motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Malavarius: 7
Pemsworth: 28
Tsin: 23
Quinn: 16
Antagonist: 15
Hektir: 11
Faun: 9
"Ha! She's dying right now, you stupid humans!" she hisses, before sucking in breath in pain as Tsin's blade slams into her. She's about to dash away when Hektir's flame touches her, causing her to scream in pain and collapse to the ground.
Seconds later, she starts to stir again but Tsin's able to put her down for good before she can get away. I'm assuming based on previous actions that that's what you'd do. :)
Man, you guys really didn't want to miss; Pems, you didn't get the chance to throw the alchemist's fire, so you've still got that.
The faun, with tears in his eyes, looks up as the quickling is dispatched.
"Please, won't you save my mother?!" His face crumples as he looks at you.
Tsin Windscar |
Tsin searches the quickling before moving to the barndoor, beckoning Garen to retreat with the group. "Come now, you must elaborate as we return you to your mother. Who are the quicklings to you, and should we expect more of them on our return?"
Malavarius King |
"Stupid humans? What's that say of you, hmmm?" Malavarius directs his question at the now deceased quickling as he raps the butt of his staff atop her now unmoving head. Zeno looks from the quickling to Malavarius then dryly remarks, "Well, she wasn't wrong you know."
"Oh, hush you- you- you acrimonious albatross! HA! Ha ha! That was a good one! 'Acrimonious albatross,' you know I'll have to remember that one." Pleased with himself, Malavarius then turns to Garen, "Come along lad, and pay no attention to the haughty bird perched atop my shoulder. Let's go see what we can do for your mother, shall we?"
Hektir the Tracksmage |
Hektir hacks the quickwitch to flaming bits, leaving a nice stain in the barn.
He spits and looks around before following the group back.
1d20 + 12 ⇒ (6) + 12 = 18 Perception
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
"I thought they were my friends," he sniffles, "but they got so angry. They made me come here with them, to ... to ... to teach her a lesson."
His face crumples into more tears and he wails as he sees the blood outside the woman's house from your previous fight.
Still, the noise is enough to bring Maret running out, where she embraces her fey child, fresh tears streaming down both faces.
Once their reunion is finished, the woman invites you all back into her house, where they tell each other of the past two years. Maret's other two children and Nadya's boys come out, all staring at the strange faun, who seems not to notice.
Quinn Kestrel |
Quinn listens to the conversation without interruption, instead focusing on the faun that was given a knife by an evil creature just hours ago and wondering if malice still lurks within him?
sense motive: 1d20 + 7 ⇒ (20) + 7 = 27
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn Kestrel |
Happy that he's assisted in providing the (#49) Happy Family Reunion, Quinn relaxes in the warm cottage and delicately inquires if they may have any spirits of the alcohol variety within the premises?
Hektir the Tracksmage |
Hektir gives Quinn a knowing nod, believing Quinn knows exactly what Hektir is thinking.
I can't believe we didn't screw this up.
While the family is reuniting Hektir will check on Nadya and the kids.
"How are you doing, Nadya? You or the children need anything? Maybe we can ask to sleep in the barn tonight. Might be a nice place to make hay."
Tsin Windscar |
Tsin takes the reunion in stride. She keeps Garen in her line-of-sight at all times. Abstaining from any spirits offered, she will partake in any durable dinner foods.
She observes Nadya and her children, as well as Maret and hers, and can only be thankful she doesn't bear the title of Mother. Either liability or source of despair. Neither are welcome along our road, so the sooner we have them behind us, the better.
Tsin responds politely, and waits for irrelevant discussion to end. "Maret, what can you tell us of the town and its resources?"
Malavarius King |
Malavarius tugs on his beard as the feyling and his mother reunite, his eyes glazed over as he stares blankly at a knot of wood in the wall. After some time he shakes his head and blinks rapidly, looking around the room as if for the first time.
"I say, this is quite touching isn't it? Now then, is this Elfspring or Allsprain or what was the name of that village we were looking for? I say, has anyone seen my good hat?" Zeno hops from Malavarius' shoulder to his winter hat, shaking his head with a sigh as he moves.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
"We are fine, thank you, Hektir," Nadya replies. "Maret has kindly offered to let us stay with her, so I think we don't need to use the barn, but it is a ... kind offer." She laughs a bit, slightly uncomfortably, as she finishes.
Maret shrugs at Tsin and Mal's questions.
