Motteditor's Strange Aeons PBP (Inactive)

Game Master motteditor

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


4,701 to 4,750 of 9,258 << first < prev | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | next > last >>

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

Tristain waits to see what happens with the stairwells.

There doesn’t seem to be much to go on here. So yeah...take the stairs?


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

Jasno thinks for a moment before he answers. " It's like running free. Like when I finished my chores early and going to the harbor to watch the ships set sail. Like the first time I set sail on a ship."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Yes!" one cries out to Al, "it's the water!"

It takes a few moments, but you're eventually able to pierce together the fragmented responses of panicked party-goers. Apparently the lake waters have risen to the top of the sea wall, threatening the entire city. Also, there are ghostly forms atop the sea wall, one of which is holding aloft an ominous green lizard statue. Which matches the description of the idol

As you make your way up the steep staircase ascending through the 50-foot-tall sea wall, the water pouring down the stone stairs makes for a slippery ascent. As you near the top of the staircase, you enter a thin green mist composed of very fine particles. These odd particles cling to skin, hair, and clothes, imparting a slick, waxy sheen that is unusual but seems harmless. The mist restricts visibility along the top of the sea wall to only a few hundred feet.

The top of the sea wall is 20 feet wide and made of smooth, worked stone. Narrow, decorative crenellations along the north and west sides of the sea wall rise 5 feet high every 15 feet apart. The lake’s water has reached the top of the wall, and is now pouring into the city.

Combat map is updated.


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

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 casts Water Walk, communal on the party divvying up the duration as best he can (Jasno, Tristain, and Al get 20 minutes while Tenebrynn and Kyffin get 10 minutes). If Tenebrynn can effortlessly fly, he'll put her 10 minutes on himself.

He then strides up, weapon sheathed, toward the green lizard statue bearing ghostly image.

"Hello." he says as he gets closer unless it attacks right away, "Er... How are you today?"


1 person marked this as a favorite.
M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16

”There’s water?” Tristain is confused, but then remembered that he planned for it and keeps the scrolls he bought close to hand. ”Oh, thanks Kyffin! Maybe this won’t be a wet dream,” he says, thinking about the woman in purple.

He follows Kyffin up and out, looking around.

Is there a knowledge check for anything that he sees?


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 is airborne, Kyffin. Keep the extra 10 minutes for yourself!

As the group ascends the stair, Nestor's voice urges caution within her mind. She slows her pace and focuses, willing a shimmering disk of protection up beside her. Gasping in surprise at another new thing, she blinks in surprise then zips forward through the air to catch up to the others just as Kyffin begins to address the figures atop the wall.

Status:

Waking HP: 94/94
Dreamlands HP: 65/94
Nonlethal: 5
AC: 21 (18 T / 16 FF) // 25% miss chance for ranged attacks (+4 from shield)
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: 1/2

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
Shield (1/10): +4 AC

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

"I was looking forward to seeing water, but this is more than I was expecting."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

No special Knowledge checks. It seems unnatural dream-stuff.

Before Kyffin can even fully emerge from the stairs to find the figures, three faintly glowing balls of light suddenly appear in the air in front of him, the nebulous image of what might be a skull visible somewhere in their depths. Two touch him, sending electricity coursing through him. The first time is truly painful, but the second is more of a little shock. 11hp electricity damage They disappear a moment later. I've left on the map where they were, but they're invisible.

Know (dungeoneering) DC 16:

They're will-o'-wisps, horrible creatures that feed on fear and are immune to almost all magic, except maze and, fortunately, Tristain's favorite spell, magic missile.

