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

Round 1, Initiative: 8

Status:
HP: 39/43 AC: 21 (f18/t12) (-2 charge not included)
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, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person

Fort: 1d20 + 9 ⇒ (19) + 9 = 28 vs DC 18 or 23hp

Kyffin shakes off the bad vibes as he watches his companion get shredded. He hesitates, but only briefly, to swiftly cast Divine Favor (+2 attacks/damage (luck)) before charging in headlong to battle!

Scimitar (magic): 1d20 + 8 + 4 ⇒ (4) + 8 + 4 = 16 (favor, charge) damage: 1d8 + 7 + 2 ⇒ (8) + 7 + 2 = 17 (favor)


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

Fort!: 1d20 + 4 ⇒ (11) + 4 = 15

HP 9/32

Heinrich screams in pain as the thing's gaze rips him asunder. He moves out of the room, and draws his extract of cure light wounds.


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

Fortitude DC 18: 1d20 + 7 ⇒ (12) + 7 = 19

Albert rushes forward to defend his companions from the terrible beast.

+1 short sword: 1d20 + 10 ⇒ (7) + 10 = 17
damage: 1d6 + 3 ⇒ (2) + 3 = 5

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Albert: 18
Tristain: 17
Heinrich: 10
Kyffin: 8
Tenebrynn: 5
Antagonist: 17

As Tenebrynn and Heinrich both retreat, blood seeping from their wounds, Al rushes forward and swings at the creature, his sword catching it with a glancing blow that doesn't seem to bother it at all technically, a miss.

He's joined a moment later by Kyffin, but like the old man, his blade doesn't penetrate the creature's flesh and it bites and claws at the pair, tearing at their flesh as it moves with preternatural speed. Al takes 21; Kyffin takes 8 hp

Tristain blasts it with his wand and then retreats back toward the door back out of the room.

Mechanics:

Bite: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
2d6 + 3 ⇒ (6, 3) + 3 = 12
Claw: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
1d8 + 3 ⇒ (6) + 3 = 9

Bite: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
Claw: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34
1d8 + 3 ⇒ (5) + 3 = 8

HT: 11; 2/10


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

Round 2, Initiative: 8

Status:
HP: 31/43 AC: 21 (f18/t12)
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)(4/5r)(+1)
Pearl of Power (first) 1/1
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person

Kyffin continues his attack, swiftly sanctifying his weapon as he does so (+1).
Scimitar (magic): 1d20 + 8 + 3 ⇒ (13) + 8 + 3 = 24 (favor, sacred) damage: 1d8 + 7 + 3 ⇒ (1) + 7 + 3 = 11 (favor, sacred)


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

Heinrich downs the cure light wound extract. Healing: 1d8 + 5 ⇒ (6) + 5 = 11


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

Round 2

Tristain moves back to where he can see the bad thing and is surprised that everyone is not dead. He fires his wand again.

"gad-ZOOKS!”

Wand of Magic Missile (5): 15/50 left
3d4 + 3 ⇒ (4, 4, 4) + 3 = 15 force damage

Tris' stats:

HP: 8/31
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): 15/50 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


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

Al wipes some dirt on his wounds and presses the attack

dirt on it: 3d6 ⇒ (4, 6, 1) = 11

+1 short sword: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d6 + 3 ⇒ (5) + 3 = 8


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, eyes still wide from the mauling she received, looks back and forth between Heinrich and the others. Feeling exposed and desperate, she fires off as powerful a blast of buffeting wind she can manage.

Air Blast (empowered): 1d20 + 9 ⇒ (19) + 9 = 28for: 4d6 + 10 ⇒ (2, 1, 4, 1) + 10 = 18

Status:

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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

Albert: 18
Tristain: 17
Heinrich: 10
Kyffin: 8
Tenebrynn: 5
Antagonist: 17

Al and Kyffin hack into the dog-like creature, which is then knocked slightly backward by Tenebrynn's blast of air and then Tristain's spell.