"It is Ellsprin, which is just a small village, and likely not to have much of interest for you. That said, I do owe you my thanks. Stay here this eve, and when you go, please take this with you."
She pulls out a fine felt hat, sewn from the thick pelt of an animal native to the frozen north, with earflaps that can be pulled down or folded up over the crown of the hat.
"Perhaps it is not your good hat, Gentle Elder, but it is a good hat and will likely serve you well. Garen's father left it when he departed and it has kept me warm and safe more than once."
When worn, an ushanka of the northlands grants its wearer a +2 resistance bonus on saving throws against cold effects and a +5 competence bonus on Survival checks. When the earflaps are pulled down, the wearer gains a +2 bonus on saving throws against sonic effects, but also takes a –2 penalty on Perception checks made to hear. Pulling the earflaps down is a move action.
Hektir the Tracksmage |
Hektir nods, happy that Nadya and the kids will have a safe and warm spot to stay the night. But he, a manly outdoorsman, sees a bit of virtue/romance in making camp in the barn. He relents easily with a spit.
He does not want, nor need, the hat, but thinks it would look spiffy on Quinn or Mal.
"How far is it to Whitethrone?" Hektir asks.
Malavarius King |
"Well, this is a very fine hat indeed! A mighty gift indeed. Though you are right, that is not my good hat. Alas, it seems the search must continue. Do you hear that, Zeno? My good hat eludes us still!"
"A tragedy, indeed, your wrinkledness."
"Yes, yes indeed."
Zeno softly chuckles to himself as Malavarius misses his familiar's insult. Covering his beak with his wing while stifling a laugh, Zeno offers a playful wink to Nadya's boys.
As the night wears on, Malavarius steals a few moments to look over the fire opals recovered from the haunted church grounds earlier.
Appraisal: 1d20 + 6 ⇒ (19) + 6 = 25
Tsin Windscar |
Tsin plays idly with her concentration, looking over Garen and Maret with her own Weighings. Cast Detect Evil, then Good, then Evil again
"Maret, what will happen now that your husband lies dead? Will the village seek justice for his murder? Will they be content with the quickling bodies, or will their fear carry over onto your son?"
Quinn Kestrel |
Quinn happily dons the new hat. "Look Da...Mal, now I've got a good hat too!"
Still, even the joy of a new hat can't dislodge the concern growing in his mind, everywhere we go women lose their husbands, is that what the black rider did to us? Is it another form of witchery, have we been cursed?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
"It should be two or three more days, if the weather stays good," Nadya tells Hektir.
"I do not know," Maret replies to Tsin, with a shrug. "I think you have gotten justice for his murder and the people here will not care much. We shall avoid them, as we have for some two decades."
You don't detect evil or good from either, Tsin.
The fire opals are worth 250 gp each.
Hektir the Tracksmage |
Hektir helps put the kids to bed, and with whatever Nadya might need before making his own bed.
He will, of course, take his turn at watch. Awaking early, as usual, he will meditate and focus on his natural manliness for while before being ready to leave in the morning.
Hektir is ready for the next day's travel.
Tsin Windscar |
Tsin steps up to the priest, tugging the flaps down over his ears. "Nice hat, Quinn. It's very... becoming." She smirks at the juxtaposition of winter hat and summer boy.
Tsin takes in the warmth of the cabin, taking her turn at watch, and readies the next morning for departure.
Malavarius King |
Malavarius spends the remainder of the evening scribing one of his unspent spells onto a scroll.
spontaneous immolation (CL 3) -75gp
When the morning comes, Malavarius seems pleased as he looks at the scratches the first quickling visited upon him and finds them healed and scabbed over. As the group prepares to leave, he turns to the others, "What is it we're here for again? Do any of you recall? I mean, I know full well I'm trying to find my good hat, but what are the rest of you doing here?"
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Please feel free to answer Mal's question, but I'm also moving you on.
Come morning, Nadya meets you outside Maret's house, her boys no longer in tow. "I've left them with a friend, and Maret has agreed that she and Garen will look in after them as well until I return. I promised I would get you to Whitethrone, so I will continue with you."
Later that afternoon, your trip through the white wilderness is interrupted when Quinn notices a group of four men standing in a semi-circle ahead with bows out, a quartet of falcons swirling above them. A moment later, he sees a pony-sized white wolf in the woods next to the trail.