Initiative:

Albert: 1d20 + 3 ⇒ (13) + 3 = 16
Jasno: 1d20 + 1 ⇒ (14) + 1 = 15
Kyffin: 1d20 + 1 ⇒ (5) + 1 = 6
Tenebrynn: 1d20 + 3 ⇒ (11) + 3 = 14
Tristain: 1d20 + 4 ⇒ (4) + 4 = 8
Antagonist: 1d20 + 13 ⇒ (10) + 13 = 23

Mechanics:

3d20 ⇒ (7, 1, 19) = 27
4d8 ⇒ (5, 3, 1, 2) = 11

Party is up. Note that you're on stairs, which are difficult terrain while you're ascending. Also they were blocking the way, so if they didn't move, you would need to move through their spaces to get past them.


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

1d20 + 17 ⇒ (3) + 17 = 20 Dungeoneering

Tristain will share the info in the spoiler above. And he will plan his first attack.


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

Round 1

Status:
HP: 51/67 | AC: 23 (f19/t14/shieldless 22) (Applied: sacred armor +1)
Weapon Equipped = None
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 8/10
Conditions = Water Walking (1/20m)
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 (6/8m, 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

”Sons of b*%@&es!” Kyffin swears, not least because he doesn’t have anything to help with invisibility. He draws his scimitar and readies an action to attack if they show themselves again, including a 5’ step as needed. He also swiftly activates his sacred armor (+1 to AC).

Scimitar (magic): 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d8 + 11 ⇒ (5) + 11 = 16


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

Round 1

Tristain focuses his mind on the lightly blobs, sending a powerful shot at the bottom wisp.

5d6 + 5 ⇒ (4, 6, 6, 5, 5) + 5 = 31 force damage via magic missile

Tris' stats:

HP: 49/49-6
AC: 13+1 haste
Points: 5/6 left
Spells: Lvl 1: 5/8 left (MM*5,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)


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

Round 1

With little way in helping, Jasno takes a defensive posture. Full defense.


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 wouldn't have paid enough attention to know this, but we have scrolls of see invisibility in the treasure tracker; line 111!

After the group's resident headbonker explains the nature of the bobbing orbs, Tenebrynn calls down, her tone exasperated and troubled, "Tristain, if these things can't be hurt by magic, how can we help then?" Without knowing what else to do, the little gnome crackles briefly with arcs of blue before the whole party gets a jolt and finds their movement quickened.

Status:

Waking HP: 94/94
Dreamlands HP: 65/94
Nonlethal: 5
AC: 21 (18 T / 16 FF) // 25% miss chance for ranged attacks (+4 from shield)
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: 1/2

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 (1/6): +1 to hit, +1 reflex, +30ft movement speed
Shield (2/10): +4 AC

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

”I said spells couldn’t hurt them. I dunno about your twirly kick. I don’t everything!” Tristain says, feeling personally attacked. And probably physically attacked soon.


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 draws his blade and moves next to Kyffin ready to attack any wisps should they appear.

ready action to attack the wisp

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Albert: 16
Jasno: 15
Tenebrynn: 14
Tristain: 8
Kyffin: 6
Antagonist: 23

As two of the wisps attack Kyffin again, appearing briefly, the group moves into motion, Tristain blasting one with his mind missiles, and the half-orc swinging away, though the light ball easily dodges Kyffin as electricity wracks his form before disappearing again. 16 hp to Kyffin

Tenebrynn feels a small shock too as one of them appears in front of her! 5 hp electricity

Quick stats:

1d20 + 16 ⇒ (6) + 16 = 22
2d6 ⇒ (6, 4) = 10
1d20 + 16 ⇒ (12) + 16 = 28
2d6 ⇒ (1, 5) = 6
1d20 + 16 ⇒ (19) + 16 = 35
2d6 ⇒ (2, 3) = 5

Yellow: 31

Orange and Yellow are invisible, but that's where you last saw them. Red is currently visible.


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

Round 2

Status:
HP: 35/67 | AC: 23 (f19/t13/shieldless 22) (Applied: sacred armor +1)
Weapon Equipped = None
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 8/10
Conditions = Water Walking (1/20m), Sacred Armor (2/10r), Divine Favor (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 (4/7, 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 (6/8m, 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

”I can’t take much more of this! If you lot have nothing, fall back!” Kyffin growls, still facing the invisible enemy.

