Motteditor's Strange Aeons PBP

Game Master motteditor

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


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

Albert follows Kyffin's lead and approaches the lean man trying to make eye contact with others. "Hey friend, could you tell me a little about this gathering?"

Diplomacy: 1d20 + 15 ⇒ (20) + 15 = 35


M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14
Albert Hazred wrote:
"Hey friend, could you tell me a little about this gathering?"

Tristain watches this interaction with interest, not willing to make such a social jump himself, but awed by Al's attempt.

*bonk!*
*bonk!*
*bonk!*

*bonk!*
*bonk!*
*bonk!*

He bonks his head while eying the interaction.


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno tries to follow Al and Kyffin's lead by not getting in the way. He stays close to them, without straying to far from Tristain.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The military man looks Kyffin over once or twice, then shrugs, though his eyes continue to wander around the party.

Sense Motive DC 20:

He seems more interested in finding female companionship, though is willing to humor Kyffin for a time.

"No, I can't say I have heard of it. I have spent most of my time in Mnar, putting down bandits and the like. A few cults, too," he says. He's genial enough, albeit distracted.

--

Al finds a bit more success as he talks to people milling around.

"Oh, yes!" one exclaims drunkenly. "It has been 1,000 years since the people of Sarnath destroyed Ib, and its monstrous inhabitants! Anyone who's anyone is coming to celebrate! Isn't that why you're here?"


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

*bonk!*
*bonk!*
*bonk!*

Tristain continues to bonk and watch, not quite have the opening (or the inner strength) to want to talk to anyone just yet. The macabre scene is tough on him and he’s trying to adjust.

*bonk!*
*bonk!*
*bonk!*

Finally, attached by cleavage, Tristain approaches purple formitted woman.

”Hey, this is a good party, right? Have you seen the idol yet? The green one?” Tristain bravely busts out his A game.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The woman sneezes as Tristain approaches, daintily wiping her nose on a cloth as she blinks back tears.

"The idol? You mean the one they took from Ib? That's been missing for ages now," she says with a laugh -- and another couple quick sneezes. "But I remember one time Gair and I -- this was when we were children, of course, before everyone knew who he was -- crept into the temple that they said housed it. He swore he saw some footprints in there, even after so many centuries. Even back then, he was clearly so observant!"

1d20 ⇒ 16


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

Sense Motive: 1d20 + 6 ⇒ (1) + 6 = 7

Totally clueless, Kyffin pursues his lead. "So whatcha doin'?"

"We're looking for this green idol thing. Not quite sure where to start to be honest. But you look like a knowledgeable man, with some experience under his belt. What say you, ever heard of such a thing in your travels?"


AC 25, touch 14, flat-footed 22, hp 109, Fort +18, Ref +18, Will +18; +2 vs. enchantments, CMD 33, Perception +1
drunk party guest wrote:
"It has been 1,000 years since the people of Sarnath destroyed Ib, and its monstrous inhabitants! Anyone who's anyone is coming to celebrate! Isn't that why you're here?"

"Yep, that battle is exactly why we're here." Al says truthfully. "Shame they lost that green idol though. I bet you it's sitting on some rogue's mantle right now. Who would take a thing like that? Must have been someone with considerable skills." Al continues the narrative trying to draw anyone into a rumor swap of what happened to the idol.

Diplomacy: 1d20 + 15 ⇒ (5) + 15 = 20


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno shrugs his shoulders, considering the situation with the others "Seems like this might get complicated."


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

Tristain looks confused. ”There is a temple? Where is the temple? Can you show me?”

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"What? No!" the woman rejects Tristain. "Everyone who's everyone is here! I'm certainly not going to leave the party to go to some empty temple, wherever it even is! They say Abalaster is going to be here! To be honest with you, I haven't seen him since he left a dinner without paying. Can you imagine? I had to have someone run to my place to pick up some coins. The nerve! People don't realize what that man is really like, but what can you do? Abalaster is Abalaster..."

Kyffin's companion continues to look around for better company.

"Yes, yes, idle. I try to keep motivated myself," he says. "There's only so much time, and I don't want to just be sitting around my house, staying at home. If you'll excuse me, I think I see ..."

He starts to walk away, toward a woman in a low-cut dress.

Al's companion is of little use. He just shrugs. "Maybe somewhere," he says. "But who knows."

