Tsin Windscar |
Round 2, Init 17
AC = 21
HP = 56/56
Weapon Equipped = Adamantine Warhammer
Condition(s) = Bless, Pharasma's Favor
Tsin allows the hammer to swing backwards, bringing it up and down as she steps forward, hoping to shatter a legbone and prevent the thing from lurching anymore.
Adamantine Warhammer, Bless, Divine Favor, Power Attack: 1d20 + 10 + 1 + 2 - 2 ⇒ (19) + 10 + 1 + 2 - 2 = 30 for 1d8 + 4 + 2 + 6 ⇒ (5) + 4 + 2 + 6 = 17 damage
"Quinn, I only pray that you have healing still left this day."
Quinn Kestrel |
"Nah, I'm spent, but Mal bought us a solution for that. Now, just focus on smacking that thing and I'll keep you breathing." Quinn moves behind Tsin and grants her the guidance of Cayden.
cast guidance on Tsin
Pemsworth Smith, Esq. |
1 person marked this as a favorite. |
Pems groans as the bone-fellow avoids his ice spear. He grasps the dagger and moves to stand next to Tsin, using acrobatics to avoid any attacks 1d20 + 6 ⇒ (16) + 6 = 22. Once there, he stabs at the bone-thug with harmony, aiding Tsin's attacks! 1d20 + 4 ⇒ (20) + 4 = 24 If it hits, Tsin adds +4 to her next melee attack!
Malavarius King |
Malavarius maintains his ward, but his attention has fled the immediate threat of the bone golem as he glances worriedly about the interior of the hut, his staff clutched tightly in his hands. "How the devil did we wind up inside the old crone's house?! Zeno! This is your fault, isn't it?!"
+2 deflection bonus to AC for all allies w/in 10 feet
HP: 34/35
AC: 13 (13 T / 12 FF) includes ward
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 18/18 absorbed
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (3+2+1): feather fall [ ], hold portal [ ], protection from evil* [ ], magic weapon [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], protection from arrows* [ ], resist energy [ ], spontaneous immolation [X] [X]
Level 3 Prepared (2+1+1): dispel magic* [X] [X], fireball [X], haste [X]
Protective Ward used: 4/8
Scorching Ray charges used: 41/42
Ongoing Effects:
ward
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
The beast says "The target can escape the grapple normally," and from what I can tell, the only CMD I have is 28.
Hektir: 11
Pemsworth: 9
Malavarius: 19
Tsin: 17
Quinn: 12
Antagonist: 12
Hektir's fire hits the golem, fire spreading over its form as Pems and Quinn advance, the latter casting a spell on Tsin as he takes his place behind her. Pems couldn't move and attack, so I just had him move up.
Mal edges forward, maintaining his ward as he steps on the map, and Tsin slams her hammer home, shattering bone.
The creature gollums at the damage and turns his full attention to the swordswoman, biting at her before backing up and slamming his fists into her. Her armor deflects one of the blows, but is useless against the other, bending under impact, the metal digging painfully into her side. 19 hp total
1d20 + 14 ⇒ (11) + 14 = 25
1d8 + 4 ⇒ (3) + 4 = 7
1d20 + 14 ⇒ (14) + 14 = 28
2d6 + 4 ⇒ (5, 3) + 4 = 12
1d20 + 14 ⇒ (2) + 14 = 16
BG: 23
Tsin Windscar |
Round 3, Init 17
AC = 21
HP = 37/56
Weapon Equipped = Adamantine Warhammer
Condition(s) = Bless, Guidance, Divine Favor, +4 from Pems
Bless- Morale (+1)
Guidance- Competence (+1)
Divine Favor- Luck (+2)
Pems's +4- ?? not sure what kind of bonus this is
A mixture of worldweariness and frustration starts to set in. There is no end to this... Not when witches walk the same world...
Tsin steps up, once again allowing the warhammer to gain momentum.