Regaining its balance, the creature chomps down on Kyffin, teeth ripping the half-orc's flesh 15 hp. It steps back a moment later, and then disappears, seeming to squeeze into the corner formed by the wall and floor.

Your hearts race as you wait for it to return, but after a few moments, it appears you've driven it away for now.

Mechanics:

1d20 + 15 ⇒ (19) + 15 = 34
4d6 + 3 ⇒ (1, 4, 6, 1) + 3 = 15

HT: 63; 2/10


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

Tristain keeps his wand leveled for a few minutes before relenting and allowing himself to breathe again.

”What was that? Why was that here?!” Tristain calms down enough to allow himself to bonk on the wall while others heal.

Why why why?

*bonk*
*bonk*
*bonk*

”Are you going to be okay, Kyffin? Did that face hugging hurt? Maybe you should avoid that...” Tristain asks, hoping that it tickled or something.


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

Albert heals a bit with the wand...

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

...and then stands guard while the party tends their wounds. "Who keeps a danged thing like that indoors? Worst house pet I've ever seen."


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

Status:
HP: 42/43 AC: 21 (f18/t12)
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 (4/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (1/4, su, sw, DC 14, 2d6)
Sacred Weapon (4/5r, su, sw, +1)
Pearl of Power (1/1, first)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person

Kyffin smiles as the thing withdraws. ”With luck it now knows what’s good for it and it’ll stay gone.”

He casts a cure moderate wounds on himself, improving it with powerful healer…
Cure Moderate Wounds: 2d8 + 5 ⇒ (3, 3) + 5 = 11 (+50% = 16 total healing)

He'll then also use the wand a couple times.
CLW Wand: 2d8 + 2 ⇒ (3, 4) + 2 = 9

When done he'll join in guard duty as the others search the room.


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

"Bless my torn flesh, what was that thing?!?" Heinrich limps backs in, his wounds still fresh.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Although some of the hall’s paintings have been removed from the walls leaving hooks on the walls where they once hung, the collection of curios and artwork here remains impressive. Among the items here, the collection includes:

* Portraits in various artistic styles of the counts, their wives, and a few relatives and domestics wearing all kinds of expressions and outfits line the walls. A portrait in a freestanding picture frame on a small tea table with a single chair features child identified as “Haserton at age 5, 4681 ar,” on the back of the frame) posing near a kitten at the foot of a luminous window, seemingly terrified.

DC 25 Perception or DC 15 Craft (painting):

The painter seemingly intentionally created a frightening situation for the child and then expended great efforts to seize his wide-eyed expression.

* Marble busts sit on small plinths. Three sculptures with the Lowls name on their bases have been smashed against the floor and damaged.

* Small-town perspectives of Thrushmoor and a half-dozen large paintings of the surrounding landscape hang here. The large pictures include a historic piece, in which the first settlers of Thrushmoor are shown living in two clusters of huts around semicircular pieces of dark stone on low hills, hard at work to reclaim the surrounding land from the swamps.

* Statuettes of dragons, giants, and strange beasts litter the shelves. Among these is a poorly executed, 1-foot-tall, clay figurine of an elephant-legged, multimawed, tentacled aberration.

Knowledge (dungeoneering) DC 24:

This hideous figurine is a representation of a dark young of Shub-Niggurath.

* Set on an ebony pedestal is a human skull that has been marked with elaborate carvings of geometric shapes and lines. Small, worked garnets are set in the teeth, and a thin line of silver rings the eye sockets.

* Porcelain and ceramic dishes, jugs, teapots, and vases, some of which are of excellent quality, are kept in a glass showcase. Worthless, bizarre, and sometimes grotesque souvenirs from across Ustalav and beyond are displayed here: coffee cups made from uncapped monkey skulls; a stuffed three-eyed bat; multicolor-dyed freshwater sponges; a mummified ogre’s ear; and more.

* A battered shield hangs on a wall, bearing the device of Mendev. According to a plaque fixed under it, the shield belonged to Fassimar Lowls, a cadet who died just beyond the northern border of Ustalav during the Second Mendevian Crusade.

