
Kyffin Rhees |

Round 3
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 1/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (2/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15):
Kyffin reacts poorly to being grappled, and does his best to break free, though he chooses the more violent method of attack rather than brute strength. He attacks the bones surrounding him. If he manages to break free, he’ll take a 5’ step south if he can, southeast if he can’t.
Scimitar (magic): 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (6) + 11 + 3 = 20 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (12) + 9 + 4 = 25 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (4) + 11 + 3 = 18 (favor)
No matter what, he prays for additional protection, summoning forth some sacred armor to, slightly, boost his armor (swift).

Tristain the Chalker |

Wow, Tristain is still ‘boned’. teehee
Round 3
Vanyan does the only thing he can think to do...run and hide.
Casting defensively...Vanish.
1d20 + 12 ⇒ (17) + 12 = 29 vs. DC14
He will move down two and to the right five.
HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII
"gad-ZOOKS!”
Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 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+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 18 will)

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
1 person marked this as a favorite. |

Kyffin: 16
Jasno: 14******
Tristain: 9
Albert: 6****
Tenebrynn: 18****
Antagonist: 16.5
Tristain -- so scared he can't even remember his name -- disappears and creeps away. That said, Tris, please remember the DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC.
Kyffin meanwhile hacks at the bones, though he's hampered by the tight constraints you're grappled, so the first one misses because of the penalties that would involve. Still, he manages to badly damage them as the golem turns its attention to the two figures still standing in front of it. He bites at Al, but apparently is more focused on Jasno, heavy bone fists slamming into the dwarf. 14 and 9 hp damage
1d2 ⇒ 2
Bite: 1d20 + 14 ⇒ (3) + 14 = 17
Slam: 1d20 + 14 ⇒ (18) + 14 = 32
2d6 + 4 ⇒ (4, 6) + 4 = 14
Slam: 1d20 + 14 ⇒ (13) + 14 = 27
2d6 + 4 ⇒ (1, 4) + 4 = 9
Party is up again.

Kyffin Rhees |

Round 4
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 1/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (2/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15):
Kyffin hacks at the bands about him one more time, doing what he can to break free. As before, if he does break free, he’ll 5’ step S or SE if necessary.
Scimitar (magic): 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (2) + 11 + 3 = 16 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (1) + 9 + 4 = 14 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (5) + 11 + 3 = 19 (favor)
Sigh...
Managing not to hit anything, and surprised the bones surrounding him are so hard to land a solid blow upon, he merely flails about in place as his allies are cut down slowly.

Tenebrynn |

Are any of us who haven’t been able to act thus far able to do so now?

Tristain the Chalker |

Thanks for pointing that out and if I knew it, I totally forgot about it. I kept looking for spells with the thought descriptor, but no, those don't exist. With further research, I see where I was thinking things wrong. Verbal, somatic = psychic crap.
Round 4
Vanyan pulls out something he hopes will delay the golem beast...the scroll they found long ago. Still vanished, he begins to read from the scroll of SMIII.
HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII
"gad-ZOOKS!”
Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 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+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 18 will)

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

No worries. I regularly have to look up occult magic to make sure I'm not messing it up. :) Also, unless Tristain has come up with some other memory, his name isn't Vanyan.
Kyffin: 16
Jasno: 14*****
Tristain: 9
Albert: 6***
Tenebrynn: 18***
Antagonist: 16.5
As Al, Jasno and Tenebrynn remain entranced thinking about the sexy bone snakes, Kyffin tries to batter his way out of the cage, but the tight confines don't give him room to properly swing his sword. Tristain starts reading from a scroll as the golem continues its assault on the two helpless figures near it.
It bites Jasno 12 hp and slams a fist into Al 12 hp.
1d2 ⇒ 2
Bite: 1d20 + 14 ⇒ (7) + 14 = 21
1d8 + 4 ⇒ (8) + 4 = 12
Slam: 1d20 + 14 ⇒ (4) + 14 = 18
Slam: 1d20 + 14 ⇒ (14) + 14 = 28
2d6 + 4 ⇒ (5, 3) + 4 = 12
Kyffin and Tristain are up again; rest are still dazed for a bit (sorry!). Also, Jasno, is your stat bar correct? AC 11? I'm having a little trouble making out your key stats in your sheet. Can you put some of the basics at the top of your "sheet"? (Saves, AC, main attack, movement...) Thanks.