Adamantine Warhammer, Bless, Guidance, Divine Favor, Pems's Bump, Power Attack: 1d20 + 10 + 1 + 1 + 2 + 4 - 2 ⇒ (15) + 10 + 1 + 1 + 2 + 4 - 2 = 31 for 1d8 + 4 + 2 + 6 ⇒ (6) + 4 + 2 + 6 = 18 damage
"Let me swing again! It's going to overcome me faster than I it!! The magic that would speed the hammer, where is it?!"
Quinn Kestrel |
Round 3
Quinn cringes as Tsin's armor crunches, then moves forward to heal her with the newly purchased wand.
cure light wound: 1d8 + 5 ⇒ (7) + 5 = 12
AC 24, touch 14, flat-footed 21
Fort +8, Ref +6, Will +9 (+2 vs enchantments)
CMD 20
HP 26/44 (assumed we used the wands of cure light when we got the new gear, then 44/44)
Resources Remaining:
Alchemist Fire: 3
Bolts Remaining: 18
Spells: 1/4 + 0/1 (first-level); 0/3 + 1/1 (second level); 0/2 + 0/1 (third level)
Door Sight: 6/6
Touch of Chaos: 5/6
Channel Energy: 0/6
Temporary Effects:
Bless
Mal's ward
Constant Effects:
Damage Resistance, Cold (2)
Hektir the Tracksmage |
Round 3, Init 11
Monktir 5' steps back and begins to chant in the most serious and crazy of monkey tones, beating his chest and raising his small monkey fists to the skies. He cries for power, for aid, demanding that those obey his call to nature!
Begin full round cast: SNA 3.
Malavarius King |
Malavarius tugs his beard in frustration and barks at Tsin, "Just how much magic do you think I can keep hold of in a single day, girl? Blast it all, I'm not Nethys! Now quit complaining and smash that golem already!"
maintain ward! +2 deflection to AC for those w/in 10 feet!
HP: 34/35
AC: 13 (13 T / 12 FF) includes ward
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 18/18 absorbed
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (3+2+1): feather fall [ ], hold portal [ ], protection from evil* [ ], magic weapon [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], protection from arrows* [ ], resist energy [ ], spontaneous immolation [X] [X]
Level 3 Prepared (2+1+1): dispel magic* [X] [X], fireball [X], haste [X]
Protective Ward used: 4/8
Scorching Ray charges used: 41/42
Ongoing Effects:
ward
Tsin Windscar |
Tsin growls as the bone she breaks doesn't seem to have any effect on the golem's movement. I could have sworn that upper bone dropped down to replace the one I just shattered... It's as if it can adjust itself to maintain center of mass...
"Just how much magic do you think I can keep hold of in a single day, girl? Blast it all, I'm not Nethys! Now quit complaining and smash that golem already!"
"Open your eyes, Mal. I've struck twice already, and have no thoughts whatsoever of stopping until it's broken down. Is it an age thing, then? When you were younger, could you hold more magic? Is it a stamina thing?"
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir: 11
Pemsworth: 9
Malavarius: 19
Tsin: 17
Quinn: 12
Antagonist: 12
Hektir begins casting as Quinn heals Tsin and Mal advances, his ward covering his companions.
Pems dives forward and tries to distract the creature, opening it to Tsin's blow, which shatters bones, but not enough to put the creature down.
Frustrated, it bites at Pems 11 hp, even as its fists slam into Tsin again, though her armor manages to blunt one of the impacts 8 hp.
bite (Pems): 1d20 + 14 ⇒ (17) + 14 = 31
1d8 + 4 ⇒ (7) + 4 = 11
claw (Tsin): 1d20 + 14 ⇒ (6) + 14 = 20
claw (Tsin): 1d20 + 14 ⇒ (12) + 14 = 26
2d6 + 4 ⇒ (1, 3) + 4 = 8
BG: 41
Tsin Windscar |
Round 4, Init 17
AC = 21 (23 if Mal's nearby)
HP = 41/56
Weapon Equipped = Adamantine Warhammer
Condition(s) = Bless, Divine Favor, Warded?
