
Tsin Windscar |

Round 4, Init 12
AC = 24, Warded
HP = 93/93
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin (56), Guidance
Judgments = 2
Bane = 5
Tsin steadies herself, her foot slipping on something viscous on the floor. As Quinn tags her, she settles into a grim satisfaction that the creature decided to remain put. "Foolish little thing, aren't you? Those quills won't do..."
+1 Falchion, Power Attack, Flank, Precise Strike, Guidance: 1d20 + 14 - 2 + 2 + 1 ⇒ (20) + 14 - 2 + 2 + 1 = 35 for 2d4 + 10 + 6 + 1d6 ⇒ (1, 4) + 10 + 6 + (4) = 25 damage
Iterative: 1d20 + 9 - 2 + 2 ⇒ (5) + 9 - 2 + 2 = 14 for 2d4 + 10 + 6 + 1d6 ⇒ (3, 4) + 10 + 6 + (1) = 24 damage
Edit:
Confirm Critical?: 1d20 + 14 - 2 + 2 + 1 ⇒ (18) + 14 - 2 + 2 + 1 = 33 for 2d4 + 10 + 6 + 1d6 ⇒ (1, 2) + 10 + 6 + (4) = 23 damage

Hektir the Tracksmage |

Oooh, sorry Pems! I can't use it now as it needs to be called beforehand. Next time, I promise. I know how much it sucks when people forget things. :(
Hektir grunts.

Pemsworth Smith, Esq. |

No worries. It can be used for any d20 roll, 1 per round for 2 rounds. So if you need a saving throw, keep it in mind!
Pems sends a ray of frost at the spiny jerk. Ranged touch: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5 for 1d3 ⇒ 3 cold damage!

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Hektir: 8
Pemsworth: 20
Malavarius: 16
Tsin: 12
Quinn: 10
Antagonist: 11
Hektir slams the creature again, again stabbing himself on its quills 3 hp as Pems nearly hits him with a wild ray of frost.
It averts its eyes from the fiery Zeno, avoiding the worst of its effects, but inadvertently leaves itself open for Tsin's blow, which separates its head from the rest of its body. The body seems to stand on its own for a few moments, as if it were as undead as the panthers, but then slowly topples to the ground.
1d3 ⇒ 3
Reflex: 1d20 + 10 ⇒ (18) + 10 = 28
Puk: 50; dazzled 1 round

Quinn Kestrel |

"I don't even know what pukwudgie is, Mister King. But it smells horrid."
"Yep, even worse than Hektir." Quinn wrinkles his nose and moves away from the beast (the Pukwudgie, not Hektir).

Tsin Windscar |

Tsin wipes her blade off, using her boot to nudge the creature's head, allowing her to see the face a little more clearly.
"It's like a menagerie, a witch's menagerie. Baba Yaga attracts rather horrible gnats like this. Hags, undead, fey... Are we to expect more undead, with this little thing around?"
Perception: 1d20 + 15 ⇒ (14) + 15 = 29
Tsin readies to move in the direction of the next obstacle.

Hektir the Tracksmage |

ZephTyr floats and flutters above the Pug until he is sure it is re-dead, barely paying attention to the noise below him. When he combat is finished, he zips about, looking for more dangers before bumping into Pems and Quinn, seeking healing.
hp 76/93
1d8 + 1 ⇒ (2) + 1 = 3 healing
1d8 + 1 ⇒ (1) + 1 = 2 healing
1d8 + 1 ⇒ (4) + 1 = 5 healing
1d8 + 1 ⇒ (5) + 1 = 6 healing
4 charges plz.
ZephTyr breathes angrily, annoyed at the undead and the room and the chase that never ends in this tri-labrynth of the witchydamned.
1d20 + 19 ⇒ (10) + 19 = 29 Perception - room

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

In the pukwudgie's leather smock, you find a jagged bone knife that seems too thin and frail for combat.
It's a bone razor: If used to perform a coup de grace on a helpless living creature and the creature dies from the attack, the creature's flesh begins to peel off and its bones animate as a skeleton under the command of the bearer of the razor. The creature's flesh is not destroyed, but decays at a steady rate. The bearer of the razor can spend 1 minute reattaching the flesh to the animate skeleton, which ends the necromantic magic and results in a normal corpse (though a corpse of a person killed or mutilated by knife wounds). If the bearer uses the razor to flense and animate another creature's bones, the previous animate skeleton is immediately destroyed.
Also, a reminder I'm out of town again this weekend...