Tristain the Chalker |

Doy. My brain is affected by a severe case of the cat flu.
Round 4
Tristain finishes his reading of the scroll, summoning a creature that he hopes will help delay the death of his friends.
1d9 ⇒ 3 SMIII
A majestic and hopefully life-saving boar comes into existence, charging at the bone golem.
The large creature bravely charges the bone golem! The summons has a 40' reach via the scroll, wherever works.
1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 to hit;
2d6 + 9 ⇒ (4, 6) + 9 = 19 damage.
And Tristain (having only a move action left) invisibly moves behind the boar, maybe to keep it healed next round.
HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII
"gad-ZOOKS!”
Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 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+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 18 will)

Kyffin Rhees |

Round 5
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 2/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (2/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15):
Kyffin tries for the third round to hack at the bands about him, doing what he can to break free. As before, if he does break free, he’ll 5’ step S or SE if necessary.
Scimitar (magic): 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (8) + 11 + 3 = 22 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (4) + 11 + 3 = 18 (favor)
Realizing that this is a dream. And as such, has its own rules, Kyffin discovers that he cannot breaks free, no matter how hard he tries.
So he begins trying to wake up (next round as I presume I'm out of actions).

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Kyffin: 16
Jasno: 14****
Tristain: 9
Albert: 6**
Tenebrynn: 18**
Antagonist: 16.5
Kyffin continues to struggle with the bone cage, trapped in its tight confines, just as the others remain trapped in the snakes' lingering dance.
Making the dream even stranger, a savage boar appears out of nowhere and charges the golem, slamming its tusks into the hard bone. Faced with this new threat, it turns and attacks, nearly breaking the poor creature's porcine back. Still, it remains on its feet. 38 hp
1d20 + 14 ⇒ (9) + 14 = 23
1d8 + 4 ⇒ (2) + 4 = 6
1d20 + 14 ⇒ (20) + 14 = 34
2d6 + 4 ⇒ (1, 5) + 4 = 10
1d20 + 14 ⇒ (17) + 14 = 31
2d6 + 4 ⇒ (5, 3) + 4 = 12
Crit?: 1d20 + 14 ⇒ (3) + 14 = 17
2d6 + 4 ⇒ (3, 3) + 4 = 10
BG: 14
Tris and Kyffin are up (sorry everyone else!).

Tristain the Chalker |

Round 5
”C’mon guys! I can’t delay this thing forever!”
Tristain waits for the boar to attack then, then casts Vanish upon it so that maybe, just maybe, the boar will last another round.
1d20 + 8 ⇒ (4) + 8 = 12 to hit;
2d6 + 9 ⇒ (5, 3) + 9 = 17 damage.
After casting vanish, he will move back 30’, thinking about what to do next.
HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 6/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII
"gad-ZOOKS!”
Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 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+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 18 will)

Kyffin Rhees |

Round 6
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 3/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (2/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15):
Kyffin resigns himself to trying, just one more time, he tells himself, to break free before leaving his allies to be slaughtered.
Scimitar (magic): 1d20 + 9 + 4 ⇒ (10) + 9 + 4 = 23 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (8) + 11 + 3 = 22 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (2) + 9 + 4 = 15 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (8) + 11 + 3 = 22 (favor)

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Kyffin: 16
Jasno: 14***
Tristain: 9
Albert: 6*
Tenebrynn: 18*
Antagonist: 16.5
Kyffin, giving it one last effort, manages to shatter the cage, leaving him free as the golem continues to try to swat at the now-invisible pig. Unfortunately, it doesn't seem to realize it needs to move and the thing simply pinpoints where it last attacked him. There's a sickening crunch and splatter as the boar dies horrible.
Tenebrynn and Al, meanwhile, feel the fog on their brains start to lift and realize vaguely something is happening. Still can't act, but the following round...
3d20 ⇒ (15, 1, 13) = 29
3d100 ⇒ (76, 75, 86) = 237
Kyffin and Tris are up again.