Tsin feels the healing at her back, and watches as the noble halfling nips at the bones like a terrier. She continues to sidestep, slowly pursuing a flank if she can ever find one. Assuming Tsin had stepped up on the creature last round, will keep her closeness so the creature can't tag her with reach AoO
"So, all Hektir could do was change into a smaller version of ape?? The bigger version would be soooo much more effective right now... All he can do with that monkey's mouth is chitter and complain?"
Adamantine Warhammer, Bless, Divine Favor, Power Attack: 1d20 + 10 + 1 + 2 - 2 ⇒ (12) + 10 + 1 + 2 - 2 = 23 for 1d8 + 4 + 2 + 6 ⇒ (4) + 4 + 2 + 6 = 16 damage
Hektir the Tracksmage |
Round 3, Init 11
Monktir finishes his long loud chittering and chest beating, eventually pointing both his monkey hands to the right, calling forth a mighty thunderbeast named Hardas!!
Monktir points at the bone golem, beseeching Hardas to charge!!
The auroch does a boulder-dash, provoking!
1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 charge to hit;
1d8 + 9 ⇒ (6) + 9 = 15 damage.
Meanwhile, Monktir pulls out another fireflask and tosses it at the golem, using his honed poo-flinging skills!
1d20 + 8 + 1 - 4 - 2 ⇒ (20) + 8 + 1 - 4 - 2 = 23 touch to hit; (combat, range)
1d6 ⇒ 6 fire this round;
1d6 ⇒ 6 fire next round;
Pot crit:
1d20 + 8 + 1 - 4 - 2 ⇒ (13) + 8 + 1 - 4 - 2 = 16 touch to hit; (combat, range)
1d6 ⇒ 4 more fire this round;
Monktir chitters happily.
HP 22
AC 13 - 2 (charge) 11
+7 to hit
1d8+9 damage
MonkTir
AC: 16 (4 dex, 1 NA, 1 Deflection, +2 Mal)
Str: 17 (19 base -2)
Dex: 18 (14 base +4)
Con: 16
Low Light Vision
Attack: +4 BAB +3 Str +1 Amulet =+8
Claws x2: +8, 1d3+3
Space 0 ft.; Reach 0 ft.
Speed 30 ft., Climb 30 ft.;
HP 63/63
Endure Elements (24 hours)
Quinn Kestrel |
Round 4
Quinn shifts forward, applying his healing touch to Pems as he continues countering the bone golems' damage.
cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5
should the wand of cure light wounds only have a +1 to healing? that's what makes it 750gp vs a higher price for a higher caster level?
AC 24, touch 14, flat-footed 21
Fort +8, Ref +6, Will +9 (+2 vs enchantments)
CMD 20
HP 26/44 (assumed we used the wands of cure light when we got the new gear, then 44/44)
Resources Remaining:
Alchemist Fire: 3
Bolts Remaining: 18
Spells: 1/4 + 0/1 (first-level); 0/3 + 1/1 (second level); 0/2 + 0/1 (third level)
Door Sight: 6/6
Touch of Chaos: 5/6
Channel Energy: 0/6
Temporary Effects:
Bless
Mal's ward
Constant Effects:
Damage Resistance, Cold (2)
Malavarius King |
1 person marked this as a favorite. |
hard-as-a-rock, Hektir? ::groan!::
Tsin's last comments are lost on Malavarius as the hut's nefarious interior captures his attention once more. While maintaining his ward still, he spins around and points his staff threateningly at a shelf on the far wall. "Ah ha! Think you can fool me, hut? I'm on to your tricky tricks! You won't sneak up on us like that!"
maintain ward! +2 deflection to AC for those w/in 10 feet!
