Motteditor's Strange Aeons PBP

Game Master motteditor

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


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

Heinrich draws a bomb and mixes it, waiting until the cannibals are clustered inside the door. Then he flings it to hit a cannibal in the back and splashes on the rest!

Bomb flinger!: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 for 3d6 + 3 + 1 ⇒ (2, 6, 1) + 3 + 1 = 13 fire damage and 7 pts of splash to everyone else, Reflex DC 13 halves!

Bomb flinger!Possible Critical?!?: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 for 3d6 + 3 + 1 ⇒ (2, 2, 5) + 3 + 1 = 13 additional fire damage and 7 pts of additional splash to everyone else, Reflex DC 13 halves!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Heinrich, crits with bombs don't do full damage, I don't think, per this line: The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). At any rate, if you want to hit the lead one, you can, but there's not much option beyond that.

Round 1:

Heinrich: 13
Tenebrynn: 8
Albert: 4
Kyffin: 4
Tristain: 23
Antagonist: 15

Al and Tenebrynn's attacks stagger the lead kuru a moment, but it dutifully follows the old man out as he steps back, only to be caught by Heinrich's bomb, which blows it apart.

As the others spill out, they avoid the worst of the flame, but it seems to throw off their focus, and Kyffin easily blocks the club and bite the next one aims at him. He's not expecting, however, the club that comes flying past that kuru and catches him right in the face 4 hp. As he blinks away stars, he sees the thug behind his attacker pick up the club dropped by the slain kuru.

Mechanics:

Red Will: 1d20 + 2 ⇒ (18) + 2 = 20

Aqua Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Yellow Reflex: 1d20 + 5 ⇒ (17) + 5 = 22

Club: 1d20 + 5 ⇒ (3) + 5 = 8
Bite: 1d20 + 1 ⇒ (4) + 1 = 5

Club: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
1d6 + 2 ⇒ (2) + 2 = 4
Club: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8

Aqua: 3
Yellow: 3


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

That's an odd rule. I defer to you, I just think that rule is strangely written.


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

Round 3

With three foes, Tristain tries to use his mind to knock them all down. He focuses his will on hitting the baddies with a force-generated blackboard, with intents to trip.

1d6 + 1 ⇒ (3) + 1 = 4 force damage
1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 CMB to trip vs. CMD
1d6 + 1 ⇒ (6) + 1 = 7 force damage
1d6 + 1 ⇒ (6) + 1 = 7 force damage

Bless (3/10): +1 to attacks and morale.

Tris' stats:

HP: 31/31
AC: 12
Points: 3/4 left
Spells: Lvl 1: 5/7 left (MM*0,IllOm*0,MurdCom*1,Vanish*0) dc 16
Spells: Lvl 2: 5/5 left (Kno*0,SpirW*0,Sugg*0) dc 17
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 10/50 left

[ dice]3d4 + 3[/dice] force damage

Wand of Bless: 4/18 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 2

Status:
HP: 39/43 AC: 21 (f18/t12)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = Bless (2/10r), Bull’s Strength (1/5m)
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 (5/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (4/4, su, sw, DC 14, 2d6)
Sacred Weapon (5/5r, 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

Now that Kyffin has a target, he makes the most of it, trying to shrug off the stars in front of his eyes to land a blow.
Scimitar (magic): 1d20 + 8 + 3 ⇒ (1) + 8 + 3 = 12 (bull, bless) damage: 1d8 + 7 + 2 ⇒ (4) + 7 + 2 = 13 (bull)

Alas, the stroke dazed him more than he thought, and he misses wildly.


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

Al slashes at the Kuru in front of him.

+1 short sword: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


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

Heinrich draws his dagger and throws it at Blue!
Dagger!: 1d20 + 6 + 1 - 4 ⇒ (11) + 6 + 1 - 4 = 14 for 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Heinrich, I know. It's odd, but that's what I discovered when I was playing an alchemist. I'm happy for someone to tell me I'm reading that wrong, though.

Round 2:

Heinrich: 13
Tenebrynn: 8
Albert: 4
Kyffin: 4
Tristain: 23
Antagonist: 15

The thug knocks Heinrich's dagger aside, as he ignores glancing blows from Al's sword and Kyffin's larger blade. He's less lucky against Tenebrynn's blast as it catches him and knocks him enough off balance that Tristain's magic blasts him right off his feet. Only one was tripped, correct?