You continue mingling, hoping to get some more information that's actually usable, but it seems hard to come by. Tenebrynn is able to find some delicacies, though, with some sweet cakes that leave her hands covered in sticky sugar.

You're just starting to get a little frustrated when shouts of terror from the higher levels of the palace shatter the revelry. The music stops as panicked, screaming people push and shove each other down the fanciful staircases and along the balconies from the palace’s upper levels, further crowding the room. A rivulet of clear water runs down the staircase in the sea wall.

We're going to start going by rounds, though I realize you may not know what's happening yet. The crowd is difficult terrain as it surges away from the area, and provides cover for anyone moving through it. As a full-round action, you can direct the crowd to move in a particular direction with a successful DC 15 Diplomacy check or DC 20 Intimidate check as long as the crowd can see you attempting the check.

Initiative:

Albert: 1d20 + 3 ⇒ (9) + 3 = 12
Jasno: 1d20 + 1 ⇒ (4) + 1 = 5
Kyffin: 1d20 + 1 ⇒ (18) + 1 = 19
Tenebrynn: 1d20 + 3 ⇒ (20) + 3 = 23
Tristain: 1d20 + 4 ⇒ (20) + 4 = 24
Antagonist: 1d20 + 7 ⇒ (9) + 7 = 16

Everyone but Al and Jasno can act in this round; combat map is up.


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

Round 1

Status:
HP: 62/67 | AC: 22 (f18/t13/shieldless 21)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = None
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (8/8r, su, sw, +2)
Sacred Armor (8/8m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 8, Concentration +10)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Storm Sight, Water Walk Communal, Water Walk Communal
Third (15): Free Swim, Water Breathing, Water Breathing

Unsure what’s going on, but sure he doesn’t want to fight it alone, he moves toward the others, wading through the crowd as best he can. (Double move east please to join up with the group). He pulls out his scimitar as he moves.

”Everyone join up!”


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

Round 1

Kyffin Rhees wrote:
Round 1 ”Everyone join up!”

”WHAT!?” Tristain can’t hear Kyffin over the tumult. He double moves (60’) to the opposite wall to ask what Kyffin was yelling.

”WHAT!?”


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Round 2

Jasno makes his way toward Kyffin as soon as able. Double move when able.


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

Thanks for the pastries, mott. Is anyone else missing posts? I've got 2 missing here and couple missing in another game too. Frustrating. =\

Licking her fingers and with a small pastry in one hand still, Tenebrynn tries to see through the sea of legs toward the commotion but gives up with a huff. Zipping upwards, she tries to spy her friends and fly toward them while both finishing her pastry and looking for the source of the ruckus. "Mmmff. Oooh, this one is really good! What's going on? Hey, guys! Up here! Anyone know what's happening?"

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Kyffin and Tristain cross paths as Tenebrynn takes to the sky. That means she's the first to see four creatures coming flying over the sea wall! The curious ears and flabby lips of the sickly green human-shaped ghostly creature frame its froglike face, yet only empty sockets stare from where its eyes should be.

Two of them dive toward the crowd, reaching out spectral hands and inspiring more screams of terror, but two seem to notice Tenebrynn flying above the crowd and turn toward her!

Note they're still about 50 feet up.


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

Tristain stares at the creatures, trying to make sense of them.

1d20 + 17 ⇒ (3) + 17 = 20 Know (Arcana/Nature/Planes/Religion)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Whoops, sorry. Know (religion) DC 19 check

Based on your reading, Tristain, you think these must be the shades of the strange creatures that lived in Ib. You think it's likely the incorporeal creatures have the usual undead vulnerabilities and immunities.


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

Round 2

Status:
HP: 62/67 | AC: 23 (f19/t14/shieldless 22) (Applied: sacred armor +1)
Weapon Equipped = Bow
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Conditions = Sacred Armor (+1, 1/10r)
Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
Blessings (7/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (6/6, su, sw, DC 16, 3d6)
Sacred Weapon (8/8r, su, sw, +2)
Sacred Armor (7/8m, su, sw, +1)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 8, Concentration +10)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
Second (14): Bull’s Strength, Burst of Radiance, Storm Sight, Water Walk Communal, Water Walk Communal
Third (15): Free Swim, Water Breathing, Water Breathing

Swearing, ”I’m no archer!” Kyffin sheathes his recently drawn blade, and pulls out his bow again instead. He grabs his ghost salted arrows, purchased for just this sort of incorporeal foe, and prepares to shoot. Apparently I need to get quick draw! :)

He’ll also swiftly ensorcel his armor for greater protection (sacred armor +1).