* A man dressed in a fine noble’s outfit appears frozen in a shimmering field of amber.


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

1d20 + 10 ⇒ (17) + 10 = 27 Perception
1d20 + 9 ⇒ (8) + 9 = 17 Dungeoneering

Tristain peers at the picture, then studies even more deeply.

"Do you guys see that? Seems like the painter seemingly intentionally created a frightening situation for the child and then expended great efforts to seize his wide-eyed expression," Tristain explains, pointing with his finger at the elements of horror within.

"This is one f&%%ed up picture. This entire house is horrors...seemingly always has been."

Tristain will appraise the objects in the room. He will indicate things that should be stolen either now or later, or might be smashed to get at the gems therein.

1d20 + 5 ⇒ (9) + 5 = 14 Appraise
1d20 + 5 ⇒ (19) + 5 = 24 Appraise
1d20 + 5 ⇒ (15) + 5 = 20 Appraise
1d20 + 5 ⇒ (14) + 5 = 19 Appraise


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

Kyffin admires the art from afar, though he’s not much of an aficionado. (and I can't make any of those rolls)

When Tristain describes the painting, he goes to take a look and shudders at the look. ”Makes you wonder what he scared the poor kid with. Damn that’s nasty.”

He moves back to his guard position and waits for the others to finish searching.


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

Is that last bullet point describing a painting?

cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2
cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5
cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5
cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2

Tenebrynn waits her turn for the wand’s attention, but offers at Tristain’s analysis of the painting, ”Do you think the kid in that painting really was Lowls?”
Only the most twisted and grotesque items manage to keep their place on the shelves after Tenebrynn passes by, as many of the smaller objects find their way into the wide-eyes gnome’s bag.

All of the statuettes, the geometrically decorated skull, and a pair of busts get pinched!

Status:

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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The last bullet point is not describing a painting. It appears to be a real man trapped in amber.

Tristain doesn't think any single item in here has incredible value, though maybe the whole collection could bring in 4,000 gp total.


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

Heinrich moves over to the amber-encased man and knocks on the yellow stuff. Heal: 1d20 + 10 ⇒ (5) + 10 = 15 Is he alive?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It's impossible to tell, Heinrich.


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

”Well, it’s worth a lot, I can tell you that. Maybe we’ll come back here and clean the place out. Assuming the loot isn’t haunted as well,” Tristain says. He is eager to move on, but wants everyone to be healed first.


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

Can we make out details regarding the ambered figure, or is more of a blurry silhouette?

Tenebrynn looks across the room toward the amber block as Heinrich examines it. ”There’s a person in there? Do you want to try to break him out?”


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

"I don't know. If he lives, breaking it must be gentle or he will die. If he doesn't live, there's really nothing to be gained by removing him. I just wish I knew what had happened here."


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

"Trapped like that ain't living. Let's topple the thing and see if the amber shatters." Albert gets on one side of the amber man and is ready to heave the thing over.


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

Kyffin looks at the man as if seeing him for the first time not as a piece of art. "Fascinating. I don't know what to do with that either. Do we know the guy?"

He peers at the man, trying to figure out who he is.

Knowledge Local: 1d20 + 6 ⇒ (1) + 6 = 7

Knowing little, Kyffin is ready to move on for now and search the outbuildings. I think that's all that's left, right?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You can make out some details, but not easily.

Kyffin doesn't recognize the man, but Tristain suddenly looks up from the other items and realizes the field of amber could well be the result of a spell, a magical trap that targets someone who reads a snake symbol. It means the man is likely still alive, but preserved in a state of suspended animation.

Sorry, I probably should have given you a spoiler for that, but I was kind of expecting more of an investigation into it.

1d20 ⇒ 14

And there is one more door internally in this building, Kyffin.