He stands to move out of the way only to be cut down by Al I rolled your AoO, since they were likely to kill him, but that clears the way for the other two attackers to emerge, and they lay about them with their clubs, but the wild swings manage to do little more than bruise as they hit Heinrich and Kyffin's armor.

Mechanics:

Tenebrynn blast: 1d20 + 9 ⇒ (14) + 9 = 23
4d6 + 10 ⇒ (2, 5, 2, 6) + 10 = 25

Al AoO: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Kyffin AoO: 1d20 + 8 + 3 ⇒ (1) + 8 + 3 = 12

1d4 ⇒ 2
Yellow: 1d20 + 5 ⇒ (8) + 5 = 13
Yellow: 1d20 + 1 ⇒ (8) + 1 = 9

1d2 ⇒ 1
Red: 1d20 + 5 ⇒ (3) + 5 = 8

Red 7
Yellow: 10


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 skips back another step and, drawing the wind around her once more, sends another churning blast into the melee and the nearest kuru.
Air Blast: 1d20 + 9 ⇒ (9) + 9 = 18for: 4d6 + 10 ⇒ (5, 1, 3, 1) + 10 = 20

Status:

HP: 45/53
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

I think they all get tripped, but it’s just one roll for the spell. But I can roll independently for each, if you wish. It’s just more work.

With the foes tripped, Tris delays, hoping the fallen foes are easier to hit.


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

Albert slashes at the easiest target.

+1 short sword: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


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

Round 3

Status:
HP: 39/43 AC: 21 (f18/t12)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = Bless (3/10r), Bull’s Strength (1/5m)
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 (5/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (4/4, su, sw, DC 14, 2d6)
Sacred Weapon (5/5r, 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 swing on the most wounded of the opposition.
Scimitar (magic): 1d20 + 8 + 3 ⇒ (15) + 8 + 3 = 26 (bull, bless) damage: 1d8 + 7 + 2 ⇒ (7) + 7 + 2 = 16 (bull)


Baseline Stats:
Max HP: 142 | AC 17 (15 T / 13 FF) | CMD 19 | Initiative +4 | Fort +13 / Ref +13 / Will +7 | Stealth +21 |Disable Device +20 | Acrobatics +17 | Sleight of Hand, Perception +11 | Know (Planes) +10 | Escape Artist +7

If they all do wind up as prone, that'll be an additional -4 to Tenebrynn's attack roll.


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

Heinrich stabs at yellow! Dagger to the Prone!: 1d20 + 6 ⇒ (4) + 6 = 10 for 1d4 + 3 ⇒ (3) + 3 = 6 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

One rolls is fine, Tris. Maybe just do it at the end of the series to help me keep it straight? I don't think there are any changes to last round, since they'd have stood up out of AoO range and they missed their attacks anyway. (And the closest one ended up dead after all was said and done.)

Round 3:

Heinrich: 13
Tenebrynn: 8
Albert: 4
Kyffin: 4
Tristain: 23
Antagonist: 15

Heinrich's dagger still can't penetrate the kuru's guard, but Al and Kyffin seem to find their aim, both of the attackers taking wounds. Tenebrynn's blast blows one of them apart again, while the other struggles against Kyffin without any luck.

Between the group, you're quickly able to put him down, leaving you free to explore what turns out to be a kitchen.

Long tables covered with various utensils and food line two of the walls of this large kitchen. In addition to the partially eaten corpses, a stairway leads up, a door stands closed in the far wall, and a trap door sits closed in the floor.

Mechanics:

1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 1 ⇒ (17) + 1 = 18

Red: 14


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

"Nasty brutes." Kyffin mutters as he steps over the bodies and into the room. He looks around briefly before striding to the door and, when folks are ready, he opens it.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7


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

Tristain follows others into the kitchen, stepping over the dead.

"Why are these brutes here? Does any of this make any sense?" he asks as he looks over the kitchenware. "I can tell you that his place's resale value is taking a hit. There isn't much call for bloodsoaked oakery in today's market."

He will follow others up to the trapdoor after a quick search with Detect Magic.

