Motteditor's Strange Aeons PBP (Inactive)

Game Master motteditor

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


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RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 2:

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

Kyffin's alchemist's fire briefly lights up the room as Tenebrynn scrambles for a lamp in her gear. Al takes advantage, closing on the foe and slashes again, sword easily sliding into the flaccid form.

Heinrich rushes into the room, throwing his dagger, which clangs against the wall before returning to his hand, as Tristain follows closely behind and blasts the figure before everything returns again to darkness.

In the darkness, Al feels the creature's cold hand reach out and touch him and as it withdraws, it feels like a piece of his essence goes with it take 1 negative level.

Mechanics:

Heinrich dagger: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11
Bad touch: 1d20 + 11 ⇒ (19) + 11 = 30

KYS: 33

Kyffin, note that table is in your way if you try to move to your right; you could go over/on top of it, but it's considered difficult terrain.


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

I had assumed the alchemy fire would remain lit at least the two rounds it does damage - no luck?

Kyffin delays until Tenebrynn gets the lamp lit.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain glums as the darkness envelops his friends. He waits to see if light returns and he might blast his foe again.

Good trick, Kyffin. But we need another miracle to live another day.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Let's call it dim light for Round 2, but sure. But I don't think it'll matter, since Tenebrynn should get the lamp lit this round.


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

Fulfilling her destiny as the predicted and prophesied Lightbringer, Tenebrynn lights the wick of her lamp then wheels around, aiming it so that the light washes over the room and their foe.

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: 3/10 rds


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Round 3

With the light from LightBringer, Tristain fires his wand again at the bad thing.

"gad-ZOOKS!”

Wand of Magic Missile (5): 8/50 left
3d4 + 3 ⇒ (4, 4, 3) + 3 = 14 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): 8/50 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: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

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), Curse (–1 penalty on attack rolls and on saving throws against fear), 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 (5/5, su, DC 14) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (3/4, 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

With the light from Tenebrynn’s lamp, Kyffin cheers as he swiftly favors his weapon with divine power.* He then clambers over the table to get within striking distance, and he swings!
Scimitar (magic): 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 (favor, bless, ‘curse’) damage: 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12 (favor)

*He swiftly casts Divine Favor (+2 attacks/damage (luck)) using his Fervor.


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

Heinrich flings his dagger again!

Dagger!: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 for 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8 damage!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 3:

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

Tristain and Al continue to hack into the creature, though Kyffin -- hampered by scrambling onto the table -- and Heinrich rush their attacks, missing completely.

The figure reaches out and touches Kyffin and -- like Al moments earlier -- he feels a wrenching at his soul 1 negative level.

Mechanics:

short sword +1: 1d20 + 10 + 3 + 1 - 1 ⇒ (15) + 10 + 3 + 1 - 1 = 28
Damage: 1d6 + 3 + 5 ⇒ (6) + 3 + 5 = 14

1d20 + 11 ⇒ (15) + 11 = 26

KYS: 61

Party is up.


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

With the room now adequately illuminated, Tenebrynn draws in the wind around her then sends a tumbling blast of debris between her friends and into the yellow sign seeker.

Air Blast: 1d20 + 11 ⇒ (15) + 11 = 26for: 4d6 + 10 ⇒ (4, 4, 5, 6) + 10 = 29

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: 4/10 rds
bless: +1 to hit, +1 vs fear


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Round 4

Though I have to hope that Tenebrynn's big blast took it out, Tristain will hand/mind cast Magic Missile if not, hoping to do the honors.

3d4 + 3 ⇒ (3, 2, 3) + 3 = 11 force damage

Bless (4/10): +1 to attacks and morale.

Tris' stats:

HP: 31/31
AC: 12
Points: 3/4 left
Spells: Lvl 1: 4/7 left (MM*1,IllOm*0,MurdCom*2,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): 8/50 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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tenebrynn's blast does indeed slam the creature into the wall, after which it slumps to the ground.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

”Shoot it again, just to be sure,” Tristain suggests, not wanting to use more of his magics, and also not trusting whatever that thing was to be truly dead.