HP: 34/35
AC: 13 (13 T / 12 FF) includes ward
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 18/18 absorbed
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (3+2+1): feather fall [ ], hold portal [ ], protection from evil* [ ], magic weapon [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], protection from arrows* [ ], resist energy [ ], spontaneous immolation [X] [X]
Level 3 Prepared (2+1+1): dispel magic* [X] [X], fireball [X], haste [X]
Protective Ward used: 4/8
Scorching Ray charges used: 41/42
Ongoing Effects:
ward
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir: 11
Pemsworth: 9
Malavarius: 19
Tsin: 17
Quinn: 12
Antagonist: 12
Hektir's beast charges, taking a vicious blow in the process 13 hp as the monkey tosses flame at the bone golem, lighting its ivory form ablaze.
Pems' continued harassment pays off as Tsin scores another blow, and cracks being appearing in its form, though it keeps its feet.
Ignoring Pems for the moment, it chomps at the auroch, nearly dispatching it back to from when it came 9 hp, which should put it at 0 hp. It hammers again at Tsin 14 hp, seemingly forcing its way through Mal's magic as if it weren't there.
AoO: 1d20 + 14 ⇒ (4) + 14 = 18
2d6 + 4 ⇒ (6, 3) + 4 = 13
bite: 1d20 + 14 ⇒ (18) + 14 = 32
1d8 + 4 ⇒ (5) + 4 = 9
claw: 1d20 + 14 ⇒ (10) + 14 = 24
2d6 + 4 ⇒ (5, 5) + 4 = 14
claw: 1d20 + 14 ⇒ (3) + 14 = 17
2d6 + 4 ⇒ (1, 4) + 4 = 9
BG: 78
Tsin Windscar |
Round 5, Init 17
AC = 23 (Warded?)
HP = 27/56
Weapon Equipped = Adamantine Warhammer
Condition(s) = Bless, Divine Favor, Warded?, Pems's Bump
Tsin tries and largely succeeds in keeping her composure, as she watches an auroch appear out of thin air, then follow the commands of a monkey, smashing and sacrificing itself to the golem. Just when you think you've seen everything...
The brunt of her damage keeps her from smiling bemusedly, so she swings yet again, hoping for a literal breaking point.
Adamantine Warhammer, Bless, Divine Favor, Pems's Assist, Power Attack: 1d20 + 10 + 1 + 2 + 4 - 2 ⇒ (5) + 10 + 1 + 2 + 4 - 2 = 20 for 1d8 + 4 + 2 + 6 ⇒ (6) + 4 + 2 + 6 = 18 damage
Hektir the Tracksmage |
hard-as-a-rock, Hektir? ::groan!::
/me airchalks a point. Winning!
Round 5, Init 11
Monktir's arms sag, then fall completely as Hardas is knocked out of existence in two hits. He stops chittering excitedly and goes back to more angry and rabid squawking.
Gesturing his hands and pumping his fists angry, Monktir returns to his human form. Stnd action. He's angry in this form as well.
He pulls out a Potion of CMW as he 5' steps closer to Mal and offering the potion.
"Mal, take this. Feed to me or Tsin, whomever needs it first. I'm going in..." Hektir gets ready for his own boulderdash.
Malavarius King |
Quinn, you're correct regarding the healing from the wands, it's 1d8+1 as it's at minimum CL
Malavarius takes the proffered potion from Hektir, the task drawing his focus back to the fight with the bone golem and away from the treacherous walls and ceilings of the hut. His ward still shimmering in the air, he nods and regards Tsin. "I say, are you thirsty, my dear?"
maintain ward! +2 deflection to AC for those w/in 10 feet!
HP: 34/35
AC: 13 (13 T / 12 FF) includes ward
Fort: +2 // Ref: +3 // Will: +7 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 18/18 absorbed
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (3+2+1): feather fall [ ], hold portal [ ], protection from evil* [ ], magic weapon [X], snapdragon fireworks [X] [ ]
Level 2 Prepared (3+2+1): glitterdust [ ] [ ], protection from arrows* [ ], resist energy [ ], spontaneous immolation [X] [X]
Level 3 Prepared (2+1+1): dispel magic* [X] [X], fireball [X], haste [X]
Protective Ward used: 4/8
Scorching Ray charges used: 41/42
Ongoing Effects:
ward
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn Kestrel |
The flaming poo golem dispatched, Quinn heals Tsin's wounds...