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

”Oh yeah...one of them snake sigil spells, probably. We might be able to free him and he’s probably still alive,” Tristian pops up as it all begins to make sense. ”He’s alive, but we can’t get him out now. It would cost pretty penny of a scroll, but maybe we can trade some of this junk for it.”

Tristain is ready to follow others to the remaining door.


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

"Well, we best come back here when we can free him. Wouldn't be right leaving a man imprisoned like that." Albert looks disappointed at not being able to smash the amber casing, but moves with the party to the next door.


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

Kyffin nods, "Yes, we won't leave him like this that's for sure. And we can totally sell some of the stuff in the other room to revive him. It's probably his stuff anyway."

He'll head to the remaining door and, when the party is ready, opens it scimitar out.


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 pushes her way to the front of the group, frowning up at Kyffin as he reaches for the door. "Hey! Not so fast! Horrible things with tentacles and worse keep jumping on us because you keep ripping open doors and waving your sword around. Let me sneak ahead and maybe we can be the ones surprising the horrible nightmare things!"

Hands on Kyffin's belly, she walks him and the rest of the group backward a few paces, then catches a glimpse of the room they're leaving and how nearly everything that had been on display within 4 feet of the ground was now gone. Taking a stiff breath to disguise her own pleasure at her temerity, she then performs a quick about face and flips up the hood of her cloak. Slipping forward quietly, she cracks the door and steals into the room beyond.

Stealth: 1d20 + 20 ⇒ (5) + 20 = 25
Perception: 1d20 + 10 ⇒ (18) + 10 = 28

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The walls of this large room are lined with ceiling-high bookshelves laden with bound tomes, parchment scrolls, and stacks of paper. The shelves are stuffed full and sag under the weight of their contents. A dozen amber-colored crystal lamps are fixed to the walls, and three more lamps stand on two central tables and a desk. Stairs in the western corner of the room lead up to the second floor.

As Tenebrynn peeks in, she notices a horrible disembodied female torso flapping through the air on batlike wings, her fanged face a hateful mask. Worse, she seems to have noticed the gnome!

Know (religion) DC 12:

You think, especially considering what you fought and found earlier, that this is a manananggal, undead spawn of the penanggalen you killed upstairs.

1d20 + 16 ⇒ (19) + 16 = 35

Initiative:

Albert: 1d20 + 3 ⇒ (6) + 3 = 9
Heinrich: 1d20 + 2 ⇒ (19) + 2 = 21
Kyffin: 1d20 + 1 ⇒ (13) + 1 = 14
Tenebrynn: 1d20 + 3 ⇒ (20) + 3 = 23
Tristain: 1d20 + 4 ⇒ (15) + 4 = 19
Antagonist: 1d20 + 3 ⇒ (7) + 3 = 10

Everyone but Al can act in Round 1.


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

"Eeep! It's another one of those bodyless flying heads!" The slight gnome then slips a few steps into the room and draws a swiftly churning funnel of air to whirl around her. A moment later, she focuses it into a tumbling torrent of battering, flensing wind and hurls it at the creature.

Air Blast: 1d20 + 9 ⇒ (20) + 9 = 29for: 4d6 + 10 ⇒ (1, 2, 1, 2) + 10 = 16
crit?: 1d20 + 9 ⇒ (3) + 9 = 12for an additional: 4d6 + 10 ⇒ (3, 4, 4, 4) + 10 = 25

Free: 5ft step into corner inside room
Move: gather power
Standard: shoot

Status:

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


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

Round 1

1d20 + 12 ⇒ (20) + 12 = 32 Know (religion)

"Oh...of course!" Tristain bemoans. "Of course there would be one of the spawn around here. Of course of course, this house is horrors, top to bottom!"

Tristain fires his wand while explaining what he knows of the spawn. DRs? Special attacks?

"gad-ZOOKS!”