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

Round 2

Tristain moves to hide behind Kyffin (about 10’ back) and blasts the nearest shade with force magic.

5d4 + 5 ⇒ (2, 4, 2, 2, 2) + 5 = 17 force damage

”Oh man!” Tristain complains and tries to explain what the bad things are.

Tris' stats:

HP: 49/49
AC: 13+1 haste
Points: 5/5 left
Spells: Lvl 1: 7/8 left (MM*1,IllOm*0,MurdCom*0,Vanish*0) dc 17
Spells: Lvl 2: 8/8 left (ReEn*0,SpirW*0,Sugg*0) dc 18
Spells: Lvl 3: 5/6 left (ForPun*0, MagVest*0,DazeMM,Haste*0) dc 19
Spells: Lvl 4 4/4 left (Guard*0,MindThrust*0) dc 20
Cure Used: 0/2 used
Rod of Reach: 1/3 used

"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+11[/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 19 will)


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

Know (religion) DC 19 check: 1d20 + 5 ⇒ (9) + 5 = 14

Al draws his bow and aims at the unknown spectral creature blasted by Tristain.

longbow: 1d20 + 13 ⇒ (11) + 13 = 24
damage: 1d8 + 2 ⇒ (5) + 2 = 7


M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Round 2 or 3 Jasno did not start right away, as noted by GM (surprise round?). 1st / 2nd round moved toward Kyffin.

Jasno casts mage armor on himself and tries to move as close as he can to the airborne 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

As a pair of the ghostly things begin to race toward her, Tenebrynn's body begins to spark and crackle with blue arcs. She reaches out toward the nearest of the two things, and sends a stream of blue lightning coursing through the air toward it.

CL Check vs SR: 1d20 + 7 ⇒ (11) + 7 = 18
Electric Blast (empowered): 1d20 + 13 ⇒ (9) + 13 = 22for: 6d6 + 6 ⇒ (6, 4, 6, 5, 5, 5) + 6 = 37

Note this is a ranged touch attack, whereas my typical physical blast isn't touch. I still think they'll only take half damage though =\

Status:

Waking HP: 94/94
Dreamlands HP: 94/94
Nonlethal: 3
AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +9 // Will: +7 (+2 vs illusion, +4 vs mind-affecting)
Burn Accrued: 3/8
SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
Knacks: mage hand, mending, open/close, stabilize
Spell Slots used: 0/2

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
Shared Consciousness: +4 vs mind-affecting effects
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

  • RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 2:

    Jasno: 5
    Tristain: 24
    Albert: 12
    Tenebrynn: 23
    Kyffin: 19
    Antagonist: 16

    Kyffin and Jasno take defenseive measures, while Al and Tristain blast the yellow-tinged shade, though the former's arrow seems to largely pass through the thing with minimal effect.

    Tenebrynn, meanwhile, still floating about the panicked crowd, gathers her power and slams as powerful a bolt of lightning as she's ever thrown at the nearest shade. It blasts through it, making sure the gnome has its attention. It closes in, reaching out to touch her, only for her to duck aside at the very last moment thanks to a gust of air. She's not as lucky as the second one comes from her, and she's wracked with pain, deep bruises appearing all over her flesh where its hand passed though her, a deeply unsettling experience that suddenly makes her think she might be doomed!. 5 hp, plus must make a DC 16 Will save or be shaken

    A third shade floats toward Tristain, its hand also passing through him. 11 hp, plus must make a DC 16 Will save or be shaken The fourth one soars down, touch a hapless partier, who crumples unmoving to the ground.

    Mechanics:

    Dark blue: 1d20 + 6 ⇒ (7) + 6 = 13
    Green: 1d20 + 6 ⇒ (11) + 6 = 17
    2d6 ⇒ (2, 3) = 5

    Green: 1d20 + 6 ⇒ (10) + 6 = 16
    2d6 ⇒ (5, 6) = 11

    Yellow: 20
    Dark blue: 18


    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

    Will Save (DC 16): 1d20 + 7 + 4 ⇒ (19) + 7 + 4 = 30
    Stay focused, little one.
    Nestor's silent encouragement within her mind helps the gnome shake off the creeping feeling left by the ghostly thing's touch. Wheeling backward a bit, she lets another blast of lightning loose.