Malavarius King |

Spellcraft: 1d20 + 18 ⇒ (17) + 18 = 35
Malavarius examines the blade briefly before turning his nose away in disgust. "Gah! What a dreadful thing! Who would even make such a tool?" Frowning at the dead pukwudgie, the old wizards harumpfs, "Shouldn't be any surprise a devil like that would keep such a blade. Still. Utterly revolting. Bah."

Pemsworth Smith, Esq. |

Spellcraft: 1d20 + 15 ⇒ (13) + 15 = 28
Pems' lips curl as Mal examines it. "That is despicable! No wonder there were so many dead things gallumphing about. This place is just full of horrible things and terrible people. I'm almost considering a summer place here, near the local lake of blood."

Quinn Kestrel |
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Quinn finishes his latest bottle and then puts it on the floor and gives it a mighty spin. "Observe the power of Cayden and the benefit of controlled chaos, the bottle shall show our direction." When the bottle finally stops spinning Quinn points definitively in the direction of the bottle and declares it the path. "That, my friends, is our direction."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

1d2 ⇒ 1
The bottle leads toward a passageway that slopes upward, curving back on itself twice before it finally opens up into a small landing before another flight of curving stone stiars. A large black iron cauldron sits in the middle of the landing and a ring of runes surrounds the base of the cauldron, which contains a bubbling and steaming multicolored stew. To the east, a small table sits against one wall with six glass jars on it.

Quinn Kestrel |

"This has to be the most unregulated structure in all of Golarion, with bubbling cauldrons in hallways, perhaps Cayden approves of this place?" His trepidation overcome by curiosity, Quinn investigates the cauldron and the table with glass jars.
cast detect magic and check both the table with bottles and the cauldron
Perception: 1d20 + 17 ⇒ (2) + 17 = 19

Hektir the Tracksmage |

Zephtyr whirls and storms, wondering which way Quinn is going to go. Zephtyr examines the six jars, perceptioning the jars if necessary. As perception to ID potions, 29 perception to ID.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Surprise!
As Quinn moves toward the cauldron, Hektir has just enough time to see that the jars in fact contain what look like spices and are even labeled -- “alicorn root,” “delicious,” “devil’s dung,” “dreamspice,” “hag balm,” and “witch’s kiss” -- with a wooden ladle next to them before a miasmal form roils out of the cauldron's mist.
Barbed tentacles emerge from the central mass, coalescing into razor-sharp talons and claws as one swipes across the young cleric's neck. 5 hp
It's a mihstu, a type of deadly combatant and merciless hunter from the elemental plane of air.
1d20 + 17 ⇒ (16) + 17 = 33
Hektir: 1d20 + 4 ⇒ (15) + 4 = 19
Malavarius: 1d20 + 1 ⇒ (9) + 1 = 10
Pemsworth: 1d20 + 8 ⇒ (9) + 8 = 17
Quinn: 1d20 + 3 ⇒ (13) + 3 = 16
Tsin: 1d20 + 5 ⇒ (17) + 5 = 22
Antagonist: 1d20 + 10 ⇒ (6) + 10 = 16
Claw: 1d20 + 14 ⇒ (20) + 14 = 34
1d4 + 1 ⇒ (4) + 1 = 5
Ooooh: crit?: 1d20 + 14 ⇒ (1) + 14 = 15
1d4 + 1 ⇒ (1) + 1 = 2
Grab: 1d20 + 13 ⇒ (4) + 13 = 17
Tsin, Hektir and Pems are up for Round 1/2

Pemsworth Smith, Esq. |

Seriously, one of these again?!? Dammit Paizo!
Pems jumps when Quinn yelps. He stares at Quinn and wishes him Fortune!
For the next two rounds, you can re-roll a d20 roll per round. You must announce you're using it before you roll.