Kyffin Rhees |

Round 7
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 3/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (2/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15):
Kyffin, with what I think is his last round of haste, moves into position around Tennebryn and strikes, at last, at the enemy.
Scimitar (magic): 1d20 + 9 + 4 ⇒ (13) + 9 + 4 = 26 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (2) + 11 + 3 = 16 (favor)

Tristain the Chalker |

Round 6
Kyffin may die, but he won’t die alone.
Still invisible, Tristain will move up within 15’ and draws out an alchemist flask, having very very few options to hurt the golem.
HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII
"gad-ZOOKS!”
Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 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+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 18 will)

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Kyffin: 16
Jasno: 14*
Tristain: 9
Albert: 6
Tenebrynn: 18
Antagonist: 16.5
Al and Tenebrynn suddenly come to their sense, realizing that they're in for a fight -- even though Tristain appears to have woken up, or perhaps run away. They notice Kyffin run toward the golem, taking a vicious blow 15 hp as he closes in, though his blade sends shards of bone flying.
The creature turns its full attention on him, and he takes another par of brutal blows. 24 hp more
AoO: 1d20 + 14 ⇒ (16) + 14 = 30
2d6 + 4 ⇒ (5, 6) + 4 = 15
Bite: 1d20 + 14 ⇒ (3) + 14 = 17
1d8 + 4 ⇒ (2) + 4 = 6
Slam: 1d20 + 14 ⇒ (11) + 14 = 25
2d6 + 4 ⇒ (6, 4) + 4 = 14
Slam: 1d20 + 14 ⇒ (14) + 14 = 28
2d6 + 4 ⇒ (1, 5) + 4 = 10
BG: 25
All but Jasno are up

Tenebrynn |

Tenebrynn shakes her head and looks around distractedly until a cry from Kyffin draws her attention downward. ”Kyffin!” Reacting to the threat her friend is under, the little gnome weaves both wind and lightning together into a tremendous blast directed at the golem.
Thunderstorm Blast: 1d20 + 12 ⇒ (1) + 12 = 13for: 8d6 + 14 ⇒ (1, 4, 3, 1, 4, 2, 3, 1) + 14 = 33
Waking HP: 67/75
Dreamlands HP: 75/75
Nonlethal: 3
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
Burn Accrued: 3/8
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
Haste: +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow: +x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
Ability Score increases (+2): Dex, Con
Well, that’s about the opposite of what I’d hoped for. Dang 1’s.

Kyffin Rhees |

Round 8
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 3/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (1/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15):
Kyffin clicks his heels together for a little haste of his own (boots, free action) before swiftly calling on the power of his god to heal himself, at least a little. (Swiftly converting Hold Person to Cure Moderate)
Cure Moderate Wounds: 2d8 + 7 ⇒ (5, 3) + 7 = 15
While he continues to drain his spells and abilities on this first fight, he takes his shots as well, trying to end the beast.
Scimitar (magic): 1d20 + 9 + 4 ⇒ (3) + 9 + 4 = 16 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (3) + 11 + 3 = 17 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (2) + 11 + 3 = 16 (favor)
Alas, Desna continues to frown on poor Kyffin who is beginning to think there's something wrong with the dice bot... :)

Tristain the Chalker |

Round 7
Tristain throws his alchemist fire, then pulls out another one.
1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21 touch to hit;
1d6 ⇒ 6 fire damage.
Pot Crit:
1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6 touch to hit;
1d6 ⇒ 6 fire damage.
Next round: 1d6 ⇒ 5 fire damage
HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII
"gad-ZOOKS!”
Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 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+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 18 will)

Albert Hazred |

Finally freed from the snake creature's trance, Albert strikes at the bone golem.
Rapier, power attack: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 1d6 + 7 ⇒ (1) + 7 = 8
Rapier, power attack: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 7 ⇒ (3) + 7 = 10