    CL Check: 1d20 + 7 ⇒ (8) + 7 = 15
    Electric Blast (empowered): 1d20 + 13 ⇒ (12) + 13 = 25for: 6d6 + 6 ⇒ (3, 6, 5, 6, 5, 2) + 6 = 33

    Status:

    Waking HP: 94/94
    Dreamlands HP: 89/94
    Nonlethal: 4
    AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
    Fort: +13 // Ref: +9 // Will: +7 (+2 vs illusion, +4 vs mind-affecting)
    Burn Accrued: 4/8
    SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
    Knacks: mage hand, mending, open/close, stabilize
    Spell Slots used: 0/2

    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
    Shared Consciousness: +4 vs mind-affecting effects
    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

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

    Round 3

    1d20 + 10 ⇒ (12) + 10 = 22 Will

    Tristain 5’ steps back from the yellow shade and offers another attack.

    5d4 + 5 ⇒ (3, 4, 3, 2, 4) + 5 = 21 force damage

    Tris' stats:

    HP: 49/49-5
    AC: 13+1 haste
    Points: 5/5 left
    Spells: Lvl 1: 6/8 left (MM*1,IllOm*0,MurdCom*0,Vanish*0) dc 17
    Spells: Lvl 2: 8/8 left (ReEn*0,SpirW*0,Sugg*0) dc 18
    Spells: Lvl 3: 5/6 left (ForPun*0, MagVest*0,DazeMM,Haste*0) dc 19
    Spells: Lvl 4 4/4 left (Guard*0,MindThrust*0) dc 20
    Cure Used: 0/2 used
    Rod of Reach: 1/3 used

    "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+11[/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 19 will)


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

    Round 3

    Status:
    HP: 62/67 | AC: 23 (f19/t14/shieldless 22) (Applied: sacred armor +1)
    Weapon Equipped = Scimitar (bow at feet)
    Cold Iron/Silver Blanch Arrows = 10/10
    Cold Iron/Ghost Salt Arrows = 8/10
    Conditions = Sacred Armor (+1, 2/10r)
    Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
    Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
    Blessings (7/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
    Fervor (5/6, su, sw, DC 16, 3d6)
    Sacred Weapon (8/8r, su, sw, +2)
    Sacred Armor (7/8m, su, sw, +1)
    Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
    Pearl of Power (1/1, first)(1/1, second)
    Spells (Caster Level 8, Concentration +10)
    Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
    First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
    Second (14): Bull’s Strength, Burst of Radiance, Storm Sight, Water Walk Communal, Water Walk Communal
    Third (15): Free Swim, Water Breathing, Water Breathing

    Kyffin, frustrated at all the weapon switching, drops his bow and draws his scimitar again. He swiftly activates his Divine Favor (+3 attacks/damage (luck)) and swings! He’ll focus on the wounded blue one, unless Tenebrynn has snuffed it. If so, he’ll 5’ step to yellow, also wounded. If he can’t 5’ step due to the crowd, blue is his target.

    Scimitar (magic): 1d20 + 10 + 3 ⇒ (1) + 10 + 3 = 14 (favor) damage: 1d8 + 11 + 3 ⇒ (1) + 11 + 3 = 15 (favor)

    Alas, whoever his target, he misses widely - all his planning for naught!


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Round 3

    Hoping to provide a distraction for the airborne creatures, Jasno takes the form of a whirlwind and flies into the air toward Tenebrynn. (Standard action: Storm shape, Storm kindler ability. Move, 20 ft fly)


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

    Albert turns his wrath on the shade that assaulted the party goer. "Come and fight me, you cowardly ghost!"

    swift action, smite evil, AC 25

    Longbow: 1d20 + 13 + 4 ⇒ (13) + 13 + 4 = 30
    damage: 1d8 + 18 ⇒ (2) + 18 = 20

    Longbow: 1d20 + 8 + 4 ⇒ (6) + 8 + 4 = 18
    damage: 1d8 + 10 ⇒ (2) + 10 = 12

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 3:

    Jasno: 5
    Tristain: 24
    Albert: 12
    Tenebrynn: 23
    Kyffin: 19
    Antagonist: 16

    Jasno suddenly turns into the storm itself, taking to the sky with Tenebrynn, as she blasts the nearest shade with another bolt of lightning. Undaunted despite its own ethereal wounds, it closes in on her, its neighbor diverting its attention to Jasno, and they reach out with hands that cause deep bruises to suddenly cover their body 12 to Jasno; 13 to Tenebrynn; both need to give me two DC 16 Will saves or be shaken; if you fail both saves, you're doomed instead and becomes so haunted by the certainty of your own imminent destruction that you are dazed for 1 round and then staggered for 5 rounds.