Wand of Magic Missile (5): 14/50 left
3d4 + 3 ⇒ (2, 3, 1) + 3 = 9 force damage

Tris' stats:

HP: 8/31
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): 14/50 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


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

Round 1, Initiative: 8

Status:
HP: 42/43 AC: 23 (f20/t14) (Shield of Faith included)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = -1 Con, Shield of Faith (1/50r)
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 (4/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (1/4, su, sw, DC 14, 2d6)
Sacred Weapon (4/5r, su, sw, +1)
Pearl of Power (1/1, first)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person

”See?! They see you too! Careful now!”

Unsure how tough this creature may be, Kyffin casts Shield of Faith (+2 AC (deflection)) and moves into the room to protect Tenebrynn.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It is little hurt by weapons unless they themselves are good or are made of silver (DR 10/good or silver), Tristain. Worse, it can drain your blood if it gets ahold of you.


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

Round 1, Initiative: 8, redux

Status:
HP: 42/43 AC: 21 (f18/t12)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = -1 Con, Holy Strike (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 (3/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (1/4, su, sw, DC 14, 2d6)
Sacred Weapon (4/5r, su, sw, +1)
Pearl of Power (1/1, first)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person

If Tristain tells us what he knows of the beast, as is is plan I suspect, I’d have changed my action to the following.

Instead of casting Shield of Faith, Kyffin will instead bless his blade with holy power, giving it the Holy Strike ability (overcomes holy DR, does an extra d6 damage to evil).

Let me know if I cannot make this change. Thanks!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That change is fine.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Albert: 9*
Tenebrynn: 23
Heinrich: 21
Tristain: 19
Kyffin: 14
Antagonist: 10

Tenebrynn blasts the monstrosity, but it barely seems to hurt her -- as Tristain realizes only certain weapons will be able to do so with east. His wand seems to be one of them as he blasts her while Kyffin moves into the room and takes up a guard stance.

Unfortunately, it's not enough as the creature flies smoothly through the air, focusing on Tenebrynn. It claws her, latching on as it draws blood from her body. 8 hp, plus 1 Con damage, and grappled

Back in the hallway, Heinrich downs an extract, his arms growing so he can keep the thing at a farther distance. Heinrich uses his extract of long arm.

"Out of the way, Tristain," he urges.

Mechanics:

Claw: 1d20 + 12 ⇒ (5) + 12 = 17
1d8 + 4 ⇒ (4) + 4 = 8
Grab: 1d20 + 15 ⇒ (13) + 15 = 28
1d2 ⇒ 1

Oh, manangannal: 15


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

Round 2, Initiative: 8

Status:
HP: 42/43 AC: 21 (f18/t12)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = -1 Con, Holy Strike (2/10r), 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 (3/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (0/4, su, sw, DC 14, 2d6)
Sacred Weapon (4/5r, su, sw, +1)
Pearl of Power (1/1, first)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person

Kyffin takes a 5’ step to the east to give room for others. He calls upon his Divine Favor using Fervor to make it a swift and attacks! Remember his weapon currently overcomes good DR.
Scimitar (magic, good): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 (favor) damage: 1d8 + 7 + 2 + 1d6 ⇒ (6) + 7 + 2 + (1) = 16 (favor, evil)

(If it's got the grappled condition, that might hit... Kyffin hopes!)


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

"Ahh! Nnnngh! Let go!" Tenebrynn twists and struggles against the tentacled head in vain.
Escape Artist: 1d20 + 3 ⇒ (4) + 3 = 7

Status:

HP: 38/53
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
Con Damage: 1
Grappled


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

Round 2

”Right! Of course! I’ll get out of the way!” Tristain moves back, not sure why he was so far forward at all.

Tristain fires his wand again.

"gad-ZOOKS!”

Wand of Magic Missile (5): 13/50 left
3d4 + 3 ⇒ (2, 3, 3) + 3 = 11 force damage

Tris' stats:

HP: 8/31
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): 13/50 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


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

Heinrich uses his elongated arms to attack from 10' away once he's moved into the room!