”That thing was horrible...it makes my skin crawl,” Tris says warily. ”Dang thing wasn’t right. It’s a fitting piece to this entire Manor. Hey, Al...you don’t look so good...are you alright?”


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Kyffin, finally ready to fight in earnest, slashes at the creature intent on putting it down.

coupe de grace: 2d8 + 14 + 4 ⇒ (1, 7) + 14 + 4 = 26 (favor)

"Damnit, I feel like shit after that one. Let's proceed I suppose..."

When he's sure their foe is dead, he'll keep watch while others search the area.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

Albert slumps against the wall for a minute. "Cursed thing stole the energy right from my bones." He stretches a little and grumbles, but otherwise looks ready to continue.

did the cold come from that thing, or is it still freezing down here? If freezing, then Al will wait where it's warm while the party searches

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It was cold in the first room; here's it's a bit chilly, but no more than you might expect in a cellar.

A thorough search among the sundries reveals what might be the apparel of a public official and a silver seal matrix—a bell-shaped object with Thrushmoor’s crest engraved on its flat bottom and a ring for a string or ribbon at the top.

Passageways open south and east.


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

”Anyone else notice how everything has to do with the color yellow? These weird cultists, the Tatterman, all that weird fog, and now this guy too? What kind of sign is it he asked about? Like a street sign over a door? Hand signals? Something else?” She shakes her head at the strangeness of it all and her own ignorance in the midst of it.


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

"What is a yellow sign? Has anyone heard of such things?" Heinrich asks, nervously fiddling with his dagger.


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Kyffin, when the party finishes their search, heads to the East, scimitar leading the way, and the ioun stone providing light.

"Yellow is an inauspicious color." he mumbles as he heads down he corridor.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain thinks about all the yellow coloring, motifs, and religious significance.

1d20 + 8 ⇒ (18) + 8 = 26 Know (history)
1d20 + 12 ⇒ (3) + 12 = 15 Know (religion)

”Yeah, a lot of yellow, which makes sense because everything here wants to make me pee. What the hell is wrong with these people to allow these horrors to live in their home.”

Tristain takes a moment to examine the public official crest and seal. Are these the official mayor/seal thing? Is Tristain mayor now?!

Other than that, he will follow the party on.


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

"Dang, it looks like our boy is the mayor now, holding that seal and all. Bout time them folks had someone that will do something around here." Albert follows Kyffin and leads the new mayor down the corridor.


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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

"I shudder for the future of governance." Heinrich dryly observes.


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

”Are you sure it’s not from being in the ice-cellar?”

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tristain can't think of what the yellow sign might be, though he feels an itch in his head that tells him it has some religious significance. He does think the seal is more likely that of a magistrate. He's not got that position by having it, but someone of responsibility might be quite pleased to get it back, regardless of what happened to the original holder.

A low, circular stone wall marks the lip of a well in the center of this room. A bucket sits beside a block and tackle attached to a wooden frame near the wall of this round chamber. A quick investigation reveals the shaft here descends 50 feet to bottom of the well and holds 15 feet of water. Just beneath the lip of the well, a fissure in the stonework opens with a 2-foot-wide entrance, too tight for anyone but Tenebrynn to fit through. A foul smell wafts from the hole.


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Kyffin looks down the hole, doing the usual toss of a light ensorcelled stone or coin to see the bottom.

"I dunno Tenebrynn, I think you're the only one who can fit, but it might be dangerous. If you go down, I want a rope tied around you so we can pull you back up quickly if there's something hostile down there."

"Smells like they used it as a dump."


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain seems downcast as he looks over the seal and realizes that he is not now Mayor. It’s just the wrong seal, but the right one might be around here someplace. If he can get, then this entire death trap might be worth it.

”Uh, I’m can’t fit there,” Tristain comments, but not on the stink.

He’ll wait to see if Kyffin’s light turns anything up.

Mayor Tristain! That’s a good name, ain’t it?


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

Heinrich clears his throat. "I could mix an extract that would shrink you down to Tenebrynn's size if anyone wished to accompany her. Would just take one minute's work."


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

"Put some light on that bucket and lower it down slowly so we can see what's there." Albert suggests.