    On the ground, Kyffin and Tristain focus on the nearest creature dark blue is up in the air; can't five-foot step, but you could take a move action, but only the missiles seem to affect it, rending huge holes in its form as it almost seems to fall apart completely it's badly damaged. Still, it reaches out to touch Kyffin. He manages to avoid one hand, but the other wracks him with pain 9 hp; need 1 DC 16 Will save or be shaken.

    Al focuses on one of the other creatures, two arrows slamming home into the incorporeal creature's form and ripping shreds of protoplasm out of it. It turns its attention to the old man, flying close to reach out and touch him. 9 hp; need 1 DC 16 Will save or be shaken (this is a curse effect, not fear)

    Mechanics:

    Red: 1d20 + 6 ⇒ (18) + 6 = 24
    2d6 ⇒ (5, 4) = 9

    Yellow: 1d20 + 6 ⇒ (11) + 6 = 17
    2d6 ⇒ (3, 1) = 4
    Yellow: 1d20 + 6 ⇒ (6) + 6 = 12
    2d6 ⇒ (1, 1) = 2

    Green: 1d20 + 6 ⇒ (18) + 6 = 24
    2d6 ⇒ (4, 5) = 9
    Green: 1d20 + 6 ⇒ (19) + 6 = 25
    2d6 ⇒ (2, 1) = 3

    Blue: 1d20 + 6 ⇒ (19) + 6 = 25
    2d6 ⇒ (1, 3) = 4
    Blue: 1d20 + 6 ⇒ (10) + 6 = 16
    2d6 ⇒ (5, 4) = 9

    1d6 ⇒ 5

    Yellow: 41
    Dark blue: 34
    Red: 32


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Round 4

    Jasno is shaken by his encounter with the creature. Focusing on his ring, he gains additional protection against the creature that just attacked At will action; +2 AC and Saves.. He flies a step away from the attacking creature and casts positive pulse at the creature attacking Tenebrynn. (DC 16 or 1d6 + 1 ⇒ (2) + 1 = 3, assuming positive energy does something.)

    Will, DC 16: 1d20 + 8 ⇒ (3) + 8 = 11 Will, DC 16: 1d20 + 8 ⇒ (17) + 8 = 25


    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

    Will Save (DC 16): 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12
    Will Save (DC 16): 1d20 + 7 + 4 - 2 ⇒ (8) + 7 + 4 - 2 = 17

    Even Nestor's encouragement isn't reassuring enough for Tenebrynn not to be disturbed by the imagined glimpse of yellow fog leaking from a wound on her arm. Shaking away the thought that she was turning into the same thing that Cutter had been, she floats back a bit before once more pouring forth a crackling stream of lightning.

    CL Check: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
    Electric Blast (empowered): 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20for: 6d6 + 6 ⇒ (2, 3, 6, 1, 3, 5) + 6 = 26

    Status:

    Waking HP: 94/94
    Dreamlands HP: 76/94
    Nonlethal: 5
    AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
    Fort: +13 // Ref: +9 // Will: +7 (+2 vs illusion, +4 vs mind-affecting)
    Burn Accrued: 5/8
    SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
    Knacks: mage hand, mending, open/close, stabilize
    Spell Slots used: 0/2

    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
    Shared Consciousness: +4 vs mind-affecting effects
    Point Blank Shot: +1/+1
    Haste: +1 to hit, +1 reflex, +30ft movement speed
    Shaken: -2 to everything

    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


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

    Round 4

    Status:
    HP: 62/67 | AC: 23 (f19/t14/shieldless 22) (Applied: sacred armor +1) (Not applied: Haste +1)
    Weapon Equipped = Scimitar (bow 10’ away)
    Cold Iron/Silver Blanch Arrows = 10/10
    Cold Iron/Ghost Salt Arrows = 8/10
    Conditions = Sacred Armor (+1, 4/10r)
    Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
    Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
    Blessings (7/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
    Fervor (5/6, su, sw, DC 16, 3d6)
    Sacred Weapon (8/8r, su, sw, +2)
    Sacred Armor (7/8m, su, sw, +1)
    Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
    Pearl of Power (1/1, first)(1/1, second)
    Spells (Caster Level 8, Concentration +10)
    Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
    First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
    Second (14): Bull’s Strength, Burst of Radiance, Storm Sight, Water Walk Communal, Water Walk Communal
    Third (15): Free Swim, Water Breathing, Water Breathing

    Will: 1d20 + 10 ⇒ (14) + 10 = 24 vs DC 16 or be shaken

    Kyffin will focus on the most wounded in front of him (I think yellow). He'll activate his boots of speed for an extra attack!