cure light charge: 1d8 + 1 ⇒ (7) + 1 = 8
cure light charge: 1d8 + 1 ⇒ (5) + 1 = 6
cure light charge: 1d8 + 1 ⇒ (3) + 1 = 4
cure light charge: 1d8 + 1 ⇒ (7) + 1 = 8
...then investigates the room.
perception: 1d20 + 13 ⇒ (18) + 13 = 31
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Pemsworth Smith, Esq. |
Pems will move up to the door, check it for traps and try to open it. Perception: 1d20 + 14 ⇒ (18) + 14 = 32 and Disable Device: 1d20 + 15 ⇒ (2) + 15 = 17
If I can, I'll take 20 on the disable device check.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
The lock gives Pems a fair amount of difficulty, but he's eventually able to open it.
A flight of steps leads to a cool, earthen chamber beneath the hut that by all rights should not exist. A grinding sound fills the air, emanating from a millstone in the center of the room that turns endlessly, powered by some unknown force. Several small bins sit along the north wall, next to a few bulging sacks in the northeast corner. A small wooden box wrapped in chains sits in the southwest corner.
Tsin Windscar |
Tsin waves off Mal's offer of the curative politely enough, as Quinn brings the wand to bear. As she tries to breathe more deeply, she keeps hitching as her lungs press her ribs into the golem's gift of her armor's indentation. She begins to unstrap herself, hoping the armor will return to its more comfortable state after a little encouraging.
She takes a seat, and watches the halfling as he begins his work on the door. She stops unstrapping her armor, tightening it back down, in case the halfling succeeds in unleashing another monstrosity. Speaking of monstrosities...
Tsin studies the bones, and lays the hammer on her lap, in case they start to reform.
Hektir the Tracksmage |
Hektir spits as Tsin takes down the golem before he's able to engage himself.
"That's nice work, Tsin. You should keep that hammer...seems to be good against much of the witchymen," Hektir says, looking though his pouch for more fireflasks and failing to find any.
He takes another gander at the map (if allowed).
1d20 + 5 ⇒ (19) + 5 = 24 Know (Geog)
(If 2nd look is okay...)"I'd bet two virgins that that's a map of Irrisen. I'm sure of it," Hektir pronounces.
* * *
Hektir watches as Pems works the door, keeping an eye out for more witchy danger.
1d20 + 15 ⇒ (7) + 15 = 22 Perception
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tsin Windscar |
"I can't argue that. This hammer has served us against the statues brought to life by the witches. Witches are soft, but these hardened guardians are anything but." Tsin wipes off the hammer, somewhat less prejudiced against bludgeoning weapons.
"A couple more doors, then we go? We can toss the tokens into the cauldron now, can't we?" Tsin grows somewhat impatient, sensing their journey is coming to a finish.
Hektir the Tracksmage |
Hektir enters the room, looking around for more witches and witchy creations.
1d20 + 15 ⇒ (8) + 15 = 23 Perception
He inspects the sacks (looking for food or drink...you can never have too much), before going to explore the box. How big is the box? Chained, huh?
Malavarius King |
The bone golem vanquished and Pemsworth busy with the lock, Malavarius starts to rant and threaten the hut again when he's distracted by the enormous map underfoot.
"Oh? I say, what's this?"
Knowledge (geography): 1d20 + 15 ⇒ (1) + 15 = 16
"What? Why this is Irrisen! What's Irrisen doing on the floor here?"
He tugs on his beard in thought, wandering around the room regarding the map from different angles, trying to determine its purpose.
detect magic
Knowledge (arcana): 1d20 + 15 ⇒ (16) + 15 = 31
----
Down below, Malavarius regards the millstone with an arch of one bushy eyebrow. "What the- blasted pocket dimensions and animated millstones! What the blazes is going on here?!"