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 points her lantern down the well, then hops into the opening with the light in hand. "No need!" she calls behind her at Al as she slowly floats down to the opening. When she arrives at it, she shines the lamp within the breach and looks around.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

As she gets closer, Tenebrynn catch a whiff of the cave, the smell of feces filling her nostrils and nearly making her retch. Clearly it was once a den for something though thankfully that now appears to be gone.

Give me a DC 17 Fort save please, Tenebrynn.


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 makes a face as she nears the breach and quickly begins to make the air around her sweep the foul stench away.
Fort (DC 17): 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Quickly disappointed at how unpleasant and uninteresting the small cave is, she quickly bounds back up to the others.

"Wow. Something foul made a den, but it wasn't there. I think it either lives in or eats feces though if the smell was any hint. Don't go down there." She keeps waving her hand in front of her face, as if the breeze she'd already conjured up wasn't banishing the stench quickly or effectively enough.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

”But nothing of interest, huh?” Tristain asks with relief when Tenebrynn returns. ”I figured you were dead for sure, some horror eating your face from the dark. Huh, this place is full of surprises, ain’t it?”

”Where to next?” Tristain still thinks they should sweep the manor again, but is open to other ideas.


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

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 = Curse (–1 penalty on attack rolls and on saving throws against fear), Negative Level
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 (3/4, su, sw, DC 14, 2d6)
Sacred Weapon (5/5r, su, sw, +1)
Pearl of Power (0/1, 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 leans over the well's edge to watch Tenebrynn as she floats down. He readies his rope just in case, and is relieved when she returns unharmed. He puts away his gear, uses his pearl of power to renew a spell, and takes up his scimitar again.

"Well, shall we try the other hall?"

(I don't see where we are on the map, but if we've gone as far as we can for now, Kyffin will head back to the first room, and down the other hallway.)


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

Albert follows Kyffin back to the other hall. "Danged confusing estate, no wonder they went mad."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The walls of the next section of subterranean hallway are covered with yellow tapestries. The one on the east wall has been defaced with a familiar strange symbol -- the Yellow Sign. A lantern sits on the floor of this room between the two hallways, shining light into a long hallway stretching south, which holds two doors. A double doorway stands to the west.

A search of the room reveals nothing more of interest -- just bare walls behind the tapestries.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain looks over towards the double doors.

"What horrors lie beyond those doors, do you think?" Tris girds his mind to see what he wishes it wouldn't see.


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Kyffin nods at Albert as he walks back. "It's a wonder we aren't completely crazy ourselves."

He studies the yellow sign, but nothing about it makes sense, or even sits well for that matter. The symbol seems as unbalanced as the environment. Crazy.

He eyes the floor lantern as they go by, "Strange place to put a lamp. What if someone trips over it?" That said, he doesn't touch it, but rather heads to the double doors. When folks are ready, he'll go ahead and open them, scimitar at the ready.


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 turns her head curiously as the group comes upon the floor lantern. She watches as Kyffin regards it only to move on past, so, with a shrug, she turns it to shine on a different portion of the wall. ”Maybe the low angle is deliberate?” She offers the suggestion in answer to Kyffin’s question even as she sweeps the field of light to a new focal point. If the angle permits, I’ll turn the lantern to illuminate the yellow sign. If not, I’ll point it at a different door.


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

"Hold there, son." Albert quickly asks Kyffin, "Let Tenny check that door first, that danged yellow sign is evil and we shouldn't trust nothing down here."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Tenebrynn can easily turn the lantern (picking it up if she wants), but it reveals nothing new about the room or doors.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Tristain waits for the doors to be opened, hoping to find something good here...something that makes sense. Anything. Maybe a puppy.


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Kyffin waits to open the door until Tenebrynn is done searching as Al suggests.


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 frowns as changing the lamp's focus doesn't result in anything noticeable. She returns the lamp to its original spot, then trots up to the double doors.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17

and, if locked
Disable Device: 1d20 + 15 ⇒ (17) + 15 = 32

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Back until Thursday, when I leave for PaizoCon.

This elongated subterranean hall is decorated throughout with finely wrought Pharasmin symbols, which culminate in a seven-foot-high bas-relief of the goddess’s face on the south wall. Against the other walls, whose surfaces are riddled with burial recesses, sit seven sarcophagi, four sealed and three uncovered.