1d20 + 10 ⇒ (16) + 10 = 26 Perception


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 ponders Tristains question for a moment, then pulls herself out of a drawer to offer, "I wonder if the people here who are cannibals used to just be the help. Like how people at the island used to be patients and doctors before getting turned into zombies and not-doctors."


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

"There's all manner of weirdness in this place. Still, the estate has been providing some answers to what's going on around here. Let's keep exploring." Al is ready to lead the way to the next unexplored area.

what do we have left at the estate; the trapdoor, the underground pool, and ???

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tristain doesn't find any magic, but behind the door, shelves holding all manner of dry goods and fresh vegetables line the walls of an expansive pantry. Some of the foodstuffs here have obviously spoiled in recent days, and have yet to be cleaned up.

The upstairs proves to be just as fruitless, eight beds that look like they've been slept in recently, though some also bear some bloodstains on the pillows. It seems likely that this was where the kuru have spent their nights.

Opening the trapdoor, you can see in the light from the kitchen that it leads to an ice cellar. The walls of the bitterly cold room are clad with raw wooden boards. Many blocks of hazy ice and wooden crates of various sizes are stacked near the walls.

You do see a closed door in that lower chamber as well.

I think you've got all the options, Al.


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

Al stands guard while the party searches the ice cellar. When they are ready to open the door he'll do so with shield before him.

Perception: 1d20 ⇒ 5


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

Kyffin agrees with Al, and stands next to him at the next door - scimitar at the ready.

"Ready!"


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

Tristain nods, he's ready.

"Yeah yeah, I'm here," Tris stands well behind the pair as they open the door.


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 shivers as the group prepares by the door. ”How do they keep all this ice down here from melting?” She bounces from foot to foot as she rubs her arms, nodding to indicate her readiness as well.


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

Heinrich nods to the other, tense and ready.

"I expect some magical or alchemical device, Tenebrynn. Or quite possibly the nature of the lessening of temperatures as one goes deeper, to a constant degree approaching a fall day."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The cold is biting as you descend, and your hope of immediate relief is stymied by the door, which is locked. After looking it over for traps, Heinrich tries to open it, but struggles to manipulate the tumblers.

He thinks he can get it if he takes some more time, but the cold is only growing worse. You can take 20 and succeed if you want to continue this way.

Heinrich Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Heinrich DD: 1d20 + 10 ⇒ (12) + 10 = 22


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

Heinrich sends the others out of the room while he works, taking his time to get it right. Take 20 after sending everyone else out so I'm the only one getting the frostbite.


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

Tristain stays where it is warm, not venturing to the cold spots while others are working.

”How’s it going down there, Heinricky?”


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

"W-w-w-w-orking on i-i-i-it." Heinrich chatters.


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 taps Heinrich on the shoulder. ”Can I try?” Tenebrynn plucks a few choice tools from her magical bracers and doesn’t wait for an answer before slipping down beside Heinrich and testing the lock herself.
Disable Device: 1d20 + 15 ⇒ (19) + 15 = 34


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

Heinrich nods with a shiver and lets Tenebrynn have a turn at the lock.


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

Kyffin steps back to let the others work, but he says in the immediate vicinity for their eventual success.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tenebrynn manages to get the lock open.


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

Kyffin will push the door open when the party is ready and head inside. The chill numbs his fingers, and he wishes he had some protection against it. But there's nothing can be done now. Just gotta press on and hope for the best.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7


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

Albert waits in the warmer area above until the door is unlocked, then when the party is ready he'll follow Kyffin through the door.


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

Tristain waits for the last moment, then follows. He’s not too afraid of the cold, and has questions about how it is produced.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As Kyffin and Al move through the doorway, with Tenebrynn close behind them, there's a sudden flickering, and electricity suddenly courses through the three of them! 9 hp; DC 17 Reflex for half

Moving on carefully, the hallway leads to an underground storage room furnished with two large wooden shelving units on the west and east walls, holding many small chests, caskets, and several loose objects. In the middle of the floor lies a wooden coffin.