Hektir the Tracksmage |

Round 1, Init 19
Zephtyr moves to pummel the mistbeast, flying into a position where others might flank it.
1d20 + 12 ⇒ (5) + 12 = 17 to hit;
1d6 + 7 ⇒ (2) + 7 = 9 damage.
AC 3 NA + 2 dex + 2 dex + 1 ring +3 barkskin +4 mage armor= 25
HP 93/93 - DR5 piercing
Mage Armor (9 hours)
Endure Elements (24 hours)
Resinous Skin (180 minutes)
Barkskin(180 minutes)
Greater Longstrider (9 hours)
Fly 60'+10'=70', Darkvision
Combat:
Attack: +6 BAB +5 Str +1 Amulet =+12
Slam: [ dice]1d6+7 [/dice] slam damage.
AC 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin +2 ProtEvil = 28
HP 93/93 - DR5 piercing
Mage Armor (9 hours)
Endure Elements (24 hours)
Resinous Skin (180 minutes)
Barkskin (180 minutes)
Greater Longstrider (9 hours) - +10 to all movements
Magic Weapon from Mal: (9 hours) +2

Tsin Windscar |

Tsin looks the bone razor over with some interest. "I imagine this would make deboning the pigs at slaughter a piece of cake. We should save it for Perkin, should we ever make it back to Heldren."
...
Surprise Round, Init 22
AC = 23, PfE
HP = 93/93
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin (56), PfE
Judgments = 2
Bane = 5
Knowledge(Planes) v DC 18: 1d20 + 9 + 3 ⇒ (16) + 9 + 3 = 28 DR/SR, Weaknesses
She lets the boys know all she can about how best to deal with it.
Tsin makes sure her robe is tuned to punish those who would violate her personal space. She whispers for protection from Pharasma, readying herself to close distance on the airy beast. Cast Protection from Evil

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Mal, you realize these things can completely envelop a creature and then drain all their blood, tears and other vital fluids by pinning you and then doing Con damage; also, the churning winds of their body deflect projectiles automatically deflecting nonmagical projectiles and giving a miss chance for others.
Tsin, non-magic weapons have difficulty harming them DR 10/magic and they are indeed resistant to magic. Happily, they are susceptible to cold, which can stun them.
Quinn: 16*
Malavarius: 10*
Tsin: 22
Hektir: 19
Pemsworth: 17
Antagonist: 16
Tsin casts her magic as Hektir advances around the creature, which easily ducks aside from his airy blow.
Pems lends fortune to Quinn, but it's not enough as the cleric takes another claw across his face, the tentacle wrapping around his head 5 hp, grappled
Hektir is similarly unfortunate, two sets of claws raking his elemental body and then wrapping around him. 5 hp total, also grappled
Quinn: 1d20 + 14 ⇒ (4) + 14 = 18
1d4 + 1 ⇒ (4) + 1 = 5
1d20 + 14 ⇒ (16) + 14 = 30
1d4 + 1 ⇒ (4) + 1 = 5
Hektir: 1d20 + 14 ⇒ (20) + 14 = 34
1d4 + 1 ⇒ (2) + 1 = 3
1d20 + 14 ⇒ (19) + 14 = 33
1d4 + 1 ⇒ (1) + 1 = 2
Grab Quinn: 1d20 + 13 ⇒ (20) + 13 = 33
Grab Hektir: 1d20 + 13 ⇒ (17) + 13 = 30
Grab Hektir: 1d20 + 13 ⇒ (7) + 13 = 20