He waits for the others to retreat (delay). When the path is clear, he also moves back 30’ as carefully as he can (not very - I have no acrobatics). He also swiftly ensorcels himself with Divine Favor (+3 attacks/damage (luck)). Finally, he readies another swing to try and harm the invisible foes if they appear within reach.

Readied Action:

Scimitar (magic): 1d20 + 10 + 3 ⇒ (12) + 10 + 3 = 25 (favor) damage: 1d8 + 11 + 3 ⇒ (2) + 11 + 3 = 16 (favor)
- - -


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

Round 2

Tristain sends more missiles visible lightjerk. Content to fight, he won't retreat like Kyffin asks, and makes room for others to flee, but he hopes they don't.

5d6 + 5 ⇒ (3, 1, 2, 4, 5) + 5 = 20 force damage

Tris' stats:

HP: 49/49-6
AC: 13+1 haste
Points: 3/5 left
Spells: Lvl 1: 3/8 left (MM*5,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)


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 shifts forward and attacks the visible wisp.

elven curve blade: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
damage: 1d10 + 3 ⇒ (7) + 3 = 10

elven curve blade: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
damage: 1d10 + 3 ⇒ (2) + 3 = 5

elven curve blade: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
damage: 1d10 + 3 ⇒ (3) + 3 = 6

crit confirm, elven curve blade: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
damage: 1d10 + 3 ⇒ (3) + 3 = 6


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

Round 2

Jasno splits the difference and stays as close as he can between Tristan and Kyffin, remaining in a defensive posture. Over the sound of fighting enclosed area he yells, "Tristan is standing his ground. I am going to stay close to him.' Ready cure light wounds on Tristan.


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 grunts as she’s jolted, but she shakes it off. Heeding Tristain’s advice, she gathers the swirling mists around her into a churning column before spinning around and sending it all back out in a roaring gale.

Empowered Air Blast: 1d20 + 13 ⇒ (14) + 13 = 27for: 6d6 + 13 ⇒ (3, 2, 4, 1, 6, 5) + 13 = 34

Status:

Waking HP: 94/94
Dreamlands HP: 60/94
Nonlethal: 5
AC: 21 (18 T / 16 FF) // 25% miss chance for ranged attacks (+4 from shield)
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: 1/2
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 (1/6): +1 to hit, +1 reflex, +30ft movement speed
Shield (2/10): +4 AC

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:

Albert: 16
Jasno: 15
Tenebrynn: 14
Tristain: 8
Kyffin: 6
Antagonist: 23

Al suffers a couple shocks as he closes on the wisp he can see 5 and 13 hp, his blade slashing through its glowing form but only 1 attack, since you had to move. A second later, Tenebrynn blasts it out of existence.

The creatures no visible after attacking Al, Tristain destroys another one of them with his mind missiles, leaving just one left. Kyffin cuts at it, but just misses as he backs off. It flies over the open stairs, descending on Tristain, who suffers a vicious shock of his own. 13 hp, which Jasno prepares to heal will need to roll defensively, since the wisp is right there now.

Mechanics:

1d20 + 16 ⇒ (15) + 16 = 31
2d8 ⇒ (2, 3) = 5
1d20 + 16 ⇒ (13) + 16 = 29
2d8 ⇒ (7, 6) = 13

1d20 + 16 ⇒ (7) + 16 = 23
2d8 ⇒ (8, 5) = 13

Party is up. Jasno, the healing is technically last round, so you also get a full action this round. Tenebrynn, don't forget the mist may give you a miss chance vs. the last wisp, depending where you are.


