Motteditor's Superstar 2012 Round 4 playtests -- GROUP 2 (Inactive)

Game Master motteditor


RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Here's the Group 2 thread for the PBP playtest of some of the Round 4 encounters from Superstar 2012.


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

*rawr*

I summon myself from the Aether and into this thread!

I should have my adjusted build up later today...working on him now

20 point build
16K to spend
2 traits?

Pain and suffering for all.

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I think Neil suggested we do 15-point spread. *shudder* Since it's only for a week, I'll suffer through the low stats. However, 16K and 2 traits are correct.


Human (Taldan) - Scribe 13
Stats:
HP:109/109 AC 21;F13/R9/W17;Kn (arc) +19 Kn (his) +15 Kn(pl) +19 Kn(rel) +19 Per +20 Sen Mot +17 Spellcraft +19

Kyson has been built and updated to 15 point build.

It's the 2nd build on his alias, near the bottom.

Grand Lodge

female

I have a couple oracles in the finishing stage. Are we doing level 6 or level 7 (or levels 6 and 7)?

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Level 6, verdigris. I'll take a look at the oracles once I get a chance to finish reading all the encounters.

So right now we've got a cleric and oracle...

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1

Crickey. I'll delevel Kyson to 6 tonight.

Maybe we should PM the other players for this thread?

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Will do (also, I created a discussion thread attached to this campaign, so we can carry on over there).


Completely missed my name in that post.
I was planning on running Walden, an illusionist (with a healthy dash of conjuration and transmutation as well), so he's what I'll work on getting ready for level 6. If something else is needed (maybe a BSF) let me know and I'll whip up that instead.


I guess I'll go with a Dwarven Ranger then, if that is all right. I can't promise Big, but I'll bring the Stupid and Fighter as best I can. He will be named Dolgrin, on the grounds that all my dwarves are named Dolgrin.

I'll whip up a stat block as soon as I can, likely this evening or tomorrow morning.

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OK, guys, let's put the discussion thread over in the discussion tab, as I'm getting confused.

The story so far
Nestled among much larger islands of the Ironbound Archipelago, Brike Isle is a tiny islet and home to a village of dwarves, Ulfen, and Varisians. The land gently slopes toward the center, steepening near the summit, which is only about 40 feet from sea level.

Following an evil witch hoping to perform a mass sacrifice to her dark patron, you've discovered her plan to collapse a massive cavern below the village, sending the whole thing -- and the 100 people living there -- to their death beneath the waves.

Thanks to the alliance you've forged with the Mordant Spire Elves, you've received the following wondrous item that you can use as you track the witch:

Talisman of the Sea, Minor
Aura faint transmutation; CL 3rd
Slot none; Weight—
Description
This charm decorated with a fin and gill motif allows its possessor to utilize alter self at will, but only to polymorph into a humanoid with the aquatic subtype such as an aquatic elf, gillman, locathah, or merfolk. This does not grant the size bonus to ability scores.

Now
Returning to the surface, the air is filled with the smell of fish and the sound of gulls’ cries. A small island lies ahead, hosting scores of villagers going about their business, mending nets, repairing huts, or carrying baskets. A few of them are speaking well-know Taldane, but others are conversing in a more lyrical or guttural tone. Adjacent to a shattered hull, a spellcaster is immersed in an incantation. Unfortunately for the villagers, the height of their islet looks significantly shorter than the massive cavern below. Though the impending catastrophe is unavoidable, keeping the islanders alive will thwart the witch’s plan; however, there are only a few longboats at the simple dock. How many islanders can be saved from sacrifice?

And because time is of the essence in this scenario, I'm going to run it in rounds. Please post ASAP and I'll adjudicate each round when everyone's posted. You can do things conditionally, if you'd like.

Initiatives:
Matthias: 1d20 + 7 ⇒ (15) + 7 = 22
Myrie: 1d20 + 5 ⇒ (10) + 5 = 15
Walden: 1d20 + 9 ⇒ (14) + 9 = 23
Zstelian: 1d20 + 4 ⇒ (18) + 4 = 22

Map


Round 1

There was haste in her motions, but mostly because she was unsure about how to go about things like this.. The water had already been shed from her fur and clothing with a simple cantrip, her almond eyes were set in a grim squint, tilting her head at the spellcaster as she tried to estimate the best way of getting the people off of the island quickly as possible.

The metal cap of her staff struck the ground as she made a decision, wasting little time as she moved towards the village "I'lll go talk to the mage", she said, her 'l's lasting longer than those speaking proper common. "Hopefullly, he'lll be able to speak the language.."

Spellcraft:1d20 + 9 ⇒ (19) + 9 = 28 to identify the spell that the spellcaster is casting as she approaches.

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The spell is make whole; the caster appears to be near the end of the spell, but you think she still has about a half-minute left to go. It has a 10-minute casting time.


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Zstelian surveys the surroundings, quickly trying to determine the best way to start moving people off the island.

Do we know approximately how much time we have before their island sinks into this cavern? It's mentioned as being an archipelago, how far is the nearest other island?

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You see five boats in the water, plus two on shore, one of which (near the spellcaster) is obviously badly damaged.

You suspect you have a minute or two at most, Zstelian, though everything seems peaceful on the surface at the moment.

The next nearest island is still a few miles away.

1d20 + 1 ⇒ (1) + 1 = 2


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

How many could be fit on each boat?

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About 10


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

"We have to hurry. Let's get into town", Zstelian warns.

Mage Armor and Ward Hex on Kayle


Male Gnome Wizard 1 l HP: 8 l AC: 13(17 MA); T: 13; FF: 11(15 MA) l F: +2; R: +2; W: +2 l Init: +6; Per: +1

Walden watches the spellcaster intently, his brow furrowed as he focuses intently on the caster's actions.

Spellcraft 1d20 + 14 ⇒ (18) + 14 = 32


Male Gnome Wizard 1 l HP: 8 l AC: 13(17 MA); T: 13; FF: 11(15 MA) l F: +2; R: +2; W: +2 l Init: +6; Per: +1

Do we recognize this caster on sight?

Walden looks from the spellcaster to the boat, to the village, and back to the caster. He rubs his chin thoughtfully and mumbles to himself,
Hrm, the caster is repairing the boat? But to what purpose? Escape?Or is there more afoot here? Somewhat louder he states to no one in particular, Perhaps we should have a chat with this fellow and ascertain his intentions in this nefarious plot.

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Walden, you don't recognize the spellcaster.

As Zstelian makes preparations for trouble, you all begin moving up the slope toward the village... You realize the water level for the first few steps up doesn't seem to change -- evidence the village is already settling toward its doom!

Round 2


Male Gnome Wizard 1 l HP: 8 l AC: 13(17 MA); T: 13; FF: 11(15 MA) l F: +2; R: +2; W: +2 l Init: +6; Per: +1

Walden shuffles up the slope with the others, noting the water level as they move.
It appears as though the calamity as begun. We have little time.
He looks to Zstelian.
You may be correct. The villages appear to be the priority. Perhaps you can run ahead and begin rallying them towards the boats. These legs don't move as fast as yours.
He pauses for a moment, as though fitting pieces together in his mind. He looks over to the water level and purses his lips. Yes, I suppose it's now or never

Walden mumbles something arcane under his breath, and sweeps his hands out dramatically towards his companions.

Walden casts Haste


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Zstelian takes a moment to enjoy his new supernatural agility.

"This will help. Thanks Walden", the Varisian offers.

"Let's go. We have to start getting those people organized and moving."

Zstelian runs into town.


Running up alongside Zstelian, Matthias... briefly overcome by the task at hand, springs into action.

"I suggest we let the man Fix the boat first... and keep your voices down for now, we don't want to cause a panic."

Round 1 - I cast Longstrider on myself and move towards the town.


Round 2 - "I don't think the caster is in on that witch's plan. Otherwise, he would take one of the "good" boats and be done with it."

Move again, specifically toward the center of village. Cast Enthrall, starting a speech to gather as many people in the 160 ft range as possible.

/there, I'm caught up:-)


Male Gnome Wizard 1 l HP: 8 l AC: 13(17 MA); T: 13; FF: 11(15 MA) l F: +2; R: +2; W: +2 l Init: +6; Per: +1

The Professor nods in response to Matthias's words, as the cleric rushes forward ahead of him. He mumbles quietly to himself,
Yes, yes, this makes sense. Still, very...coincidental that this spellcaster would be mending the boat just at this time...


Round 2

Myrie continues approaching, waiting until the mage finishes casting to get his attention-- if her approach and uncommon garb had not done so already to warn him of the unfortunate events about to befall the village. She trusted that the others were already in action, glancing once over her shoulder to confirm.

Once the caster finishes: "There is danger coming, and you must make haste! This village will be sinking beneath the waves in a short time!"

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You all arrive in the center of town, several the villagers staring strangely at the newcomers in their midst.

Myrie, the spellcaster still seems to be in the process of casting.

Myrie spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10

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Bump


Male Varisian Ranger/WarPriest 13 - 70/115 hp + 0 nonlethal, Init +4, AC 29 [touch 17, FF 24], Fort +14, Ref +13, Will +12; Perception +22*
Resources:
Fervor 2/3 | Tricks 6/7 | Blessings 4/4 | Haste 9/10 | Adaptation 10/10

Zstelian looks around at the curious villagers, "You are all in terrible danger. Within moments the whole of this island will collapse underground. Please head to the longships!"

Diplomacy to aid - 1d20 - 2 ⇒ (15) - 2 = 13


Male Gnome Wizard 1 l HP: 8 l AC: 13(17 MA); T: 13; FF: 11(15 MA) l F: +2; R: +2; W: +2 l Init: +6; Per: +1

Round 3

Walden pants heavily as he trails behind Zstelian. As he draws nearer to the village he splits his attention between the villagers and the spell caster by the boat, pausing momentarily to gauge their reactions to his companions warnings.

delay

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Most of the villagers ignore Zstelian but you see about 10 begin heading toward one of the longships as the village begins to shudder and sink. The villagers who aren't aware of Zstelian's directions seem stunned, as they try to keep their balance.

Myrie:
You think you've only got about 30 seconds before the island is completely submerged.

You notice a sea snake, apparently disturbed by the changes, slithers onto the dock, where it sinks its fangs into one of the fleeing villagers, who cries out in pain.

Dice rolls:

Mathias: 1d20 + 1 ⇒ (18) + 1 = 19
Myrie: 1d20 + 2 ⇒ (3) + 2 = 5
Walden: 1d20 + 4 ⇒ (9) + 4 = 13
Zstelian: 1d20 + 1 ⇒ (13) + 1 = 14

1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 5 ⇒ (12) + 5 = 17

Map
[ooc]Didn't have a chance yet to download a snake icon, but it's on the dock, just to the west of where it says wooden "dock."[/url]


Round 3

'No reaction at all? Even I would have at least glanced at the one warning me that I was about to die.."

Curiously, Myrie tilts her head at the spellcaster, who had not even seemed to react to her words, and reached out to poke him with her staff to verify that he was not simply a construct of some sort.

When the island shook, she turned her head towards the others, to see what they were doing, quickly realizing that there were more important things to do than try to communicate with the wizard. She began moving towards the point of egress for the villagers, easily enough casting a cantrip to hopefully help before she could get there.

(Had moved adjacent to the spellcaster to poke him, but at the cry of the villager, moving towards the snake, casting Daze(DC12),


Male Gnome Wizard 1 l HP: 8 l AC: 13(17 MA); T: 13; FF: 11(15 MA) l F: +2; R: +2; W: +2 l Init: +6; Per: +1

Walden watches a handful of villages react to Zstelian's words, the others seeming stunned by the quake of the island sinking.

Hrm...this is not happening nearly fast enough. Perhaps a more...immediate threat would motivate these people to move towards the boats

Stopping his flight towards the village, Walden moves up behind the hut to his left such that he's somewhat hidden from the villagers, and casts a spell.

Waldens casts Silent Image(DC18), creating a wall of fire ten feet high and a hundred feet long, just in front of the tree line behind the village


Round 3: "My Friends, please, calmly move into the boats... but don't overfill them. We will try to find a way for all of you to get off the island. Please, remain calm."

(The above is continuing my speech going along with the Enthrall spell.)

Cast spiritual Weapon at Sea Snake. It attacks on my turn for 6 rounds +9 (1d8+2 18-20/x2) and attacks as a spell so bypasses DR.

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Round 3
Myrie -- the spellcaster seems very focused on the spell, to the exclusion of even noticing the water rapidly approaching.

As Matthias's spell takes effect, the villagers begin to gather around him, seemingly enthralled by his words, despite their lack of understanding. Those who can understand him, another 10 villagers, begin heading toward the second boat. The sudden wall of fire seems to startle them, and cuts off any last stragglers who were trying to move uphill.

As Matthias' spiritual weapon misses the snake, it wraps around the villager it attacked earlier, and the man falls down, apparently being crushed to death.

Since it sounds like there's going to be some combat, you can all roll initiative with your Round 4 actions. Thanks.

1d20 ⇒ 5
1d20 - 1 ⇒ (14) - 1 = 13

Matthias attack: 1d20 + 9 ⇒ (4) + 9 = 13
Snake attack: 1d20 + 5 ⇒ (9) + 5 = 14
1d4 + 4 ⇒ (1) + 4 = 5


Male Gnome Wizard 1 l HP: 8 l AC: 13(17 MA); T: 13; FF: 11(15 MA) l F: +2; R: +2; W: +2 l Init: +6; Per: +1

Initiative 1d20 + 9 ⇒ (2) + 9 = 11


Round 4
Initiative: 1d20 + 5 ⇒ (15) + 5 = 20

This was not something that she was exactly prepared for.. Large scary beasts threatening the safety of a small region, sure.. Wildlife attacks, not so much. She could not attack, because she might hit the person the snake was attacking, but there was no one else nearby..

"Help!" she called, hoping that she was not going to regret this, rushing towards the villager's side to help try to get the snake off of him.

Grappling to try to get it off of him. 1d20 + 5 ⇒ (12) + 5 = 17


"Everyone, into the boats. We can get you to safety! We are here to protect you... but if we stay here we will certainly die anyway. Do not fear the snake."

Cast Spiritual Weapon at the snake again with same attack... so now it has two rapiers attacking it, one for 5 more rounds, the other for 6.

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