Malavarius King |

Malavarius tugs his beard in alarm as the creature descends upon Quinn. "Quinn! Don't let it grab you glassy-eyed fool! That devilish cloud is liable to drain all the blood from your blasted body! The same goes for you, Hektir! Gah!"
Hoping he's quick enough to spare Quinn and Hektir from being exsanguinated, Malavarius tries to send the foggy foe back to the elemental plane of air from whence it came.
dismissal: Will Save DC 21 or banished back to home plane. 20% chance it's banished to another random plane instead.
CL Check vs SR: 1d20 + 13 ⇒ (16) + 13 = 29
Random Plane? (1-20): 1d100 ⇒ 17
HP: 52/52
AC: 11 (11 T / 10 FF)
Fort: +3 // Ref: +4 // Will: +8 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Energy Absorption: 0/27 absorbed
Pearl of Power I: 1/1 used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [X], mage armor [X], shield [ ], snapdragon fireworks [X] [ ]
Level 2 Prepared (4+2+1): glitterdust [ ] [ ], resist energy* [X] [ ], scorching ray [ ] [ ] [ ]
Level 3 Prepared (3+1+1): dispel magic* [X], fireball [X] [X], greater magic weapon [X], haste [X]
Level 4 Prepared (2+1+1): remove curse [ ], secure shelter [ ], stoneskin* [X] [ ]
Level 5 Prepared (1+1+1): break enchantment* [ ], dismissal [X] [ ]
Protective Ward used: 1/8
Ongoing Effects:
Raven Plague: ???
mage armor (Hektir): 9 hrs
mage armor (self): 9 hrs
greater magic weapon (Hektir): 9 hrs
stoneskin (Tsin): 90 minutes
resist energy (Tsin): 90 minutes

Tsin Windscar |

Round 1, Init 22
AC = 23, PfE
HP = 93/93
Weapon Equipped = +1 Falchion
Condition(s) = Stoneskin (56), PfE
Judgments = 2
Bane = 5
Tsin closes distance with the creature, unsure of Malavarius's attempt to banish the creature. She hopes the creature reacts to her robe in the manner of its tales.
+1 Falchion, Power Attack, Flank: 1d20 + 14 - 2 + 2 ⇒ (11) + 14 - 2 + 2 = 25 for 2d4 + 10 + 6 ⇒ (1, 3) + 10 + 6 = 20 damage
Cold Damage, If Touched: 1d6 ⇒ 6

Pemsworth Smith, Esq. |

Pems' eyes go wider as Quinn and Hektir get grabbed by the fog monster. He lets out a growl, and throws a snowball at the thing. Ranged Touch, in melee: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21 for 5d6 ⇒ (6, 2, 2, 4, 3) = 17 cold damage! Fort save DC 16 or staggered for 1 round!
0th - ray of frost, detect magic, light, message
1st - cure light wounds () (), snowball (x) (), ear-piercing scream ()
2nd - cure moderate wounds (), flurry of snowballs (X) (), summon swarm ()
3rd - fly (), lightning bolt ()(), rimed flurry of snowballs ()
4th - neutralize poison (), rimed ice storm (X), phantasmal killer ()

Quinn Kestrel |

"Eehhhaggg!" Quinn gurgles as the thing wraps a tentacle around his throat. With a pop the cleric vanishes from the grip of the beast and reappears behind Tsin. "Look out, that thing is more clingy than a naive farmer's daughter."
Dimensional Hop for 10 feet to location behind Tsin

Tsin Windscar |

Tsin gasps for a moment, worried now that the creature can destroy opponents instantaneously. Until she hears Quinn's voice behind her. "Quinn, intentions. If you pull out suddenly without stating your intentions to do so, you'll always disappoint your partner."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Quinn: 16
Malavarius: 10
Tsin: 22
Hektir: 19
Pemsworth: 17
Antagonist: 16
Quinn extricates himself from the creature's grasp as Tsin closes in, her blade cutting through the creature.
A second later, it pops out of sight with a rush of air, as Mal's spell sends it ... somewhere, leaving you alone on the landing.
The cauldron, still full of stew, continues to steam.
1d20 + 4 ⇒ (7) + 4 = 11