Standing behind the coffin is a black-clad figure with a pale, puffy face from which its yellow-irised eyes glare with equal parts intensity and insanity. As you see, you feel a pervasive disquietness creep over you. DC 17 Will save or take a –1 penalty on attack rolls and on saving throws against fear effects while within the aura and for 7 minutes after leaving the affected area; this is a mind-affecting fear effect. Everyone takes a -2 penalty on the save.

Know (religion) DC 21:

You think it's a keeper of the yellow sign, the undead form of a cultist of Hastur who willingly sacrificed his soul to rise as his god’s servant after death.

“Have you found the Yellow Sign?” it asks, though it doesn't wait for an answer. Instead it gestures and the room and area all around is plunged into darkness! I assume you were using light spells to see, so those are negated, leaving you in darkness

3d8 ⇒ (1, 5, 3) = 9

Initiative:

Albert: 1d20 + 3 ⇒ (4) + 3 = 7
Heinrich: 1d20 + 2 ⇒ (3) + 2 = 5
Kyffin: 1d20 + 1 ⇒ (16) + 1 = 17
Tenebrynn: 1d20 + 3 ⇒ (8) + 3 = 11
Tristain: 1d20 + 4 ⇒ (9) + 4 = 13
Antagonist: 1d20 + 6 ⇒ (12) + 6 = 18

Party is up.


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

Round 1

1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21 Will
1d20 + 12 ⇒ (2) + 12 = 14 Know (religion)

Tristain pulls out his wand of bless, activating it and 5’ stepping back to where there might be light.

”What was that thing!?” Tristain manages to keep the fear from his voice.

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

Tris' stats:

HP: 31/31
AC: 12
Points: 3/4 left
Spells: Lvl 1: 5/7 left (MM*0,IllOm*0,MurdCom*1,Vanish*0) dc 16
Spells: Lvl 2: 5/5 left (Kno*0,SpirW*0,Sugg*0) dc 17
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 10/50 left
[ dice]3d4 + 3[/dice] force damage

Wand of Bless: 3/18 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

"Danged evil place!" Albert curses as he lashes out with his blade into the darkness where the creature was standing. "By all that is good and holy, die you foul thing!"

everyone gets +4 to the save from Albert's aura

DC 17 Will save: 1d20 + 6 - 2 + 4 + 1 ⇒ (1) + 6 - 2 + 4 + 1 = 10

activate smite evil, AC +3

short sword +1: 1d20 + 10 + 3 + 1 - 1 ⇒ (5) + 10 + 3 + 1 - 1 = 18
Damage: 1d6 + 3 + 10 ⇒ (5) + 3 + 10 = 18 bypasses DR

High is Good: 1d100 ⇒ 82


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

Albert suddenly remembers that he isn't afraid of anything and his attack strikes true.

thanks, Tristain, for the reminder, Albert hits an AC 19 with that attack


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

Round 1

Status:
HP: 39/43 AC: 21 (f18/t12)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = Bless (3/10r), Bull’s Strength (1/5m), Curse (–1 penalty on attack rolls and on saving throws against fear)
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 (5/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (4/4, su, sw, DC 14, 2d6)
Sacred Weapon (5/5r, 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

Will: 1d20 + 9 - 2 + 4 ⇒ (5) + 9 - 2 + 4 = 16 vs DC 17

(Damn that -2 to my save...)

Kyffin, hoping the enemy is further away, provokes as he takes out an ioun stone (Ioun Torch heightened to be cast as a 5th level spell to overcome Deeper Darkness (7th level caster)) and tosses it above his head. It should result in cancelling out the darkness, leaving the background light (anybody have a sunrod or torch?).


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

Will: 1d20 + 3 + 4 - 2 ⇒ (5) + 3 + 4 - 2 = 10 Heinrich recoils before the light goes out!

He draws his dagger and waits for the light to return, too shocked to do much else!


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

Reflex Save (DC 17): 1d20 + 7 ⇒ (20) + 7 = 27

Tenebrynn yelps in brief surprise as the crackling bolt flashes over her and her friends, but her surprise turns to curiosity as a tiny arc of blue energy dances along the back of her hand. She tilts her head to the side as she watches it, then giggles softly as she holds up her other hand and the arc jumps across the span to then crawl over her knuckles for a few seconds before vanishing with a low snap.