Before you can react, however, a streak of white comes dashing out of the nearby woods toward Mal. "Now!" it growls in surprisingly audible common -- a malevolent gleam in its oddly different colored eyes -- as it sinks its jaws its jaws into the old wizard, ripping his thigh muscle and pulling him to the ground. 8 hp, plus 5 cold; Mal is prone
Hektir : 1d20 + 12 ⇒ (1) + 12 = 13
Malavarius: 1d20 + 4 ⇒ (15) + 4 = 19
Pemsworth (+1 vs. traps): 1d20 + 11 ⇒ (9) + 11 = 20
Quinn: 1d20 + 12 ⇒ (15) + 12 = 27
Tsin: 1d20 + 9 ⇒ (19) + 9 = 28
Nadya (+2 vs. animals): 1d20 + 5 ⇒ (6) + 5 = 11
Hektir: 1d20 + 4 ⇒ (1) + 4 = 5
Malavarius: 1d20 + 1 ⇒ (13) + 1 = 14
Pemsworth: 1d20 + 8 ⇒ (5) + 8 = 13
Quinn: 1d20 + 3 ⇒ (5) + 3 = 8
Tsin: 1d20 + 4 ⇒ (8) + 4 = 12
Antagonist: 1d20 + 2 ⇒ (2) + 2 = 4
Antagonist: 1d20 + 5 ⇒ (18) + 5 = 23
Nadya: 1d20 + 2 ⇒ (6) + 2 = 8
1d2 ⇒ 1
bite: 1d20 + 10 ⇒ (16) + 10 = 26
1d8 + 7 + 1d6 ⇒ (1) + 7 + (5) = 13
1d20 + 12 ⇒ (20) + 12 = 32
Party is up, and map is updated; the falcon folk are still flat-footed
Malavarius King |
Tumbling to the ground, Malavarius looses a loud "OOooompf!" as he crashes to his back. "Wolves! Talking wolves! Save an old man, you doddering fools!" He clumsily fishes a wand from one of his sleeves, but doesn't risk another bite from the wolf standing nearly atop him. Instead, a familiar curtain of light blossoms from the tip of the wand, and the cool as starlight protections wrap around him and his allies.
As Malavarius' feet upend him, Zeno nimbly takes flight and lands on Hektir's shoulder. "Help him! Help him! That talking wolf obviously wants to eat him, bad idea as it is!"
move action: draw wand
standard action: protective ward
non-action: stay prone; he's an old man after all and probably broke a hip
HP: 20/28
AC: 12 (12 T / 11 FF) includes ward
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (3+2+1): endure elements [X], protection from evil* [ ], mount [X] [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (2+2+1): glitterdust [ ], protection from arrows* [ ], resist energy [ ], spontaneous immolation [ ] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 25/42
Ongoing Effects:
prone
protective ward: 1/6 rounds
Tsin Windscar |
"What is it we're here for again? Do any of you recall? I mean, I know full well I'm trying to find my good hat, but what are the rest of you doing here?"
Tsin tilts her head downwards, raising it at an angle. "At present, enjoying Maret's hospitality as you are. On the morrow, we continue our pledge to the Black Rider, on our way to Whitethrone, where a certain witchy hut sits idle. We'll remind you again tomorrow."
Round 1, Init 12
AC = 19
HP = 40/40
Weapon Equipped = MW Falchion
Condition(s) = Warded
Tsin steps up to the wolf, hoping to distract it from its guaranteed prey. She almost summons her deeper strength, but decides to wait out the actions of the brigands on the road first.
1d20 + 9 ⇒ (15) + 9 = 24 for 2d4 + 6 ⇒ (4, 4) + 6 = 14 damage
Hektir the Tracksmage |
Round 1, Init 5
Dang you, Motte! Did you Nat 1 my perception *and* my initiative rolls? That's some talent! ;)
Hektir spits, looking at the white thing that took down Mal, then to the men who would dare challenge them. He notes that Tsin is helping Mal, he turns to other prey.
"Oh you men don't want a piece of me! Less of me than you think!" Hektir roars challenge to the falconfolk. "Come get some of me!"
He steps in front of Nadya (about 10' on the path)...and let's his inner animal free to defend his pack. He becomes Hektirrine and awaits the Falconfolk with long claws.