Dagger!: 1d20 + 6 ⇒ (10) + 6 = 16 for 1d4 + 3 ⇒ (2) + 3 = 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 shoulders his way forward and brings a holy smiting upon the creature. "Back to the Abyss you foul thing!"

swift action to use last smite of the day, AC 23

+1 short sword, smite evil: 1d20 + 10 + 3 ⇒ (11) + 10 + 3 = 24
damage: 1d6 + 3 + 10 ⇒ (3) + 3 + 10 = 16

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry again about the delay.

Round 2:

Albert: 9
Tenebrynn: 23
Heinrich: 21
Tristain: 19
Kyffin: 14
Antagonist: 10

The creature bites Al as he pushes forward, but hits only his armor while giving the old man an easy target for his blade, which cuts deep -- deeper than he expected.

As Tenebrynn fruitlessly struggles to escape, Kyffin barely scores a strike, though Heinrich seems unused to his long arms and his dagger hits nothing.

Tristain, remembering he moved forward because he needs to be able to see his target to use the wand, moves fully into the room where he can see easily and blasts it again.

The creature, beset now, releases Tenebrynn and lashes out all around it, biting at the gnome 12 hp while clawing at the two nearby swordsmen. It manages to snag Al, grabbing him and draining blood! 9 hp and grappled, plus 2 points of Con damage

Mechanics:

AoO: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17

Bite: 1d20 + 11 ⇒ (19) + 11 = 30
1d8 + 4 ⇒ (8) + 4 = 12

Claw (Al): 1d20 + 12 ⇒ (13) + 12 = 25
1d8 + 4 ⇒ (5) + 4 = 9
Claw (Kyffin): 1d20 + 12 ⇒ (6) + 12 = 18

Grab: 1d20 + 15 ⇒ (4) + 15 = 19
Drain: 1d2 ⇒ 2

1d6 ⇒ 6

Oh, manangannal: 58


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

Round 3, Initiative: 8

Status:
HP: 42/43 AC: 21 (f18/t12)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = -1 Con, Holy Strike (3/10r), Divine Favor (2/10r)
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 (3/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (0/4, su, sw, DC 14, 2d6)
Sacred Weapon (4/5r, su, sw, +1)
Pearl of Power (1/1, first)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Hold Person

Kyffin wants to move further in, but there’s no room, so he stands his ground and swings for the rafters! (Remember I'm overcoming DR Good at the moment)
Scimitar (magic, good): 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 (favor) damage: 1d8 + 7 + 2 + 1d6 ⇒ (3) + 7 + 2 + (2) = 14 (favor, evil)


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 dives forward and rolls beneath the tentacled head, coming back to her feet on the opposite side of the creature. As she gets her footing, she spins and sends a blast of air up toward it, but the wind scatters apart against the wall instead.

Acrobatics (vs CMD): 1d20 + 11 ⇒ (9) + 11 = 20
Air Blast: 1d20 + 9 ⇒ (1) + 9 = 10for: 3d6 + 10 ⇒ (3, 1, 4) + 10 = 18

Tumble 2 squares to the right, then shoot!

Status:

HP: 26/53
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
Con Damage: 1


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

Round 3

Tristain fires his wand again, then moves back, hating being this close...even if he's 20 away. It's too close!

"gad-ZOOKS!”

Wand of Magic Missile (5): 12/50 left
3d4 + 3 ⇒ (3, 1, 3) + 3 = 10 force damage

Tris' stats:

HP: 8/31
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): 12/50 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


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

Al has a CMD of 21 and smite going, did that grapple of 19 get him?

Albert wipes some dirt across his wounds and continues slashing at the horrific beast.

wipe some dirt on it: 3d6 ⇒ (2, 3, 5) = 10

+1 short sword, smite evil: 1d20 + 10 + 3 ⇒ (13) + 10 + 3 = 26
damage: 1d6 + 3 + 5 ⇒ (4) + 3 + 5 = 12


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

Heinrich decides to keep attacking the horrid thing! Dagger: 1d20 + 6 ⇒ (3) + 6 = 9 for 1d4 + 3 ⇒ (2) + 3 = 5 damage!

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