A human corpse dressed in what looks like some sort of uniform is laid out on top of one of the sealed sarcophagi. A strange humanoid is perched over the body with a bizarre device in hand. She turns as the doors open, standing up from the body and looking at you. “You have made a grave mistake returning here. Lowls should have finished the job of sacrificing you instead of sending you to that ... doctor. You won’t interfere with Melisenn’s work any longer.”

Initiative:

Albert: 1d20 + 3 ⇒ (18) + 3 = 21
Heinrich: 1d20 + 2 ⇒ (13) + 2 = 15
Kyffin: 1d20 + 1 ⇒ (11) + 1 = 12
Tenebrynn: 1d20 + 3 ⇒ (8) + 3 = 11
Tristain: 1d20 + 4 ⇒ (11) + 4 = 15
Antagonist: 1d20 + 4 ⇒ (3) + 4 = 7

Party is up.


AC: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Round 1

Status:
HP: 39/43 (-5hp negative level not included) AC: 21 (f18/t12)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Bolts = 20/20
Cold Iron/Ghost Salt Bolts = 20/20
Conditions = Negative Level
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 (2/4, su, sw, DC 14, 2d6)
Sacred Weapon (5/5r, su, sw, +1)
Pearl of Power (0/1, 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 makes a quick prayer to Sarenrae*, rushes to the far wall, and then down to leave room for others to follow. ”Damn you! We will interfere with Melisenn’s work if it means striking back at those who harmed us. And we’ll start with you!”

When he arrives, he arcs his scimitar down against the creature.
Scimitar (magic): 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 (neglevel, favor) damage: 1d8 + 7 + 2 ⇒ (8) + 7 + 2 = 17 (favor)
crit threat Scimitar: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 (neglevel, favor) damage: 1d8 + 7 + 4 ⇒ (7) + 7 + 4 = 18 (favor)(2hp is fire)

*He swiftly casts Divine Favor (+2 attacks/damage (luck)) using his Fervor.


M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

Round 1

"What horror are you? A friend of the Mayor are you? I have a stamp. It's a mighty stamp, so you should respect us," Tristain says in confusion, looking at the creature.

What knowledge roll for the antagonist?

With a shrug (unless his knowledge roll suggests it won't work), Trisain fires his wand at the creature.

"gad-ZOOKS!”

3d4 + 3 ⇒ (4, 3, 1) + 3 = 11 force damage

Tris' stats:

HP: 31/31
AC: 12
Points: 3/4 left
Spells: Lvl 1: 4/7 left (MM*1,IllOm*0,MurdCom*2,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): 7/50 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

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Know (planes) DC 18:

She appears to be a denizen of Leng, which travel the universe from their strange homeland, walking uncontested only when they disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and face.

You have no reason to think the wand won't work.


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

"I have no idea why you should be so eager to see us sacrificed, or to whom, but I can assure you we will undoubtedly disrupt this Melisenn probably without knowing why." Heinrich mutters.

He throws his dagger at the woman(?). Dagger!: 1d20 + 5 - 4 + 1 ⇒ (13) + 5 - 4 + 1 = 15 for 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5 damage!


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

”Melisenn? Wasn’t she the invisible sneaky lady who tried to stab me?” The slight gnome cocks her head in consideration, then nods. ”Yeah. I think that was her. She’s dead now, so I guess you’re technically right; if Melisenn’s not alive to work, then there’s nothing to interfere with.” She then shrugs as if it doesn’t matter and sends a tremendous blast of wind tearing through the room.

Air Blast (empowered): 1d20 + 9 ⇒ (9) + 9 = 18for: 4d6 + 10 ⇒ (5, 4, 1, 3) + 10 = 23

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


Initiative +6, AC 27, touch 18, flat-footed 22, hp 132, Fort +20, Ref +20, Will +19; +2 vs. enchantments, CMD 37, Perception +2

"Stop desecrating everything, you yellow robed goon." Albert draws his blade and joins Kyffin in the attack.

can't get there this round, so move action to 5' away and standard to Detect Evil on the strange humanoid

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