Tsin Windscar |

Tsin startles as the creature disappears in front of her. Almost without thinking, she spins on her heels, hoping it's only Quinn behind her at the moment. Only then, does she relax.
"Ah, there. That Mihstu shouldn't bother us any longer. Dreadful things though. Positively dreadful."
Tsin grows quite interested in the recent exertion of magic. "What exactly did you do to it, Mal? Can you now do that to anything that stands in our way? Or are there limitations?"

Malavarius King |

"Hmm? What's that? Oh, why I sent it back to its plane of origin, my dear. Well, either there or some other plane entirely. It's hard to tell, you know. Magics like that can be a bit... 'fiddly'. And no, it won't work on any bothersome witches or centaurs or giants or giant witch centaurs. It only works on things not from here originally, and even then it can still be resisted if their will to remain is strong enough."

Tsin Windscar |

"So Hektir could take to his blustery form, and not have to worry about you sending him off to the Plane of Air, right? Very interesting, all of it. A shame we can't target witches with it."
Tsin moves a little closer to the bubbling cauldron to inspect it.
Perception: 1d20 + 15 ⇒ (4) + 15 = 19

Hektir the Tracksmage |

Zephtyr is happy to be freed of the mistybeasts tentacles, and swishes around happily when freed. He even swishes so hard as to pick up Mal for a moment.
Zephtyr takes a moment to examine the cauldron with experienced woodsman's eyes, but sees nothing of interest.
1d20 + 7 ⇒ (4) + 7 = 11 Prof (Woodsman)

Quinn Kestrel |

Mott, I'm totally looking forward to your future homebrew campaign based on Mal dumping an angry Mihstu on an unsuspecting world
Quinn sighs in relief as the thing disappears, "Worst stew ever, I'm not eating that." Then after a moment the cleric sniffs toward the pot. "Unless it's good, those are spices on the shelf, and hallway stew is surely free to any travelers." Still unsure, but a bit hungry, Quinn studies the cauldron.
Perception: 1d20 + 17 ⇒ (7) + 17 = 24

Malavarius King |

"Yes, yes. You're quite welcome, Hektir. Now, lad, you can put me back down. I'm an old man, don't you know."
Linguistics (DC20): 1d20 + 9 ⇒ (1) + 9 = 10
Malavarius regards the runic script for a moment and, after a sage tug on his beard, declares, "I can't hardly make heads nor tails of this chicken scratch. Maybe Baba Yaga's blasted hut wrote it."

Hektir the Tracksmage |

At the mention of 'hallway stew', Zephtyr floats down to examine the stew more deeply. He, too, knows the universal rules about free stews and who may claim them.
He drools from his airy position, waiting for Quinn to try some out and let me know how it is.
Hektir has just enough time to see that the jars in fact contain what look like spices and are even labeled -- “alicorn root,” “delicious,” “devil’s dung,” “dreamspice,” “hag balm,” and “witch’s kiss” -- with a wooden ladle next to them before a miasmal form roils out of the cauldron's mist.
Just a reminder.

Tsin Windscar |

1d6 ⇒ 5
Tsin looks over the spices, selecting the hag balm. She opens the jar, smelling it first, before dropping a bit of it into the cauldron. She stands back for a moment, watching the bubbling for signs of change. While she does, she closes the jar again.
"Mal, what do you make of it?"

Malavarius King |

"What? Make of what? How should I know? I'm no more an expert on witch's brews than that lump of rock in the corner over there!" Malavarius glowers before waving one hand dismissively at the table and jars. "If you lot want to play at being cooks, then be my guest! Just don't put me in the middle of it!" The old wizard then storms grumpily across the chamber, distancing himself from the spices and cauldron and culinary foolishness that is likely to ensue.