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

Round 3

Status:
HP: 35/67 | AC: 23 (f19/t13/shieldless 22) (Applied: sacred armor +1)
Weapon Equipped = None
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 8/10
Conditions = Water Walking (1/20m), Sacred Armor (3/10r), Divine Favor (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 (4/7, 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 (6/8m, 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

Surprised they aren’t falling back, he moves as best he can to the remaining enemy and tries, again, to smack it if he is able to reach it.
Scimitar (magic): 1d20 + 10 + 3 ⇒ (11) + 10 + 3 = 24 (favor) damage: 1d8 + 11 + 3 ⇒ (2) + 11 + 3 = 16 (favor)

Alas, his weapon catches air once again.


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

Wands don’t provoke.

Round 3

Tristain moves back (provoking) and sends more missiles visible lightjerk.

5d6 + 5 ⇒ (3, 2, 6, 4, 5) + 5 = 25 force damage

Tris' stats:

HP: 49/49-6-13
AC: 13+1 haste
Points: 2/5 left
Spells: Lvl 1: 3/8 left (MM*5,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)


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

Round 2 and 3

Jasno attempts to heal Tristain and isn't able to concentrate as they are surrounded. He attempts to fight off whatever is attacking Tristain, but is no more effective. mace: 1d20 + 5 ⇒ (9) + 5 = 14, miss


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

Unable to get to the wisp, Albert shifts back towards the party while wiping some cool, soothing dirt over the fresh burn marks.

Dirt On It: 5d6 ⇒ (2, 6, 2, 3, 6) = 19

could apply dirt to Tenny as well, if she was close enough after her move


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

My current hp is still higher than most of the party’s max hp, Al. You can hold off on smearing dirt my way if you’re running lower on your lay on hands count.

Tenebrynn wheels around and, seeing the last remaining wisp bobbing near her friends, turns another churning column of wind into a rushing blast of air and debris.

Miss Chance (high = good): 1d100 ⇒ 36
Empowered Air Blast: 1d20 + 13 ⇒ (14) + 13 = 27 for: 6d6 + 13 ⇒ (6, 6, 5, 5, 3, 1) + 13 = 39

Status:

Waking HP: 94/94
Dreamlands HP: 60/94
Nonlethal: 5
AC: 21 (18 T / 16 FF) // 25% miss chance for ranged attacks (+4 from shield)
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: 1/2

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 (3/6): +1 to hit, +1 reflex, +30ft movement speed
Shield (4/10): +4 AC
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

Quick stats:

Albert: 16
Jasno: 15
Tenebrynn: 14
Tristain: 8
Kyffin: 6
Antagonist: 23

Tristain ducks away, the wisp bobbing just at the wrong time and miscalculating as the scholar nearly falls down the stairs. A moment later, he and Tenebrynn destroy the last of the wisps, leaving you alone in the mist again ... though with the knowledge further enemies are out there.

1d20 + 16 ⇒ (1) + 16 = 17


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

Tristain looks around for more deathbulbs, waiting for more to show up. He’s pleased when they do not, but also happy that he was able to help against them.

”So yeah, Tenebrynn! It seems you could harm them, huh?” Tris notes...and then his bravery wears off and he bonks his head against the wall while others heal up.

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

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

He will eventually climb to the top of the stairs and look around.


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

Jasno is glad things turned out ok after not being able to help much.

"Can you teach me that thing you were doing Tristan? Seemed pretty useful for those."


2 people marked this as a favorite.
M Human - Loon 16 AC: 16 (12 FF) CMD (22/18) CMB +6 Fort +12; Ref +14; Will +16
Jasno Drakemaul wrote:
"Can you teach me that thing you were doing Tristan? Seemed pretty useful for those."

Tristain smiles. No one had ever asked before.

”Oh it’s easy, Jasno. You just have to imagine all of your life’s problems have gotten so bad which helps bring up the screaming in your head so loud that pieces of your mind shatter,” Tristain explains. ”If you’re lucky, you don’t shatter something you need, like the ability to breathe or appreciate a good smell, but you take those shattered pieces of your psyche and coat them in the morass of your regrets and doubts about your worthiness to live...because maybe you’re really not good enough, you know? And then, you try to pick up those pieces of sad-tainted fear...but you can’t use your hands because you mind doesn’t have hands inside, instead you have to shoot them out your eyeballs using your explosive self-loathing.” Tristain crosses his arms, pleased with himself.