Tsin Windscar |
Tsin tries to wrap her head around the inner dimensions of the Hut, and the rooms yet peeled back. It tires her, so she allows the others to stew on it instead. Hearing there to be no threat in the millstone room, she returns to the fireplace, and begins her maintenance, removing her armor, and doing her best to undent the bend by her shoulder.
She routinely looks up at the cauldron, and waits for Pems to finish up his side exploration to return and fulfill their oath.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hektir, the bins along the wall contain potatoes, turnips, onions, and other vegetables that require low temperatures and controlled humidity for safekeeping. The sacks in the corner contain several pounds of a white meal and dried grains.
There aren't any locks on the box, which is about 1.5 feet long, wide and deep; the chains will have to be broken.
Mal, you think the map could be used like a crystal ball, though only for things within the borders of Irrisen.
Tsin Windscar |
"Perhaps that's for the best, don't you think, Master Pems? It is, after all, a personal possession of Baba Yaga." She calls out from the other room.
"Why don't you put your things away, and come drop the Black Rider's tokens into the cauldron already?"
Malavarius King |
Malavarius grumbles as he heads back up to the first floor of the hut, plainly dismayed that he wound up inside the forsaken building. He tromps into the map room and plops down on one of the seats facing the eerie likeness of the surrounding land.
Frustration slowly gives way to curiosity, and he tests a theory, hoping to manipulate the map into showing the clocktower they'd recently been through.
Use Magic Device?: 1d20 + 10 ⇒ (16) + 10 = 26
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn Kestrel |
Quinn rubs his eyes as the clock tower coalesces, sure that he's had too much to drink, again. "Ready" he answers Pems, though the cleric of chaos is never actually ready for anything.
Hektir the Tracksmage |
Hektir shakes his head as he is not ready.
"Waitaminute, catnabbit!" Hektir says with a spit. "Remember this door over here? The 'secret' one?" Hektir flexes and poses, pointing at the door. "I won't want to be traveling and have more of the Yucky Baby's witchykin attack us. Let's explore his place first...after all, how big could it be?"
Hektir goes to open the secret door.
Tsin Windscar |
"We tried it already, Hektir. It's locked. You should show Pems instead. Oh, and you really should begin taking Baba Yaga more seriously. What's to say that she's not listening to you this very moment, bastardizing her name like that?" Tsin reclines in front of the fire, waiting.
Hektir the Tracksmage |
Hektir gives Tsin a look.
"When she cleans up her own messes, I'll respect her. And if she wants to strike me blind now, I'd wonder why she needed me in the first place," Hektir replies. "So far, I ain't been none impressed with them witches or their friends. They ain't natural, they ain't right."
Hektir holds out his hand to Tsin.
"Lend me that hammer of yours," Hektir asks. "I'll open that door for us. For all we know, she's trapped in there."
Tsin Windscar |
Watching the fire, Tsin misses Hektir's look. "Pems, please teach Hektir a lesson in finesse. You're sure to get that door open, without destroying it. Hektir, why would the Rider suggest we needed to use the Hut to travel to Baba Yaga? You really, really, need to sit down and eat something."
Malavarius King |
Malavarius calls out from the other room, "You know quite well the Mother of Crones isn't in her blasted hut, Hektir! And stop breaking her blasted things! Why don't you go climb up that ladder and let Pemsworth deal with whatever secret doors you hasty fools have found." He huffs loudly, clearly perturbed then calls out again, "Zeno? Zeno! Come here, won't you? Come look at this! This map is fascinating, don't you know."
Malavarius tries focusing on people in addition to places or objects, first on Zeno's crush Jairess, then Nadya, then the town of Waldsby.
Quinn Kestrel |
blah bla blah bla blah
bla blah bla blah bla
Quinn continues staring at the map, barely hearing the conversations around him, as a cold realization crystalizes in his mind. "The lands are All snowy. It's winter everywhere on this map. We aren't leaving this f**king winter, we're stuck in it!" His morale crushed, Quinn slumps back to the front room and climbs up to the loft. "I'm taking a nap."
some sort of perception climbing into the loft?: 1d20 + 13 ⇒ (6) + 13 = 19