    Scimitar (magic): 1d20 + 10 + 4 ⇒ (2) + 10 + 4 = 16 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (4) + 11 + 3 = 18 (favor)
    Scimitar (magic): 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (7) + 11 + 3 = 21 (favor)
    hasted Scimitar (magic): 1d20 + 10 + 4 ⇒ (15) + 10 + 4 = 29 (favor, haste) damage: 1d8 + 11 + 3 ⇒ (7) + 11 + 3 = 21 (favor)


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

    
    Round 4

    Tristain sends more missiles at yellow (hoping to finish it) and the rest at the most wounded of the rest.

    5d4 + 5 ⇒ (2, 4, 4, 2, 2) + 5 = 19 force damage

    Tris' stats:

    HP: 49/49-6
    AC: 13+1 haste
    Points: 5/5 left
    Spells: Lvl 1: 5/8 left (MM*3,IllOm*0,MurdCom*0,Vanish*0) dc 17
    Spells: Lvl 2: 8/8 left (ReEn*0,SpirW*0,Sugg*0) dc 18
    Spells: Lvl 3: 5/6 left (ForPun*0, MagVest*0,DazeMM,Haste*0) dc 19
    Spells: Lvl 4 4/4 left (Guard*0,MindThrust*0) dc 20
    Cure Used: 0/2 used
    Rod of Reach: 1/3 used

    "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+11[/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 19 will)


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

    DC 16 Will save: 1d20 + 11 ⇒ (12) + 11 = 23 +2 if enchantment

    Al continues launching arrows at that target of his wrath.

    Longbow: 1d20 + 13 + 4 ⇒ (1) + 13 + 4 = 18
    damage: 1d8 + 10 ⇒ (5) + 10 = 15

    Longbow: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23
    damage: 1d8 + 10 ⇒ (1) + 10 = 11

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 4:

    Jasno: 5
    Tristain: 24
    Albert: 12
    Tenebrynn: 23
    Kyffin: 19
    Antagonist: 16

    Jasno's spell catches the two flying shades, leaving one of them easy prey for Tenebrynn's blast, which catches it full force and sends it back to the Abyss, or wherever it came from.

    On the ground, Kyffin's able to destroy the yellow one, depriving of Tristain of his target. Seeing Al fighting one, he blasts it instead, destroying it and leaving just one left! MM says you must designate targets before rolling damage, so ruling that he sent them all toward red, since I had Kyffin destroy yellow before Tris' action

    The last shade -- fighting in the sky with Tenebrynn and Jasno -- soars forward and reaches out, plunging one hand into the heart of the storm and swiping Tenebrynn with the other. 15 hp to Jasno, 11 to Tenebrynn; both need to give me a DC 16 Will save or be doomed instead, and become so haunted by the certainty of your own imminent destruction that you are dazed for 1 round and then staggered for 5 rounds

    Quick stats:

    Green Will: 1d2 + 7 ⇒ (2) + 7 = 9
    Blue Will: 1d2 + 7 ⇒ (1) + 7 = 8

    1d20 + 6 ⇒ (20) + 6 = 26
    2d6 ⇒ (6, 2) = 8
    1d20 + 6 ⇒ (11) + 6 = 17
    2d6 ⇒ (5, 6) = 11

    Crit?: 1d20 + 6 ⇒ (18) + 6 = 24
    2d6 ⇒ (4, 3) = 7

    Green: 3


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

    Round 5

    Tristain sends more missiles at whichever jerk is the most injured.