Will Save (DC 17): 1d20 + 2 + 4 - 2 ⇒ (18) + 2 + 4 - 2 = 22
"The Yellow Sign? There weren't any signs. Hey! What happened to the lights?!" In the darkness, she then leverages some of her gnomish cunning and conjures up four little dancing globes and hopes their light is bright enough.

cast dancing lights, conjuring 4 globes, each as bright as a torch

Status:

HP: 41/53
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 [X], 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
dancing lights: 1/10 rds


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

Oops! Forgot my reflex check. Sorry.

Reflex Save: 1d20 + 5 ⇒ (18) + 5 = 23 vs DC 17 for half of 9hp damage (4).

The light rules are a bit strange, but the way I read it, our enemies darkness still cancels out the dancing lights. For us to be able to see, we need a non-magical light source as all the magics are cancelling each other resulting in only non-magical light to function. I usually have a couple sunrods for just such an occasion, but seem to have forgotten it for poor Kyffin.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Kyffin is right; all the darkness and lights cancel each other out, which leaves the ambient light -- which is dark down here right now

Round 1:

Kyffin: 17
Tristain: 13
Tenebrynn: 11
Albert: 7
Heinrich: 5
Antagonist: 18

Kyffin and Tenebrynn conjure lights, but they don't seem to light the dark tunnel, met squarely by the creature's own magic. Heinrich waits, dagger drawn, and Tristain casts a spell of his own.

Al, meanwhile, takes the offensive, stepping forward as he tries to smite down the attacker. He feels his sword hit and a second later feels his god behind him, as the creature somehow avoids hitting him in return as it swipes at him.

Unfortunately, he's not sure where it moves after that.

Mechanics:

Bad touch: 1d20 + 11 ⇒ (2) + 11 = 13

KYS: 18


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

Kyffin, you get a +1 from Tristain's Bless against the save, thus a 17 and made it

Albert delays just long enough for his companions to create light...


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

I think the fear happened before the bless, so unless the bless grants a reroll the 16 would stand?

Tenebrynn groans as her lights do nothing, ”Awww!” In the dark, she then kneels down and begins fishing for her lantern. ”I’ve got a lamp! One second!”

Full-round action to get a lamp from my backpack, I presume.

Status:

HP: 41/53
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 [X], 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
dancing lights: 2/10 rds


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

Round 2

Status:
HP: 39/43 AC: 21 (f18/t12)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = Bless (2/10r), Curse (–1 penalty on attack rolls and on saving throws against fear)
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 (5/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (4/4, su, sw, DC 14, 2d6)
Sacred Weapon (5/5r, 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

Yeah, the bless happens too late as Tenebrynn notes. I'm just afraid. :)

”Does no one have light?!” Kyffin is afraid and angry, and can’t believe he must do everything himself. (Patently untrue, but you know how it is when you’re scared and enraged.)

He takes out a flask of alchemy fire (provokes) and smashes it against the wall to his left (provokes) to provide light without splashing himself if he can.
Alchemy Fire: 1d20 + 4 + 0 ⇒ (13) + 4 + 0 = 17 (bless, fear) to hit the wall

He then takes a 5’ step into the room and looks around for the enemy.


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

Round 2

Tristain draws his wand and readies to shoot the bad thing when he can see it.

"gad-ZOOKS!”

Wand of Magic Missile (5): 9/50 left
3d4 + 3 ⇒ (2, 1, 1) + 3 = 7 force damage

Bless (2/10): +1 to attacks and morale.

Tris' stats:

HP: 31/31
AC: 12
Points: 3/4 left
Spells: Lvl 1: 5/7 left (MM*0,IllOm*0,MurdCom*1,Vanish*0) dc 16
Spells: Lvl 2: 5/5 left (Kno*0,SpirW*0,Sugg*0) dc 17
Cure Used: 0/2 used
Scroll SMIII

"gad-ZOOKS!”

Wand of Magic Missile (5): 9/50 left
[ dice]3d4 + 3[/dice] force damage

Wand of Bless: 3/18 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

When the light from the fire dances around the room, Albert will look for his target and strike. AC 24

short sword +1: 1d20 + 10 + 3 + 1 ⇒ (17) + 10 + 3 + 1 = 31
Damage: 1d6 + 3 + 5 ⇒ (5) + 3 + 5 = 13

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