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Kyffin: 16
Jasno: 14
Tristain: 9
Albert: 6
Tenebrynn: 18
Antagonist: 16.5
Desna may be the goddess of dreams, but this place seems to be more Pharasma's as luck doesn't favor you. Tenebrynn blasts bones, but not the golem's, though Kyffin and Al manage to do some damage to it and Tristain's throw hits it right in the head, spreading fire over its form.
It responds to the swords by lashing out again at Kyffin and Al, battering both 9 hp to Al, 20 to Kyffin
Bite (Al): 1d20 + 14 ⇒ (13) + 14 = 27
1d8 + 4 ⇒ (5) + 4 = 9
Slam (Kyffin): 1d20 + 14 ⇒ (17) + 14 = 31
2d6 + 4 ⇒ (3, 4) + 4 = 11
Slam (Kyffin): 1d20 + 14 ⇒ (10) + 14 = 24
2d6 + 4 ⇒ (1, 4) + 4 = 9
BG: 45 (5 next round)
Everyone can act (yes, you too, Jasno!). Also, heh: I typo'd that it did 1d86+4 to Al. And got max damage!

Kyffin Rhees |

Round 9
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 4/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (0/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 8/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15):
(Motteditor, my AC is 25 currently, thanks to more holy power. My current AC is always in my status spoiler. So I think I’m 9hp up from the last round. Let me know if I’m mistaken though.)
Kyffin clicks his heels together for a little haste of his own (boots, free action) before swiftly calling on the power of his god to heal himself, at least a little. (Swiftly converting Burst of Radiance to Cure Moderate)
Cure Moderate Wounds: 2d8 + 7 ⇒ (2, 8) + 7 = 17
While he continues to drain his spells and abilities on this first fight, he takes his shots as well, trying to end the beast.
Scimitar (magic): 1d20 + 9 + 4 ⇒ (4) + 9 + 4 = 17 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (3) + 11 + 3 = 17 (favor)
hasted Scimitar (magic): 1d20 + 9 + 4 ⇒ (7) + 9 + 4 = 20 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (8) + 11 + 3 = 22 (favor)
Kyffin says nothing as he continues to swing his blade wildly.

Jasno Drakemaul |

Round 9
Seeing that his limbs respond and there is only one threat remaining, much to large to escape, Jasno calls on his rings power improving his own meager defense (at will, ring of foe focus. +2 AC & Sv vs remaining creature) before mounting an equally meager attack mace: 1d20 + 4 ⇒ (19) + 4 = 23, dmg: 1d6 + 1 ⇒ (4) + 1 = 5.
AC 13 vs golem

Tristain the Chalker |

Round 8
Tristain throws his last alchemist fire, then moves back some distance, trying to figure out a way to help.
1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16 touch to hit;
1d6 ⇒ 6 fire damage.
Next round fire damage: 1d6 ⇒ 1 fire damage.
HP: 8/43
AC: 12
Points: 4+1/5 left
Spells: Lvl 1: 7/8 left (MM*0,IllOm*0,MurdCom*0,Vanish*1) dc 17
Spells: Lvl 2: 7/7 left (Kno*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 3/5 left (ForPun*0, MagVest*2,DazeMM,Haste) dc 19
Cure Used: 0/2 used
Rod of Reach: 0/3 used
Scroll SMIII
"gad-ZOOKS!”
Wand of Magic Missile (5): 2/50 left
[ dice]3d4 + 3[/dice] force damage
Wand of Bless: 2/18 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+8[/dice] CMB to trip vs. CMD
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
[ dice]1d6+1[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 18 will)

Albert Hazred |

Albert swiftly wipes some dirt across his wounds and then stabs at the bone golem.
Dirt on it: 4d6 ⇒ (2, 4, 4, 5) = 15
Rapier, power attack: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 1d6 + 7 ⇒ (1) + 7 = 8
Rapier, power attack: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d6 + 7 ⇒ (2) + 7 = 9