    5d4 + 5 ⇒ (3, 3, 2, 2, 2) + 5 = 17 force damage

    Tris' stats:

    HP: 49/49-6
    AC: 13+1 haste
    Points: 5/5 left
    Spells: Lvl 1: 4/8 left (MM*4,IllOm*0,MurdCom*0,Vanish*0) dc 17
    Spells: Lvl 2: 8/8 left (ReEn*0,SpirW*0,Sugg*0) dc 18
    Spells: Lvl 3: 5/6 left (ForPun*0, MagVest*0,DazeMM,Haste*0) dc 19Spells: Lvl 4 4/4 left (Guard*0,MindThrust*0) dc 20
    Cure Used: 0/2 used
    Rod of Reach: 1/3 used

    "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+11[/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 19 will)


    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

    Will Save (DC 16): 1d20 + 7 + 4 - 2 ⇒ (11) + 7 + 4 - 2 = 20

    Huffing from the repeated exertions of throwing lightning in a way she’d never done before, Tenebrynn swoops backward out of the ghostly thing’s reach and sends another bolt of blue out from her hands, though this one is noticeably smaller and weaker than those prior.

    CL Check: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
    Electric Blast: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17for: 4d6 + 6 ⇒ (6, 4, 4, 5) + 6 = 25

    Status:

    Waking HP: 94/94
    Dreamlands HP: 65/94
    Nonlethal: 5
    AC: 17 (14 T / 12 FF) // 25% miss chance for ranged attacks
    Fort: +13 // Ref: +9 // Will: +7 (+2 vs illusion, +4 vs mind-affecting)
    Burn Accrued: 5/8
    SLAs: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]
    Knacks: mage hand, mending, open/close, stabilize
    Spell Slots used: 0/2

    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
    Shared Consciousness: +4 vs mind-affecting effects
    Point Blank Shot: +1/+1
    Haste: +1 to hit, +1 reflex, +30ft movement speed
    Shaken: -2 to everything

    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


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Round 5
    Undeterred by the creature, Jasno shifts his focus to the new foe - concentrating again on his ring (at will, +2 AC and Sv against remaining creature). He swings with his mace: 1d20 + 4 ⇒ (19) + 4 = 23 dmg: 1d6 + 1 ⇒ (1) + 1 = 2 at the remaining creature.

    Will, DC 16: 1d20 + 8 ⇒ (10) + 8 = 18 Will, DC 16: 1d20 + 8 ⇒ (19) + 8 = 27

    HP 28/55


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

    Round 5

    Status:
    HP: 62/67 | AC: 23 (f19/t14/shieldless 22) (Applied: sacred armor +1)
    Weapon Equipped = Scimitar and Bow
    Cold Iron/Silver Blanch Arrows = 10/10
    Cold Iron/Ghost Salt Arrows = 8/10
    Conditions = Sacred Armor (+1, 5/10r)
    Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
    Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
    Blessings (7/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
    Fervor (5/6, su, sw, DC 16, 3d6)
    Sacred Weapon (8/8r, su, sw, +2)
    Sacred Armor (7/8m, su, sw, +1)
    Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
    Pearl of Power (1/1, first)(1/1, second)
    Spells (Caster Level 8, Concentration +10)
    Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
    First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
    Second (14): Bull’s Strength, Burst of Radiance, Storm Sight, Water Walk Communal, Water Walk Communal
    Third (15): Free Swim, Water Breathing, Water Breathing

    Kyffin moves to his dropped bow and picks it up, so he now has his scimitar in one hand and his bow in the other. He waits to see if the flying creature is downed by the parties efforts before deciding what to sheath.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Mechanics:

    Al: 1d20 + 13 ⇒ (13) + 13 = 26
    1d8 + 2 ⇒ (8) + 2 = 10
    Al: 1d20 + 8 ⇒ (1) + 8 = 9

    1d20 + 6 ⇒ (1) + 6 = 7
    1d20 + 6 ⇒ (17) + 6 = 23
    2d6 ⇒ (1, 1) = 2

    The group can't quite destroy it, as its incorporeal form lets most of your attacks simply pass through it, and it's able to touch Jasno once more 2 hp; don't think the save matters since combat's over before Tenebrynn's blast puts an end to it.

    That seems to settle down the crowd, though people are still moving toward what you assume are the exits.


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

    Tristain moves back to the wall, bonking his forehead after that fight. He waits for the others to heal up, wondering why this fight had to happen.

    Was there no one else in this dang party with any fight might at all?

    He looks around for all-too-cool partiers, thinking how fast they fled. Even that one bimbo he talked to couldn’t be bothered to fight...or, at least, admire him fighting back.

    *bonk*!
    *bonk*!
    *bonk*!

    *bonk*!
    *bonk*!
    *bonk*!

    Tristain will eventually recover, and think about next steps.