Hektirrine
AC: 14 (2 dex, 2 NA)
Str: 21 (19 base + 2)
Dex: 14
Con: 16
Low Light Vision
Scent
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +8 (1d6+5), bite +8 (1d4+5)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Malavarius: 14
Pemsworth: 13
Tsin: 12
Quinn: 8
Nadya: 8
Hektir: 5
Antagonist: 4
Antagonist: 23
Mal activates his protective ward as Tsin and Quinn come to his aid, both taking chunks out of the wolf's hide and drawing roars of distress.
Pems steps away and begins casting as Nadya does the same, pulling her bow and loosing an arrow toward the winter wolf, though it goes wide as she tries to avoid hitting any of her companions around the beast.
Hektir turns into a wolverine, but his wait proves fruitless, as the falconers instead send arrows flying toward Hektir, Pems and Nadya, backing away slightly despite the winter weather playing havoc with their aim. One arrow slams into Nadya, who cries out in pain, her red blood spurting into the snow.
The falcons target Pems, Nadya, Tsin and Quinn, diving at them, but none seem willing to come close enough to cause a problem. They tried to distract each of you, but failed miserably.
The wolf curses in Skald and then suddenly breathes out a cone of stinging cold, catching Mal, Tsin and Hektir in its wake. 21 cold damage; DC 17 Reflex save for half
Nadya comp. longbow(+2 vs. animals): 1d20 + 5 ⇒ (7) + 5 = 12
1d8 + 1 ⇒ (3) + 1 = 4
1d3 ⇒ 3
arrow (Nadya): 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
1d3 ⇒ 1
arrow (Hektir): 1d20 + 4 - 4 + 2 ⇒ (1) + 4 - 4 + 2 = 3
1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
1d3 ⇒ 1
arrow (Hektir): 1d20 + 4 - 4 + 2 ⇒ (6) + 4 - 4 + 2 = 8
1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
1d3 ⇒ 2
arrow(Pems): 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
1d8 + 2 ⇒ (7) + 2 = 9
Confirm: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Falcon 1: 1d20 + 4 ⇒ (12) + 4 = 16
Falcon 2: 1d20 + 4 ⇒ (2) + 4 = 6
Falcon 3: 1d20 + 4 ⇒ (12) + 4 = 16
Falcon 4: 1d20 + 4 ⇒ (5) + 4 = 9
6d6 ⇒ (5, 1, 1, 6, 5, 3) = 21
1d4 ⇒ 2
Nadya: 7
WW: 17
Didn't update map with this round because I'm at work.
Tsin Windscar |
Round 2, Init 12
AC = 19
HP = 21/40 (Cold Resistance 2)
Weapon Equipped = MW Falchion
Condition(s) = Warded
Reflex Save v DC 17: 1d20 + 2 ⇒ (10) + 2 = 12
Tsin yells at the wolf for bringing its cold to bear on them. "You mongrel!! I'll use your pelt for a doormat!!"
She circles the wolf, frustrated that she can't easily get into flank with Quinn. Not sure if Tsin can move from last round's position to under tree cover across from Quinn.
MW Falchion: 1d20 + 9 ⇒ (16) + 9 = 25 for 2d4 + 6 ⇒ (3, 4) + 6 = 13 damage
Malavarius King |
To be clear, the wolf is still adjacent to Malavarius?
Reflex: 1d20 + 2 ⇒ (2) + 2 = 4 = 16 cold damage
Despite the wolf's deadly proximity, Malavarius conjures up the magics necessary to bring a spell to bear. With a sudden flash, the distant archers are coated in a shimmering shower of gold. With a satisfied grunt, he goes dangeously limp on the snowy ground, his body covered in the winter wolf's deadly frost. "Tha- that'll teach those- those... hooligans. Caff.. caff."
Concentration Check (DC 17): 1d20 + 10 ⇒ (17) + 10 = 27
Glitterdust, centered in middle of archers (should get them all): DC 18 Will save or blinded
HP: 4/28
AC: 12 (12 T / 11 FF) includes ward
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (3+2+1): endure elements [X], protection from evil* [ ], mount [X] [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (2+2+1): glitterdust [X], protection from arrows* [ ], resist energy [ ], spontaneous immolation [ ] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 25/42
Ongoing Effects:
prone
protective ward: 2/6 rounds
glitterdust: 1/4 rounds
Hektir the Tracksmage |
Round 2, Init 15
Not sure how Hektirrine was caught in wolf's blast, he moved 10' in front of Nadya towards the hawkspeople last round. Protectin' Nadya, you see.
