str +4
Blessings (su)(5/5) (DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (su, sw) (2/4) (DC 14, 2d6)
Sacred Weapon (su, sw)(5/5r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command,
Second (14):
(I’m only down four, so I’d save your healing for now Heinrich - but thank you!)
Kyffin stabs at the beast a few more times to ensure it’s death as he breathes heavily from the short, but horrific, battle. ”What the hell was that?!”
When he’s sure nothing else dangerous lies in the room, he’ll take a guard position next to the unopened door while the others search. He keeps his scimitar out.
Tenebrynn |
"Horrible!" Tenebrynn shouts her answer to Kyffin's question as the roaring winds churning around her prove slow to settle.
When the excitement's all over, Tenebrynn pokes around, though she keeps a marked distance from the tentacular corpse the group just made.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Tristain the Chalker |
Tristain is slow to move into the room, even after others assure him the room is safe. He avoids looking at the wounds on Kyffin's face, hoping magic will fix the wounds before he needs to look too much at them.
When the coast remains clear, he will move into the room, cast Detect Magic and look around.
1d20 + 10 ⇒ (2) + 10 = 12 Perception
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
There doesn't seem to be anything of particular value or interest in the room, other than the corpse itself. The only other door leads a descending stairway. You've cleared out the top level of this building as far as you can tell. You have two options to descend (north and south sides of the building) inside, or can exit via the roof again.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Cautiously descending, you find a room furnished with a big table, eight chairs, and a glass-paned cupboard. The room smells of smoke from the fireplace, and a few dirty dishes, an emptied wine bottle, and used cutlery at three place settings testify to a recent meal consumed at the table.
A quick search reveals little of value other than possibly the silverware.
Eschewing the double doors back out into the courtyard assuming you'd avoid that, so pushing you the other direction, you take the single door deeper into the building.
The long hall, clad with fine wood paneling, looks like an oversized curio cabinet, with hundreds of items and art objects on display on small tables, in vitrines, and on benches. Dozens of paintings and tapestries of various sizes hang from the walls and muffle the echoes that would normally be present in this marble-floored chamber. A double door leads outside, while two other doors go deeper into the manor you just came out of one of those doors.
Tenebrynn |
Tenebrynn slips between Kyffin's and Al's legs and holds her hands up, miming for the group to back up a bit. "Give me a minute to sneak ahead. I'm tired of body-less tentacle things dropping on your heads all of a sudden. It's gross and looks like it hurts."
Not waiting for an answer or any discussion, she flips the hood of her cloak up and slinks forward, soft and silent. It occurs to her a few feet into the room as she glances side to side that she feels a bit like a burglar. A few feet further and it strikes her as odd that the feeling seems familiar somehow, like something akin to déjà vu.
Stealth: 1d20 + 20 ⇒ (15) + 20 = 35
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Weave and wend my way around all the displays and such, looking both for goodies and for baddies.
Tristain the Chalker |
Tristain looks around, examining the new room after others think it is safe. He will cast Detect Magic and examine the curios, looking for things that might not be what they seem.
"This place ain't bad, except for all the undead horrors within. Might be that we bless this place and make it a good home again, maybe? I dunno. What do you think, Heinrich? We could almost be done, huh?"
Heinrich Ulster |
Heinrich sighs deeply, rubbing his temples. "Nothing about this sordid affair lends itself to believing that everything will over quickly, dear man. But, let us continue in hope, shall we?" He idly tosses the dagger up and down as he examines the objets des arts.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Albert: 1d20 + 3 ⇒ (15) + 3 = 18
Heinrich: 1d20 + 2 ⇒ (8) + 2 = 10
Kyffin: 1d20 + 1 ⇒ (7) + 1 = 8
Tenebrynn: 1d20 + 3 ⇒ (2) + 3 = 5
Tristain: 1d20 + 4 ⇒ (13) + 4 = 17
Antagonist: 1d20 + 9 ⇒ (8) + 9 = 17
As Tenebrynn pushes into the room to explore all seems good ... until suddenly a gaunt, long-limbed quadruped appears, biting at Tenebrynn with its toothy maw and clawing at her 27 hp total. The lean creature moves with a predatory grace, its huge, soulless eyes seeming to rip at your flesh. At the start of your turn, you take 23 hp slashing damage (Fortitude DC 18 negates, and makes you immune to this ability for 24 hours). Tristain, you can get +4 circumstance bonus to your save because you have partial cover, but you must get a 22 or better on your Fort save to be immune to the ability.
It's a hound of Tindalos, an otherworldly predator from beyond the bounds of known reality. They usually appear only when summoned by reckless spellcasters.
1d20 + 16 ⇒ (10) + 16 = 26
2d6 + 3 ⇒ (3, 3) + 3 = 9
1d20 + 16 ⇒ (1) + 16 = 17
1d8 + 3 ⇒ (8) + 3 = 11
1d20 + 16 ⇒ (15) + 16 = 31
1d8 + 3 ⇒ (4) + 3 = 7
5d6 ⇒ (6, 4, 2, 6, 5) = 23
HT: 1/10
Party is up; you can try to avoid the gaze attack in the usual ways.
Tristain the Chalker |
Round 1
1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23 Fort Wow, what luck.
”Ow! My eyes! My eyes hurt!” Tristain does what he can, firing his wand at the creature. He then moves out of sight. ”What is that thing!?” Tristain suddenly doesn’t think this is a nice home at all.
"gad-ZOOKS!”
Wand of Magic Missile (5): 16/50 left
3d4 + 3 ⇒ (1, 3, 4) + 3 = 11 force damage
HP: 31/31
AC: 12
Points: 4/4 left
Spells: Lvl 1: 7/7 left (MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 16
Spells: Lvl 2: 4/5 left (Kno*0,SpirW*0,Sugg*0) dc 17
Cure Used: 0/2 used
Scroll SMIII
"gad-ZOOKS!”
Wand of Magic Missile (5): 16/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 5/18 left
Bless (1/10): +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
[ 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
Tenebrynn |
That thing got the drop on me despite a stealth roll of 35? Good grief!
Fort Save (DC 18): 1d20 + 8 ⇒ (10) + 8 = 18
Tenebrynn fends off the horrific beast, but only just barely. Scrambling backward with fear-widened eyes, she does her best to get beside Al, shrinking behind him as she holds one hand over her torn stomach.
Full round: Withdraw!
HP: 19/53
Nonlethal: 1
AC: 16 (14 T / 13 FF) // 25% miss chance for ranged attacks
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
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |