Kobold

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RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16. RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Dedicated Voter. Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 17,675 posts (36,692 including aliases). No reviews. 1 list. No wishlists. 18 Organized Play characters. 38 aliases.


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RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Starflit: 19
Lothan: 14
Tristain: 12
Kyffin: 12
Albert: 8
Antagonist: 30

Starflit cuts at the webbing, but can't fully slash through it as Tristain scurries away and casts his spell. Kyffin casts another spell on the group and begins to climb as Al and Lothan go on the attack.

As they approach, the spider bites at Kyffin, but misses. Al, however, isn't as fortunate and his flesh starts to blister and rot away as he suffers and horrific hallucinations. 16 hp, plus need a DC 25 Fort save vs. poison or take 3 Con damage and be confused 1 round The creature screams as Al's sword cuts it and three of Lothan's arrows hit home. Even as it begins healing, it lashes out at Al with a rock attached with a cord of webbing into a horrific flair, smashing the paladin with a pair of brutal blows 57 total damage. It tries to bite Kyffin again, but the half-orc easily avoids its mandibles.

The second one casts a spell -- and Kyffin and Al suddenly drop out of the air, slowly sinking back to the ground! It dispelled the air walk

Mechanics:

Red AoO vs. Kyffin: 1d20 + 18 ⇒ (1) + 18 = 19
Red AoO vs. Al: 1d20 + 18 ⇒ (18) + 18 = 36
2d6 + 6 ⇒ (5, 5) + 6 = 16
1d4 ⇒ 3

Flail: 1d20 + 24 ⇒ (1) + 24 = 25
Flail: 1d20 + 19 ⇒ (20) + 19 = 39
3d6 + 10 ⇒ (6, 3, 2) + 10 = 21
Flail: 1d20 + 14 ⇒ (12) + 14 = 26
3d6 + 10 ⇒ (4, 2, 4) + 10 = 20

Red bite: 1d20 + 18 ⇒ (5) + 18 = 23

Flail crit?: 1d20 + 19 ⇒ (12) + 19 = 31
3d6 + 10 ⇒ (4, 1, 1) + 10 = 16

Spellcraft: 1d20 + 20 ⇒ (5) + 20 = 25
Spellcraft: 1d20 + 20 ⇒ (16) + 20 = 36
Dispel vs. air walk: 1d20 + 15 ⇒ (12) + 15 = 27

Red: 107

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Know (arcana or religion) DC 24:

These are Leng spiders, which have long warred with that realm's more humanoid denizens. These spiders see themselves as deserving of true positions of power, and the only creatures they suffer to live apart from their kin are their magically controlled slaves.

They are magical beasts, immune to cold, confusion and insanity effects, poison and sonic, that resist magic.

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You continue on, to where a cave-in appears to have blocked any way forward. You're about to look for some other passage, but when Tristain turns around, he sees an immense purple spider with a legspan of nearly forty feet and a hideously bloated body emerge seemingly from solid rock. No one else can see it, even as Tristain screams that it's rushing forward -- until it spits a web at Tristain, entangling him, as he sees another one emerge!

Initiative:

Albert: 1d20 + 5 ⇒ (3) + 5 = 8
Kyffin: 1d20 + 1 ⇒ (11) + 1 = 12
Lothan: 1d20 + 9 ⇒ (5) + 9 = 14
Starflit: 1d20 + 7 ⇒ (12) + 7 = 19
Tristain: 1d20 + 4 ⇒ (8) + 4 = 12
Antagonist: 1d20 + 15 ⇒ (15) + 15 = 30

Mechanics:

Web: 1d20 + 24 ⇒ (16) + 24 = 40

Spiders got the surprise round, when only Tristain could see it to move, then won initiative. The ceiling is 40 feet up but it's Huge, so only 25 feet above you. Aqua is on the ground, but still invisible so only Tristain can see it.

Tristain takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. He can escape with a successful DC 25 Escape Artist check (a full-round action). The net has 15 hit points and can be burst with a successful DC 30 Strength check (also a full-round action). Party is up.

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Known by various names on various worlds, but most often as "elder things" or "old ones," these alien creatures are interested in creating lasting works of art, architecture, and even life (such as the dreaded shoggoths). They possess a boundless capacity for war and egotism.

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Wary, you continue down the tunnel, where you find a solid statue of an unusual creature, carved from oddly colored stone, stands on a raised dais. The statue is approximately twenty-five feet tall, and its head has fallen off and now lies shattered at its base. The figure itself is a monstrosity, with a barrel-shaped body, leathery wings, and five tentacles at its base. The head resembles the broken remains of a starfish with bulbous eyestalks on the end of five tentacles.

DC 20 Knowledge (dungeoneering):

You can identify the creature as an elder thing.

DC 15 Knowledge (engineering):

You know that there has been no seismic or volcanic activity in this area, and that something must have intentionally knocked the statue’s head off with one solid slam.

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With the treasure doled out and the group fully rested, you head for the star stelae, where you face another carnivorous plant, which you're able to defeat without too much difficulty. Performing the ritual, you manage to deactivate the first of the three stelae that threaten all of existence as you know it, and you move on to Bohlvarai.

You head to the tunnel that leads to the next nexus, with Erich Zann in your midst. A wide path winds through what appears to be mist-shrouded mountaintops jutting from the earth. Ahead to the north, wisps of snow, blown about by gusts and eddies of wind, partially obscure a monumental tunnel that cuts right through the mountainside. The tunnel appears artificial, as gigantic support columns brace the sides and roof every twenty to forty feet.

DC 20 Knowledge (engineering):

You can tell magic was probably not used to create the tunnel, as it lacks a uniform or consistent appearance, but neither does it appear to have been dug out using tools.

DC 30 Knowledge (engineering):

You think the tunnel must have been scooped out by Huge creatures or larger, without tools, and the support columns placed afterward.

The floor is rough, but not too difficult to traverse, at least here. It is, however, icy. The DCs of all Acrobatics checks in the tunnel, if needed, increase by 5.

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They did turn into mist, but the coffins were part of the area I bypassed in the basement. We can assume for our purposes, they're dead and gone.

The two guards each had a +3 breastplate, +2 heavy steel shield, +2 falcata, cloak of resistance +3, and 962 gp Don't ask me why they were carrying around so many coins!. Avaric had a +3 glamered breastplate, +3 keen rapier, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +4, headband of alluring charisma +4, mask of the mesmerist, ring of protection +2, and 630 gp.

After you loot the corpses and return to Lord Eldarius, the ghost noble upholds his part of the bargain and tells you the location of the Star Stela. It has stood since time immemorial in the center of a local vineyard that is still worked by local people today. You can rest and head there when you're ready.

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"Oh, no, I think I'm looking for a very specific one," Erich replies. "But I can show you where it is!"

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Vampires are known all across the world -- and apparently multiple worlds based on your current situation -- for their connection to blood. They need it to survive, and take it from others, willing or not. In a span of six seconds, it becomes quite clear that vampires like Lord Avaric feast on such blood, drinking it to sustain them, and fill them. It's quite clear because about six seconds after Al begins swinging his sword, there is not a single drop of blood left in Lord Avaric -- it is instead sprayed across the entire ballroom, leading to most of the guests (who you might remember are mostly cursed and don't realize they are undead) fleeing in fear, screaming into the night.

Combat, in fact, ends almost as quickly as it began, and you are able to collect Delmaria and return to her father's estate as soon as you are ready.

"Well, that was most impressive," Erich Zann says. "Say, do you have a birthday by any chance? I should hate to miss it and upset you in any way."

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Holy smokes. That's a lot of 20s.

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Round 1:

Tristain: 15
Kyffin: 13
Lothan: 27
Albert: 23
Starflit: 19
Antagonist: 18

Kyffin slaughters the nearest guard, as Al is stunned and unable to react to Alvaric's attempts to slaughter him. With the way blocked, Tristain and Starflit try to aid magically, but they may need to find another way to engage in the battle.

The second vampire steps back and casts a spell, and a ball of fire explodes, catching everyone but Tristain. 24 HP, DC 21 Reflex for half Avaric, seeing Al is stunned, carefully casts a spell of his own, and tries to magically paralyze the paladin. DC 22 Will save vs. hold monster!

Quick stats:

Fireball: 8d6 ⇒ (5, 3, 1, 6, 1, 3, 2, 3) = 24
Avaric Reflex: 1d20 + 21 ⇒ (2) + 21 = 23

Concentration: 1d20 + 21 ⇒ (17) + 21 = 38

Avaric: 67
Red: 0

Party is up!

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That's too many 20s!!!

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Round 1/2:

Albert: 23
Starflit: 19
Antagonist: 18
Tristain: 15
Kyffin: 13
Lothan: 27

Al and Starflit move in to attack as Lothan waits for a clear angle. Al's blade hits -- but only barely, as Avaric clearly proves to be a skilled combatant, though the cut guided by Al's deity proves deep indeed -- and both vampires move supernaturally quick in avoiding the worst of Starflit's magic.

Avaric immediately begins to heal as his gaze meets Al, who suddenly feels his mind start to muddle. "A fine cut. Hold a moment and we'll deal with you later," he says. Al takes a -3 to Will saves, attack rolls, DCs of spells and spell-like abilities, then must succeed at a DC 22 Will save vs. hold person

The two vampire guards move in to attack Al and Kyffin. Kyffin's foe merely dents his armor, but Al takes a glancing blow as he staggers under Avaric's mental assault. It doesn't seem to hurt him badly at first, but he can feel the vampire drain his energy, healing herself at the same time! 6 hp, plus TWO negative levels! Maybe it's a worse blow than he thought! Need a DC 24 Will save or be stunned for 1 round

Mechanics:

Avaric Reflex: 1d20 + 21 ⇒ (6) + 21 = 27
Red Reflex: 1d20 + 11 ⇒ (15) + 11 = 26

Avaric Concentration: 1d20 + 21 ⇒ (15) + 21 = 36

Red slam: 1d20 + 8 ⇒ (20) + 8 = 28
Aqua slam: 1d20 + 8 ⇒ (10) + 8 = 18
Confirm?: 1d20 + 8 ⇒ (13) + 8 = 21
1d4 + 4 ⇒ (2) + 4 = 6

Avaric: 60
Red: 0
Aqua: 0

Party is up

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I decided I'm going to skip a lot of this part of the dungeon. It doesn't feel like it really adds much to the story...

After exploring the rest of the basement, you head back upstairs, the bard in tow. Unfortunately, when you emerge, you realize both doors into the storage room are open -- and Lord Avaric and two guards are waiting for you!

"Alas, I hoped to offer you my hospitality, but it seems you would abuse it!" the lord of the manor says, rapier held up in an en-garde position.

Initiative:

Albert: 1d20 + 5 ⇒ (18) + 5 = 23
Kyffin: 1d20 + 1 ⇒ (12) + 1 = 13
Lothan: 1d20 + 9 ⇒ (18) + 9 = 27
Starflit: 1d20 + 7 ⇒ (12) + 7 = 19
Tristain: 1d20 + 4 ⇒ (11) + 4 = 15
Antagonist: 1d20 + 11 ⇒ (7) + 11 = 18

Al, Lothan and Starflit are up. Note that there's a wall between most of you and Avaric and one of the guards, so you'll need to move if you want to target them. (That said, it's Thanksgiving week and my folks are visiting, so I don't know how much I'll get to post.)

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With Starflit's rope and Kyffin's strength, you're able to pull the bard out from the pit. "Thank you," he says. "I was sure these foul undead were going to devour me!"

As you talk, Erich says he requires a stringed instrument to use his full abilities. He knows he had one once, but where it is now is a mystery -- Avaric gave him a potion that did something to his memory, though it's slowly returning. "Please," he pleads, "help me find it!"

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The man nods furiously.

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Round 2:

Kyffin: 16
Starflit: 16
Lothan: 22
Tristain: 10
Albert: 9
Antagonist: 32

The party -- minus Tristain, who appears to have some sense of fairness in the five-against-one fight -- continues its assault on the poor undead. It barely withstands the assault, and with its last, undying breath, reaches out to touch Kyffin once more before you overwhelm it with blade and bow. 28 more hp to Kyffin

A search of the area reveals a vibrant purple prism ioun stone wedged in a crack in the masonry along one wall of one of the cells. It currently contains no spells.

You also hear a a wordless, tortured cry followed by clapping coming from inside the pit. When you shine a light down the hole, you see a human man who matches the description of Erich Zann!

1d2 ⇒ 1
1d20 + 25 ⇒ (16) + 25 = 41
7d6 ⇒ (4, 6, 6, 4, 5, 2, 1) = 28
D: 174

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Quick stats:

Lothan: 22
Kyffin: 16
Starflit: 16
Tristain: 10
Albert: 9
Antagonist: 32

Lothan and Tristain retreat, with the latter unleashing a force barrage of magic missiles at the dybbuk. Al and Kyffin meanwhile close in on the enemy, cutting furiously into its incorporeal flesh.

As Al resists the creature's attempt to possess him, Starflit makes sure he can't try against anyone else. He lets out a scream and reaches out to touch Al again, this time wracking him with pain instead of trying to take over his body. 21 hp

Mechanics:

Bad touch: 1d20 + 29 ⇒ (11) + 29 = 40
7d6 ⇒ (3, 2, 5, 3, 3, 1, 4) = 21

D: 56

Party is up.

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It's incorporeal and undead, so is immune to all nonmagical attack forms, and takes less damage from material weapons and spells, among other things. Beyond that, it resists all but good-aligned damage. It also resists spells, and even channels.

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Initiative:

Albert: 1d20 + 5 ⇒ (4) + 5 = 9
Kyffin: 1d20 + 1 ⇒ (15) + 1 = 16
Lothan: 1d20 + 9 ⇒ (13) + 9 = 22
Starflit: 1d20 + 7 ⇒ (9) + 7 = 16
Tristain: 1d20 + 4 ⇒ (6) + 4 = 10
Antagonist: 1d20 + 15 ⇒ (17) + 15 = 32

As you begin to look around the room, a grinning spectre with mad eyes and blood-red hands that twitch and jerk like a puppeteer's suddenly rises out of the floor next to Al. It reaches out to him and starts sliding into his body. Need a DC 26 Will save from Al, or he's possessed by the creature.

Know (religion) DC 25:

It's a dybbuk. They're undead spawned from a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide.

1d5 ⇒ 1

Party is up. Combat map is updated; remember they're 10-foot squares.

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Rows of cell doors, each fit with a small barred window, ring the outer edges of this room, except to the south where a corridor leads away from the area to a door barred with a piece of iron. At the center of the chamber is a dark pit in the stone masonry floor. A thick layer of dust lies on the floor, marred by a recent set of footprints.

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There's no obvious reaction, even after Al rings the bell a second time. There are other ways to go if you don't wish the break down the door at this point. As noted, map is up on the overall slides

3d20 ⇒ (20, 12, 7) = 39

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The secret door has no lock and the hinges are on the other side, with no discernible means of opening it from this side. You can try to force it, or break it down if you want.

hardness 9, hp 60, break DC 28; DC 30 Strength to force it. Sorry, I should have been clear on that, and I don't want to assume that you want to do that.

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Lothan hears a bell chime to the north through the secret door.

Overall map is updated. Note these are 10-foot squares.

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There is no magic that Starflit can sense down here, and Lothan's investigation doesn't reveal any traps. The button's effect remains a mystery, but it seems unlikely that it would cause any immediate harm here if you push it. Perhaps it would do something of some sort in another area?

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Aily Yor wrote:
Aily's spirit ripped apart making her want to scream, but she doesn't. Instead she moves slowly to Caraid to request more healing.

And honey I know you'll be there to relieve me / The love you give to me will free me / If you don't know the thing you're dealing / Oh I can tell you, darling, that it's sexual healing...

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You descend to a darkened chamber has masonry walls and flooring. It is featureless except for two corridors that lead east and south and a heavy-duty, wall-mounted ladder that ends in a small chute with a door to an upper floor.

As you look around, you find another secret door on the north wall and a small button. You think to yourselves, Hey, maybe I should press that button. It might do something." It's just lying around. It seems to have a purpose, or maybe it doesn't. I don't know, I'm just the GM.

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I'll be on vacation through Thursday. I think it's likely I won't be posting in that time, but I will have my computer with me, so there's a chance I will (largely depends on how my wife's doing and how much rest she might need in the mornings/evenings).

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This rectangular room is filled with wooden racks that hold an impressive wine collection. Doors exits to the south and east. It seems suspicious that this room would be locked, particularly during a party, so you look around and discover a secret door in the east end of the north wall. It opens up to a 5-foot-square shaft that descends into a basement. Tristain sees the other two servants exit the kitchen, glancing back at you several times.

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The servants look at you like they're astonished at your gall to start picking the lock as they work, and you can see them exchange glances. One leaves the room as Lothan struggles with it.

"I think it may be broken," he says. Failed the DC; he can take 10 next round to open it, but giving you a chance to react to the circumstances.

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Loot from Crownhold (minus a few things we already used)

MY SUGGESTIONS FOR KEEPS:
* standard-grade mithral frying pan (Crystal)
* adamantine cleaver (Kimmich)
* panacea x2 (450 gp each, but I think worth holding onto)
* greater healing potion (1 remaining)
* explorer’s yurt (keep? might be useful for hiding on Mediogalti; 880 gp)
* potion of flying x4 (one for each of us; I know Yuki said she didn't want it, but doesn't hurt to hold onto it)
* firefoot popcorn x4 (75 gp each, two each to Crystal and Dianora, who do jumping stuff?)
* moderate toffee insight coffees x5 (375 gp each, boosts Medicine RK checks)
* moderate double insight coffees x5 (375 gp each, boosts Religion RK checks)
* moderate wyrmhide fury cocktails x4 (360 gp each; these give +3 item bonus to melee attack rolls, which won't help a ton since I think we all already have +2, but also give a bunch of resistances; one to each of us IMO)
* +2 striking wounding sawtooth saber (Yuki upgrading her weapon)
* shurikens with blightburn resin x25 (Kimmich)
* assassin’s skin (Yuki)
* greater mask of the mantis (??) (Dianora already has one)
* Mask of the mantis x2 (Crystal/Yuki/Kimmich, whoever doesn't take the greater one)
* +2 striking composite longbow (Crystal)

MY SUGGESTIONS FOR SELLING
(I'm assuming we can sell the things that are clearly Red Mantis -- though maybe that means we should go somewhere OTHER than Rahadoum first.) For the weapons that had a property rune, I broke down the value into two amounts, for the property runes that I don't think we need since we all already have equivalent, and for the fundamental runes in case we want to harvest those.
+1 striking wounding greatsword (102+340)
+1 striking greatsword (102 gp)
+2 greater striking extending sawtooth saber (2,002 +700 gp)
+1 striking wounding sawtooth saber (105+340 gp)
+2 greater striking greatsword (2,002 gp)
+1 resilient full plate x2 (530 gp each)
+1 resilient breastplate (508 gp)
+1 leather armor x4 (648 gp total)
* greater sturdy shield (3,000 gp)
* mask of the mantis x2 (300 gp total)
* sterling artisan's tools x4 (200 gp total)

Plus 2,850 gp worth of coins

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"It's locked," one of them says shortly, looking back down almost as quickly as he glances at you. "Don't none of us have a key."

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I'll need a Bluff check, Tristain. :D

Once you've cleaned yourselves up and hid the evidence of your passage, you head back to the first floor. Moving through the dining area, you enter the kitchen Area B6, where two servants -- a human and a gnome -- are busy preparing food. They glance up as you enter, but otherwise seem to do their best to ignore your presence, continuing to work on a meal.

There's one other door out of here, to the west. When you try it, it's locked, but you easily notice both servants look up to watch what you're doing.

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Of course. Real life comes first. Take the time you need!

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"I guess I can wait," Delmaria says, though she seems dubious, her glance straying to the dead guards. Starflit gets the impression that she'll wait ... but might get impatient and venture out to the gala if you take too long.

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"That doesn't sound right at all," Delmaria says. "Why would people eat me?"

As you talk, she reveals she doesn't know anything about Erich Zann, whom she hasn't seen since the bard transformed her into this horrible state that separated her from her family.

I do need to know what you want in terms of Kyffin asked her to stay here so you could get the bard first, but then Al's trying to get her to come with you now.

Tristain doesn't find anything else magical, other than Delmaria's dagger, which has just a faint aura on it. It's a +1 dueling dagger.

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"I'm Delmaria," she says, clutching a dagger to protect herself from you. She seems inclined to use it at Kyffin growls at her, but relaxes at Al's words. She titters as Lothan flirst with her. "I'm good, but I hardly need rescuing. This is my debut? Lord Avaric told me to wait until 9 o'clock and then come down to the ballroom. You're still going to let me do that, right?"

Also going to fast-forward a little and let you explore the other rooms at the same time:
In the first, a large rug lies over the hardwood floor of this study. Across from the only exit is a large cherry wood desk with a chair tucked behind it. Two large bookcases line the south and eastern walls, their shelves packed with ancient volumes. A painting of a strange city hangs on the western wall, and alongside it is a window that overlooks a large ledge that wraps around the exterior of the top floor. A sliver of moonlight plays across the desk.

In the second -- Lord Avaric's personal chambers -- the center of the bedroom is filled with an enormous, square, four-poster bed with a gauzy silk canopy. A small dressing table sits in the southwest corner, and a dark wooden wardrobe occupies the corner to the east. Between them is a solitary window large enough to step through, with curtains pulled partially shut. Outside the window is a wide ledge that encircles the top floor. A painting Entitled “Aaeondrus" of a handsome man with dark eyes, darker hair, and a lopsided grin adorns the wall.

The wardrobe contains a robe of arcane heritage.

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That's a good question, Starflit. I forgot about it! Ovonda and Ultor transformed into gaseous form and fled. These two guards appear to have simply died.

The second guard falls to Kyffin's blade, leaving you alone for the moment, at least until Lothan gets the door open.

Running along the west side of this room is a freestanding clothes rack lined with dresses and gowns, and with an assortment of shoes underneath. The pale light of the moon streams through the window just behind it. A dressing table and vanity sit along north wall, opposite a pair of dress forms. The room’s only exit is in the southeast corner.

Delmaria is in this chamber; she is an attractive woman of shorter-than-average height, who died just when she was coming of age.

"Please, don't hurt me," she cries.

You can try to talk her into leaving or abduct her, or do something else, making an appropriate check to whatever you're trying. As Starflit notes, you are also still looking for the bard here, which may affect what you want to do. You do still have about four hours until the midnight deadline.

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Round 2:

Kyffin: 18
Lothan: 18
Tristain: 8
Albert: 8
Antagonist: 19
Starflit: 27

Starflit retreats to make sure nothing attacks Tristain from behind, while Al, Kyffin and Lothan keep up the battle up front, along with the lillend. Between the three of them, they quickly take down one of the two vampire guards.

At that moment, a woman pokes her head out and asks about the noise. "Back inside, Delmaria!" the remaining guard calls. "Enemies of Lord Avaric have come. Night only knows what they intend for you! Lock the door!" The remaining guard lashes out at Kyffin and Al, but distracted by his look backward can't hit either of them.

Mechanics:

Pink falcata: 1d20 + 22 ⇒ (10) + 22 = 32
1d8 + 2 ⇒ (3) + 2 = 5
Pink falcata: 1d20 + 17 ⇒ (5) + 17 = 22
1d8 + 2 ⇒ (7) + 2 = 9
Pink falcata: 1d20 + 12 ⇒ (18) + 12 = 30
1d8 + 2 ⇒ (7) + 2 = 9

1d1d20 + 23 ⇒ (2) + 23 = 25
1d4 + 10 ⇒ (2) + 10 = 12
1d1d20 + 18 ⇒ (7) + 18 = 25
1d4 + 10 ⇒ (4) + 10 = 14

Pink: 8

AC 36, you'll need to do 146 hp to put him down this round.

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Quick stats:

Kyffin: 18
Lothan: 18
Tristain: 8
Albert: 8
Antagonist: 19
Starflit: 27

The guards are caught completely by surprise as Kyffin summons a fiend from their perspective... and launches an attack. Tristain retreats and casts haste as Al fires an arrow into one of the two guards -- just barely hitting him as he has to fire around Al. The wound almost immediately starts to heal, however.

The guards are quick to respond to the violence, attacking Al and Kyffin with practiced skill. Kyffin takes a couple of minor cuts 7 hp but Al's still expecting to negotiate with them and is caught off guard. He takes a few minor cuts, but is just starting to defend himself from the blade when the guard slams his shield right into his head. 36 hp total

Quick stats:

Aqua falcata: 1d20 + 22 ⇒ (11) + 22 = 33
1d8 + 2 ⇒ (3) + 2 = 5
Aqua falcata: 1d20 + 22 ⇒ (17) + 22 = 39
1d8 + 2 ⇒ (1) + 2 = 3
Aqua falcata: 1d20 + 22 ⇒ (14) + 22 = 36
1d8 + 2 ⇒ (2) + 2 = 4
Aqua shield bash: 1d20 + 23 ⇒ (6) + 23 = 29
1d4 + 10 ⇒ (2) + 10 = 12
Aqua shield bash: 1d20 + 18 ⇒ (2) + 18 = 20
1d4 + 10 ⇒ (4) + 10 = 14

Pink falcata: 1d20 + 22 ⇒ (12) + 22 = 34
1d8 + 2 ⇒ (1) + 2 = 3
Pink falcata: 1d20 + 22 ⇒ (6) + 22 = 28
1d8 + 2 ⇒ (1) + 2 = 3
Pink falcata: 1d20 + 22 ⇒ (15) + 22 = 37
1d8 + 2 ⇒ (1) + 2 = 3
Pink shield bash: 1d20 + 23 ⇒ (20) + 23 = 43
1d4 + 10 ⇒ (3) + 10 = 13
Pink shield bash: 1d20 + 18 ⇒ (5) + 18 = 23
1d4 + 10 ⇒ (4) + 10 = 14

Pink crit?: 1d20 + 23 ⇒ (16) + 23 = 39
1d4 + 10 ⇒ (4) + 10 = 14
+2 falcata +22/+17/+12 (1d8+12/17–
20/×3), +2 heavy shield bash +23/+18
(1d4+10)

Pink: 13

Entire party is up; Starflit has two full rounds and the surprise round.

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I'm going to try to skip some of the less important encounters, but at this level, I just can't DMPC folks (especially since other than this and one other equally slow PBP, I've moved completely to 2e).

I'd suggest if there's long waits, another player can do that, which will help me keep things moving.

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That works.

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That roll's not going to be enough, so let's go to combat.

Initiative:

Albert: 1d20 + 5 ⇒ (3) + 5 = 8
Kyffin: 1d20 + 1 ⇒ (17) + 1 = 18
Lothan: 1d20 + 9 ⇒ (9) + 9 = 18
Starflit: 1d20 + 7 ⇒ (20) + 7 = 27
Tristain: 1d20 + 4 ⇒ (4) + 4 = 8
Antagonist: 1d20 + 12 ⇒ (7) + 12 = 19

Everyone is up for a half round, then Starflit gets her first round action. I'll get a map up later today, but for the moment assume you're probably in close proximity -- five feet.

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1d20 ⇒ 4

"I don't think so," the guards say, suddenly seeming to become a lot less relaxed as they move up side by side, placing hands on their swords. "Lord Avaric is not in his quarters at the moment, so you can see him downstairs."

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One of the guards shakes his head. "I'm sorry, sir, without his express permission, this area is off limits. Please, go back downstairs and enjoy the rest of the party."

You can give me a Bluff or Diplomacy check if you want to try to talk your way past them.

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You take the time you need to receover, bathe (you're actually able to find a bath tub nearby!) and dress yourselves fully in short order, grateful that the curse will help mask the seeming massacre here. You also loot the two corpses before throwing them under a bed. Each has a tentacle cloak, a dose of black lotus extract, an amulet of mighty fists +2, a ring of mind shielding, sleeves of many garments, and a matching gold and emerald rings (worth 2,300 gp each).

You find more baths in the southern tower B10: At the center of this octagonal room are two immense, white, claw-footed tubs. Along the south wall behind them is a shelf laden with glass bottles, powders, and other toiletries. A smaller chamber fills the northeast corner, separated by a door, while a double door opens in the north wall. A set of steep stairs on the west side descends to the floor below.

The smaller room contains a privy. There is open stair access to the servants’ quarters below, as the servants are expected to bring water as required.

The room to the north B11 is locked, but Lothan's easily able to pick it. Carpets line the floor of the octagonal room, including a ten-foot- square and three-foot-deep center area filled with silk and satin-covered pillows. Four well-stuffed sofas sit against the corner walls and face the center of the room. To the east and west are two black iron cages, each large enough to house a human being and suspended a few feet off the floor by a heavy chain. Against the north wall is a wooden wardrobe, which contains a small variety of risqué costumes and other intimate items.

You head up to the third floor, where the stairs emerge into a broad hallway that runs east to west and divides the top floor of the manor. Two doors lead to the south, while another corridor branches to the north.

Two vampire guards stand guard here, each with a falcata and shield.

"I'm sorry, sirs, madam," one says, "but visitors aren't allowed in Lord Avaric’s personal quarters."

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Round 7
Starflit heals Al, stanching his bleed and waking him from unconsciousness as Lothan fires through the doorway and crowd at Ultor. He staggers and starts to move toward Tristain -- but the spell stops him in his tracks, sending him flying back across the hallway, where he crumples into a heap and doesn't get up again!

Fight over!

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Sorry, Al, I think I was hoping there'd be confirmation that my accounting was right. Also, I may have forgotten there's not a flat check or anything in 1e since I only have one and a half games of 1e at this point (I still play in one, but it goes VERY slowly).

Round 6
In the hall, Kyffin and Ultor continue fighting one-on-one as Tristain can do nothing but bleed bleed damage, plus 1 Con damage. The warpriest cuts brutally into him, but whatever deity he worships seems to protect him much like Kyffin and Al's deities protect him and some of his best cuts fail to land two hits, but didn't confirm. "I will EAT you!" he snarls, focusing his full attention on the half-orc. But his rage throws off his aim as he's busy speaking instead of biting and he only lands two claws against him. 32 hp total, plus bleed, plus 1 Con damage; need two Fort saves

Inside the room, Al falls to the ground, but Lothan reclaims his bow and opens fire. Al feathers her with two arrows, and she turns and coos at him. "These aren't the pricks I was thinking of love. Come, let me show you!" she starts to move toward him, but Starflit's blast barely hits her. She lets out a cry as her form crumbles to ash! You got her HP exactly!

Mechanics:

Ultor Bite: 1d20 + 26 + 7 ⇒ (1) + 26 + 7 = 34
2d6 + 4 + 4 ⇒ (1, 6) + 4 + 4 = 15

Ultor Claw: 1d20 + 26 + 7 ⇒ (4) + 26 + 7 = 37
2d6 + 4 + 4 ⇒ (6, 2) + 4 + 4 = 16

Ultor Claw: 1d20 + 26 + 7 ⇒ (9) + 26 + 7 = 42
2d6 + 4 + 4 ⇒ (2, 6) + 4 + 4 = 16

Ultor: 163, smite vs. Tristain and Kyffin

Party is up.

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Waiting on Lothan and Al. Fixing the map.

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Sure, I can retroactively add in the damage. Lothan, you could get the bow and arrows now. We'll say that's a move action, so I'll let you have a standard action to fire. You can take that at this point.

Round 5
The battle rages in the room as blood continues to flow into the undead Ovonda. Al, weakened, doesn't seem to be able to hit, but Lothan's able to fire a shot off. She's about to lay into Al when Starflit's spell hits, drawing a scream of rage and pain from her lips. As Al falls from her latest strikes, she steps over his body toward Starflit. 31 damage, plus 4 bleed, plus 1 Con damage, I think JUST renders him unconscious.

In the hall, Kyffin freezes, but Tristain has just enough presence of mind -- what little bit isn't screaming in horror at things he's seen -- to move behind the unmoving half-orc and blast Ultor. Unfortunately, the vampire seems to take most of the blow with barely a flinch, and steps in to continue his assault. 34 hp to Tristain, plus the bleed and 1 Con damage; need two Fort saves vs. paralysis; 17 hp to Kyffin, plus bleed, 1 Con damage and 1 Fort save

Mechanics:

Ovonda Bite: 1d20 + 26 + 7 ⇒ (12) + 26 + 7 = 45
2d6 + 4 + 4 ⇒ (5, 2) + 4 + 4 = 15

Ovonda Claw: 1d20 + 26 + 7 ⇒ (19) + 26 + 7 = 52
2d6 + 4 + 4 ⇒ (3, 5) + 4 + 4 = 16

Ovonda Claw: 1d20 + 26 + 7 ⇒ (1) + 26 + 7 = 34
2d6 + 4 + 4 ⇒ (6, 5) + 4 + 4 = 19

Ultor Fort: 1d20 + 23 ⇒ (5) + 23 = 28

Ovonda Bite vs. Tristain: 1d20 + 26 + 7 ⇒ (9) + 26 + 7 = 42
2d6 + 4 + 4 ⇒ (4, 2) + 4 + 4 = 14

Ovonda Claw vs. Tristain: 1d20 + 26 + 7 ⇒ (3) + 26 + 7 = 36
2d6 + 4 + 4 ⇒ (6, 6) + 4 + 4 = 20

Ovonda Claw vs. Kyffin: 1d20 + 26 + 7 ⇒ (14) + 26 + 7 = 47
2d6 + 4 + 4 ⇒ (3, 6) + 4 + 4 = 17

Ovonda: 162, smite vs. Al
Ultor: 108, smite vs. Tristain and Kyffin

Party is up!

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