    ”Should we explore this room first? Or just head out?”

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    There are still people in the room, though obviously not the crowds there were before. It's back to "normal" terrain now.


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

    Status:
    HP: 62/67 | AC: 23 (f19/t14/shieldless 22) (Applied: sacred armor +1)
    Weapon Equipped = Scimitar and Bow
    Cold Iron/Silver Blanch Arrows = 10/10
    Cold Iron/Ghost Salt Arrows = 8/10
    Conditions = Sacred Armor (+1, 5/10r)
    Scimitar: Attack: BAB +6/1, Str +4, Magic +1, Focus +1, (Power -2) Damage: Str +4, Magic +1, Specialization +2, (Power +4) Crit: 18-20
    Longbow: Attack: BAB +6/1, Dex +1 Damage: Str +4
    Blessings (5/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
    Fervor (5/6, su, sw, DC 16, 3d6)
    Sacred Weapon (8/8r, su, sw, +2)
    Sacred Armor (7/8m, su, sw, +1)
    Boots of Speed = 9/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
    Pearl of Power (1/1, first)(0/1, second)
    Spells (Caster Level 8, Concentration +10)
    Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
    First (13): Command, Divine Favor, Divine Favor, Divine Favor, Shield of Faith
    Second (14): Bull’s Strength, Burst of Radiance, Storm Sight, Water Walk Communal, Water Walk Communal
    Third (15): Free Swim, Water Breathing, Water Breathing

    Kyffin sheaths his bow, but keeps his scimitar out for the moment as he looks around for other targets, "Anyone need any healing?"

    He'll cast a pair of cure moderates with a blessing boost on Jasno and Tenebrynn, the two most injured, before pulling out the wand. (roll your own healing after my cure mods and I'll deduct charges. d8+1 each).

    Jasno Cure Moderate Wounds: 2d8 + 7 ⇒ (4, 7) + 7 = 18 (+50% = 27 total healing)
    Tenebrynn Cure Moderate Wounds: 2d8 + 7 ⇒ (5, 5) + 7 = 17 (+50% = 25 total healing)

    He'll then use his pearl of power to replenish one of the spent second level spells.

    "Let's see what this chamber has to offer before we move on." He says as he looks around a bit.

    Perception: 1d20 + 6 ⇒ (7) + 6 = 13


    M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

    Jasno flies back to the ground and assumes his normal dwarven form. He looks toward Kyffin, "Thank you. Those things weren't much for a mace strike. I'm limited in terms of offensive spells, but make for a good distraction. Looking toward Tenebrynn, "Thanks for doing the heavy hitting."


    1 person marked this as a favorite.
    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

    Tenebynn alights on the ground, breathing heavily. She nods appreciatively to Kyffin then turns to Jasno. "I've never thrown just lightning around like that before. Didn't realize I could. But you, you turned into an actual storm! I think it's pretty amazing. I'm able to control the wind, but you- you can become it." Her voice is plainly filled with no small amount of awe as she continues into an eager question, "What's it feel like, when you're doing it?"


    M Human - Loon 14 AC: 13 (11 FF) CMD (20/18) CMB +5 Fort +8; Ref +10; Will +14
    motteditor wrote:
    There are still people in the room, though obviously not the crowds there were before. It's back to "normal" terrain now.

    Did the purple formitted woman stick around and notice Tristain bash a few evil spirits with his big brain? Was she impressed? No. Oh. How about by the consistent head bonking?

    Tristain glances at the windcurial gnomeling.

    "Yeah, I can't even explain the things I'm doing. I figure it's the headbonking. Giving me a strong head."

    Are any of the exits here more exciting than others? Are people returning to their orgy?

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    None of the exits seem any different than the others. That said, most of the people are looking back over their shoulder in fear at the sea wall, which forms the biggest wall (to the west). There are stairs leading up to the top of it.

    And, no, the woman in purple did not stick around to see Tristain's heroics.


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

    When the party is secure and healthy, Kyffin, blade out, will climb the sea wall stairs and look out beyond.

    Perception: 1d20 + 6 ⇒ (11) + 6 = 17


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

    Al turns his attention to several of the guests that remain. "That kind of thing usual for these parties?"

    Diplomacy: 1d20 + 15 ⇒ (17) + 15 = 32

    When Kyffin approaches the sea wall Albert joins him.

    Perception: 1d20 + 1 ⇒ (5) + 1 = 6

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