”Yeah, that’s how you do it.”


3 people marked this as a favorite.
M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno nods as if he can accomplish such things. He cannot.

"That sounds like it will take lots of practice. Maybe one day I will be able to do what you do. I'd say I'm glad you were able to because of the help it provided, but that sure does sound painful."


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

Kyffin sheathes his unbloodied scimitar, angry with himself for his lack of battle acumen. He breaks out the wands for healing if anyone needs it.

healing on Kyffin: 5d8 + 5 ⇒ (7, 3, 6, 1, 7) + 5 = 29

Deciding that's close enough, he offers charges to any in need (heal thyselves as usual and I'll keep track of charges. 1d8+1 per hit).

When everyone is up to snuff, he'll look around as best he can toward the idol he saw. "I saw the idol we seek, over this way."

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

"... or maybe it was over here. I seem to have gotten turned around by the combat and the mist." he growls trying to find his way as he redraws his scimitar.


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

Jasno holds up his hand. "Wait a second. Let me try something." He looks into the mist with great focus.

Clarification here. Does Seasight (2nd level Storm Kindler ability) apply to mist?

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yes.

You can barely make out, about 60 feet away, five more of the creatures you fought below. One of them green border holds up a sea-green statue about 18 inches tall and 12 inches wide that depicts a muscular iguana with bulging eyes and a beard of tentacles under its jaw.

Unfortunately, they seem to have noticed you as well, and take up defensive stances, as you feel a sense of doom overcome you everyone must make a DC 15 Will save or be shaken for the duration of this encounter.

Initiative:

Albert: 1d20 + 3 ⇒ (10) + 3 = 13
Jasno: 1d20 + 1 ⇒ (11) + 1 = 12
Kyffin: 1d20 + 1 ⇒ (12) + 1 = 13
Tenebrynn: 1d20 + 3 ⇒ (14) + 3 = 17
Tristain: 1d20 + 4 ⇒ (17) + 4 = 21
Antagonist: 1d20 + 7 ⇒ (16) + 7 = 23

The mist actually isn't thick enough to obscure vision, so no need to worry about that. Party is up.


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

1d20 + 10 ⇒ (1) + 10 = 11 Will

S+$%. What is going on!? I *knew* I shouldn't have tried to explain things to Jasno. Oh no, Jasno!

Tristain's mind freezes, unable to concentrate on anything emotional.

Tristain is crippled, moreso:
If a spell’s components line lists a somatic component, that spell instead requires an emotion component when cast by psychic spellcasters, and if it has a verbal component, it instead requires a thought component when cast by psychic spellcasters.

Under the shaken condition, he cannot cast emotional spells.

Looks like he can cast Murderous Command and Suggestion only.


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

Will Sv, DC 15: 1d20 + 8 ⇒ (11) + 8 = 19

"Tristain! Tristain!" Jasno gets as close as he can to Tristain and assumes a defensive stance.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Oh, damn, Tris. Didn't even think about that. Ironically, first draft of that post, one of them was going to do something different (but you were all out of range). I'd rolled randomly to see who wasn't affected -- and it would have been you!


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

Okay, good...so you mostly agree that Tristain is emotionally crippled, yes? :) And the mechanical effects are as listed? Okeedokee...

Round 1

Tristain does try to find a way to influence the fight. He stares at light blue and offers a very good idea.

”Hey, before fighting us, I suggest that you go home for a quick nap first. You’ll want to be rested for this fight,” Tristain offers. DC 18 Will for suggestion.