Tenebrynn |

”Get away from my friends!” Tenebrynn lashes out again, barely reigning her abilities in as the hall fills with a roar of thunder and rushing wind.
Thunderstorm Blast: 1d20 + 12 ⇒ (1) + 12 = 13for: 8d6 + 14 ⇒ (1, 6, 1, 2, 1, 2, 5, 4) + 14 = 36
Waking HP: 67/75
Dreamlands HP: 75/75
Nonlethal: 5
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
Burn Accrued: 5/8
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
Haste: +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow: +x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
Ability Score increases (+2): Dex, Con
I’m beginning to see a rather unfortunate pattern with this new composite blast, I’m afraid.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Nothing like having a new toy and having it never work...
Kyffin: 16
Jasno: 14
Tristain: 9
Albert: 6
Tenebrynn: 18
Antagonist: 16.5
Tenebrynn is again thrown off balance by the power of her latest trick, tossing her around in the air and coming nowhere even close to her target.
It throws off her companions too, Kyffin missing badly as he has to leap aside, and Al and Jasno's blows doing little damage as they mostly glance off the bones. Tristain's fire is more effective, but the creature continues its attack in the meantime. Jasno takes a couple more blows 23 hp and Al one as well 14 hp.
Target?: 1d3 ⇒ 2
1d20 + 14 ⇒ (4) + 14 = 18
1d8 + 4 ⇒ (8) + 4 = 12
Target?: 1d3 ⇒ 3
1d20 + 14 ⇒ (14) + 14 = 28
2d6 + 4 ⇒ (6, 4) + 4 = 14
Target?: 1d3 ⇒ 2
1d20 + 14 ⇒ (14) + 14 = 28
2d6 + 4 ⇒ (2, 5) + 4 = 11
BG: 59 (1 next round)

Jasno Drakemaul |

The latest attack impacts Jasno to his core...
I realized earlier that I hadn't calculated hit points. Forgot to ask how I should set hp in character creation. Thus far I'm seeing 58 hp in damage, which is approaching max hp for Jasno if calculated max each level. Checking in as he may be down for the count at this point. Hit dice: D8 (4 lvls), D6 (2 lvls), D8 (1 lvl)

Kyffin Rhees |

Round 10
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Hasted, Sacred armor (+1, 5/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (0/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 7/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(1/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15):
(Motteditor, no problem, there’s a lot for you to track. Thanks!)
Unable to get to Jasno to help him, Kyffin 5’ steps SW into flank with Al as he presses his attacks, calling on his boots one more time for their speed.
Scimitar (magic): 1d20 + 9 + 6 ⇒ (2) + 9 + 6 = 17 (favor, haste, flank) damage: 1d8 + 11 + 3 ⇒ (8) + 11 + 3 = 22 (favor)
hasted Scimitar (magic): 1d20 + 9 + 6 ⇒ (12) + 9 + 6 = 27 (favor, haste, flank) damage: 1d8 + 11 + 3 ⇒ (5) + 11 + 3 = 19 (favor)

Tenebrynn |

”Jasno!” Tenebrynn draws the wind in around her to stabilize herself in the air before hurling it back down at the golem.
Empowered Air Blast: 1d20 + 13 ⇒ (14) + 13 = 27for: 6d6 + 13 ⇒ (1, 5, 2, 6, 2, 6) + 13 = 35
Waking HP: 67/75
Dreamlands HP: 75/75
Nonlethal: 5
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +11 // Ref: +9 // Will: +3 (+2 vs illusion)
Burn Accrued: 5/8
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
Haste: +1 to hit, +1 reflex, +30ft movement speed
Elemental overflow: +x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn)
Ability Score increases (+2): Dex, Con

Albert Hazred |

Albert wipes some dirt on Jasno's wounds. "Good show, lad, that thing beat you like a rug in spring and you didn't flinch."
Dirt On It (lay on hands), Jasno: 4d6 ⇒ (2, 6, 2, 4) = 14 healing

Kyffin Rhees |

Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Magic Vestment (+2, 1/6h), Bulls Strength (+4, 1/7m), Sacred armor (+1, 1/10r)
Scimitar: Attack: BAB +5, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Ranged: Attack: BAB +5, Dex +1 Damage: Str +4
Blessings (6/6, su, DC 15) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (0/5, su, sw, DC 15, 2d6)
Sacred Weapon (7/7r, su, sw, +1)
Sacred Armor (5/7m, su, sw, +1)
Boots of Speed = 7/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (0/1, first)(0/1, second)
Spells (Caster Level 7, Concentration +9)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15):
Kyffin takes out the wand of healing, growling, "That was an unpleasant fight. Took damn near all my resources too." He shakes his head as he applies healing to Jasno first, and then himself, "The next fight will be harder."
(Any who need healing, go ahead and roll for yourselves and I'll track charges.)
CLW Kyffin: 4d8 + 4 ⇒ (8, 1, 5, 8) + 4 = 26
When everyone is healed and is ready to proceed, he'll cast Bull's Strength on himself, replenishing it with a pearl of power. Gripping his scimitar, he advances down the hall and around the corner.

Tenebrynn |

Tenebrynn alights on the ground gently as Jasno regains consciousness and she helps him to his feet. As she lands, it’s plain to the others that the thin shock of white in her hair is much larger now and nearly one whole half of her normally tulip red hair has gone stone white. ”Sorry, everyone. That snake did something and- and I was just frozen. I wanted to help but couldn’t, and when I could it was all too much for me to control.”

Tristain the Chalker |

Tristain moves over to also try to heal Jasno, but smiles when Al gets there first.
”Oh man, Jasno. Maybe...maybe you shouldn’t be here? That was awful. I can’t...I can’t say that it isn’t risky here,” Tristain says, holding his own crushed ribs after the beating he received and as he awaits the wand. ”I did the best I could...but yeah...those snakes were so hypnotizing.”
When the wand is ready...
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (5) + 1 = 6 CLW
1d8 + 1 ⇒ (7) + 1 = 8 CLW
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (1) + 1 = 2 CLW
1d8 + 1 ⇒ (3) + 1 = 4 CLW
HP 40/43. -8 charges.
When that is done, he’s willing to pick himself up and continue the fight. He hopes that they aren’t surprised like that again.
”Jasno, do you want some armor to wear? I’m sure we can find something.”

Jasno Drakemaul |

Getting up slowly.
"I take it that thing died. Thanks for patching me back together. The few tricks I know aren't so good when caught up close like that or if I did have armor. Never had much need for armor sailing. Could usually see trouble coming too. A lot to adjust to here. Wherever here is."

Tenebrynn |

Tenebrynn sighs as she takes to the air once more, ”Can’t really offer specifics, I’m afraid, Jasno, but every place has been a bad place, so far. Let me slip ahead this time. I’ll see if there are any other ambushes ahead.” The little gnome then darts quietly down the passage, flitting from shadow to shadow up over head.
Stealth: 1d20 + 22 ⇒ (17) + 22 = 39
Perception: 1d20 + 10 ⇒ (17) + 10 = 27

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Once you're fully recovered and ready, you continue on, going around a corner into a plaza that is a large cave with strange stone buildings built into the walls. Cracked bones of numerous shapes and sizes cover the floor, piled into grisly, jagged dunes. A solid square building juts from the bones in the center of the plaza, surrounded by a low circular wall of gray stone. Multicolored fungus lights the cavern.
The heaped bones vary in depth from 1 to 2 feet; Medium and smaller creatures treat the plaza ground as difficult terrain, and all Stealth checks made while moving in this area incur a –5 penalty.

Tristain the Chalker |

Tristain stays back, letting Tenebrynn scout and hopes to find foes at a distance rather than in his face.
”Anyone see anything yet?” Tristain asks his eyes searching the bones.
1d20 + 12 ⇒ (6) + 12 = 18 Perception
”Maybe we should set an ambush...because I feel we’re walking into one right now.”

Tenebrynn |

I presume airborne stealth checks aren’t penalized since there’s no walking on noisy bones?