Tris' stats:

HP: 49/49
AC: 13
Points: 2/5 left
Spells: Lvl 1: 3/8 left (MM*5,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: 35 (f28/t14); CMD: 29; F: +17, R: +12, W: +19; Perc +20

Round 1

Status:
HP: 67/67 | AC: 23 (f19/t13/shieldless 22) (Applied: sacred armor +1)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 8/10
Conditions = Water Walking (5/20m), Sacred Armor (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 (4/7, 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 (5/8m, 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

Will: 1d20 + 10 ⇒ (19) + 10 = 29 vs DC 15 or be shaken

Kyffin moves up somewhat cautiously (single move - 30’) toward the group with his scimitar out and casts Burst of Radiance (damage if evil: 5d4 ⇒ (2, 2, 2, 4, 2) = 12 then Reflex DC 14 for rounds: 1d4 ⇒ 2 of Blindness or Dazzled)

He’s avoiding Blue, as he may be suggestible, but he should be able to get all the rest in the area (10’ burst). He then swiftly blesses his armor (+1 AC).

"Hand over that idol and we won't hurt you. I mean any more." he shouts at the frog-creatures.


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

DC 15 Will save: 1d20 + 11 ⇒ (1) + 11 = 12

Shaken, Albert advances while sheathing his elven blade. "No need for fighting, we'll make you a fair trade for that idol,"

move 30' towards the froggers


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

Jasno calmly advances with the others, resting his hands at his side.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry, doom is a fear effect, so everyone got +4 to their save, and Al is unaffected. Will give Tenebrynn a little longer.


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

wand charges (x3): 3d8 + 3 ⇒ (7, 1, 4) + 3 = 15
Will Save (DC 15): 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15

Tenebrynn gazes up the stair and shakes her head at Kyffin’s stubborn bravery. ”No way they give that thing up. This is going to get ugly really fast.”

Status:

Waking HP: 94/94
Dreamlands HP: 75/94
Nonlethal: 5
AC: 21 (18 T / 16 FF) // 25% miss chance for ranged attacks (+4 from shield)
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: 1/2

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 (3/6): +1 to hit, +1 reflex, +30ft movement speed
Shield (4/10): +4 AC
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 1:

Tristain: 21
Tenebrynn: 17
Albert: 13
Kyffin: 13
Jasno: 12
Antagonist: 23

Tenebrynn's words prove prophetic as Tristain's suggestion doesn't seem to have any effect on the phantasmal creature. Kyffin's magic on the other hand is far more efficient, blinding one of them and causing the others to blink to try to clear their eyes.

Tenebrynn and Tristain hang back, as the shades rush to attack. The one holding the idol starts chanting, holding the thing up, and Jasno, Kyffin and Al suddenly feel their flesh wither and start to dry out and crack 44 hp; DC 20 Fortitude save for half. The same seems to happen to the shade, but its flesh restores itself almost instantly.

Spellcraft DC 23:

It cast horrid wilting.

The three others shades that can still see fly forward toward Al and Kyffin, hands reaching out. Kyffin manages to twist away from the two attacking him, but Al -- hoping for peace -- isn't as lucky. Pain wracks his body 8 hp and a sense of doom creeps over him. DC 16 Will save or gains the shaken condition. This is a curse effect, not fear.

To make matters even worse, a moment later you spy a vast, heaving bulk 300 feet away in the lake, and just glancing at it fills you with yet more sense of hopelessness and doom! Everyone must make a DC 33 Will save or take a –4 penalty on all attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls

Know (arcana, planes, or religion) DC 42:

This is Bokrug, one of the Great Old Ones. He will almost certainly kill you if you linger too long.

Mechanics:

Red Reflex: 1d20 + 4 ⇒ (20) + 4 = 24
Yellow Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Orange Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
Green Reflex: 1d20 + 8 ⇒ (17) + 8 = 25

11d6 ⇒ (2, 4, 4, 5, 5, 5, 4, 5, 3, 3, 4) = 44

1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (18) + 6 = 24
2d6 ⇒ (5, 3) = 8

Red: 12, dazzled 2 rounds
Yellow: 12, blinded 2 rounds
Orange: 12, dazzled 2 rounds
Green: 12, dazzled 2 rounds
Blue:


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

Round 2

Status:
HP: 23/67 | AC: 23 (f19/t13/shieldless 22) (Applied: sacred armor +1)(Not applied: haste +1)
Weapon Equipped = Scimitar
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 8/10
Conditions = Water Walking (5/20m), Sacred Armor (2/10r), Divine Favor (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 (4/7, su, DC 16) (Holy Strike (std) or Powerful Healer) (sw)
Fervor (4/6, su, sw, DC 16, 3d6)
Sacred Weapon (8/8r, su, sw, +2)
Sacred Armor (5/8m, su, sw, +1)
Boots of Speed = 8/10 (+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

Fort: 1d20 + 10 ⇒ (4) + 10 = 14 vs DC 20 for half of 44hp Ooof!
Spellcraft: 1d20 + 6 ⇒ (20) + 6 = 26 vs DC 23
Will: 1d20 + 10 ⇒ (11) + 10 = 21 vs DC 33 or -4 on attacks, saving throws, abilities, skills, & damage Zowie!
Can’t make the knowledge check.

”What the hell?! Horrid Wilting?! Watch it folks, we’re in over our heads again. Everyone focus fire!” Slammed on all fronts, and scarcely able to keep his s$## together, Kyffin clicks his heels together for Haste, swiftly summons Divine Favor, and then attacks Blue, and if it falls, Orange.

Scimitar (magic): 1d20 + 10 + 0 ⇒ (9) + 10 + 0 = 19 (favor, haste, doom) damage: 1d8 + 11 - 1 ⇒ (6) + 11 - 1 = 16 (favor, doom)
Scimitar (magic): 1d20 + 5 + 0 ⇒ (14) + 5 + 0 = 19 (favor, haste, doom) damage: 1d8 + 11 - 1 ⇒ (3) + 11 - 1 = 13 (favor, doom)
Hasted Scimitar (magic): 1d20 + 10 + 0 ⇒ (10) + 10 + 0 = 20 (favor, haste, doom) damage: 1d8 + 11 - 1 ⇒ (6) + 11 - 1 = 16 (favor, doom)

(Motteditor, which one has the statue?)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Green has the statue


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

Okay, this is going well. They are immune to whatever spells I have left. This is definitely not a nightmare at all.

Round 2

1d20 + 10 ⇒ (14) + 10 = 24 Will vs. DC 33

Tristain tries again to do something, drawing his wand into his shaking hands and seeing if that will work. He shoots the one holding the idol.

"gad-ZOOKS!”

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

Tris' stats:

HP: 49/49
AC: 13
Points: 2/5 left
Spells: Lvl 1: 3/8 left (MM*5,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)


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

DC 20 Fortitude save: 1d20 + 11 ⇒ (1) + 11 = 12

spellcraft DC 23: 1d20 + 5 ⇒ (20) + 5 = 25

DC 16 Will save: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19

DC 33 Will save: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22

Albert seems confident in the tough fight, until the thing surfaces. "Holy mother of evil! That thing shouldn't be!" Quickly he ducks past the shades even as he wipes dirt on his wounds and draws his rapier. dirt on it, move with acrobat and draw rapier, double move to stand next to green.

dirt on it: 5d6 ⇒ (1, 5, 3, 2, 4) = 15

acrobatics: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21

HP: 23/60


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

Fort Sv, DC 20: 1d20 + 5 ⇒ (19) + 5 = 24, Will Sv, auto fail.

Jasno feels his skin wither a bit, and takes in the turn of events just as a feeling of hopelessness overtakes him. Not sure what else to do he transforms into a whirlwind.

1 to 50 of 9,258 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Motteditor's Strange Aeons PBP All Messageboards

Want to post a reply? Sign in.