1d20 + 4 ⇒ (11) + 4 = 15 Reflex, if necessary
Hektirrine moves down to clobber some hawksmen, moving into the trees/bushes (which doesn't slow him down) and starts to clobber. I think 4 squares to the right of the hawk on the lower map.
Hektirrine clobbers away
1d20 + 8 ⇒ (17) + 8 = 25 to hit; (claw)
1d6 + 8 ⇒ (4) + 8 = 12 damage.
Hektirrine
AC: 14 (2 dex, 2 NA)
Str: 21 (19 base + 2)
Dex: 14
Con: 16
Low Light Vision
Scent
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +8 (1d6+5), bite +8 (1d4+5)
Pemsworth Smith, Esq. |
Pems finishes his spell and a swarm of carnivorous ice-bats appear over the wolf and attack! Swarm damage!: 1d6 ⇒ 2
Once done, Pems points his icicle dagger-wand at the archers and barks a word. A great icicle springs up among them, dealing 2d6 ⇒ (1, 4) = 5 piercing and 2d6 ⇒ (6, 3) = 9 cold damage and attempting a trip! CMB: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Sorry, Hektir. I'd forgotten that I couldn't update the map and thus that you'd moved. No damage
Malavarius: 14
Pemsworth: 13
Tsin: 12
Quinn: 8
Nadya: 8
Hektir: 5
Antagonist: 4
Antagonist: 23
Mal's spell catches the falconers by surprise, and you can hear cries of alarm as they all are blinded.
Pems and Hektir take advantage, unleashing their own forms of death among the befuddled men. Hektir gouges one, while an icicle catches another, but both remain standing, still in the fight.
Quinn heals his companions as Tsin -- frustrated by the undergrowth limiting her movement it's difficult terrain, so you can move into it, but not with a five-foot step, meaning you'll provoke -- slashes the wolf a second time. It roars its anger, and latches it's teeth into Tsin, nearly snapping her neck as it tries unsuccessfully to toss her to the ground 14 hp plus 3 cold damage
Nadya shoots at one of the falcons, but it evades her shot as it responds to its master's calls, the four birds looping back to attack Hektir. Two of them can't penetrate his tough animal hide, but the other two land vicious blows with their beaks, one finding the wolverine's skill. 11 hp total
Falconer Will save: 1d20 + 1 ⇒ (15) + 1 = 16
Falconer Will save: 1d20 + 1 ⇒ (3) + 1 = 4
Falconer Will save: 1d20 + 1 ⇒ (14) + 1 = 15
Falconer Will save: 1d20 + 1 ⇒ (16) + 1 = 17
1d4 ⇒ 2
Nadya comp. longbow(+2 vs. animals): 1d20 + 5 ⇒ (4) + 5 = 9
1d8 + 1 ⇒ (3) + 1 = 4
Falcon bite: 1d20 + 3 ⇒ (20) + 3 = 23
1d4 ⇒ 4
Falcon bite: 1d20 + 3 ⇒ (8) + 3 = 11
Falcon bite: 1d20 + 3 ⇒ (9) + 3 = 12
Falcon bite: 1d20 + 3 ⇒ (19) + 3 = 22
1d4 ⇒ 3
Falcon confirm?: 1d20 + 3 ⇒ (17) + 3 = 20
1d4 ⇒ 4
WW bite: 1d20 + 10 ⇒ (11) + 10 = 21
1d8 + 7 + 1d6 ⇒ (7) + 7 + (3) = 17
WW trip: 1d20 + 10 ⇒ (8) + 10 = 18
Falconer Will save: 1d20 + 1 ⇒ (4) + 1 = 5
Falconer Will save: 1d20 + 1 ⇒ (4) + 1 = 5
Falconer Will save: 1d20 + 1 ⇒ (13) + 1 = 14
Falconer Will save: 1d20 + 1 ⇒ (5) + 1 = 6
F1: blind
F2: 14, blind
F3: blind
F4: 12, blind
WW: 30, 1 round
Hektir the Tracksmage |
Round 3, Init 5
Hektirrine spins, becoming a whirlwind of claws and teeth (starting with the lower left falcon and moving counterclock wise).
1d20 + 8 ⇒ (2) + 8 = 10 to hit; (claw)
1d6 + 5 ⇒ (4) + 5 = 9 damage.
1d20 + 8 ⇒ (3) + 8 = 11 to hit; (claw)
1d6 + 5 ⇒ (4) + 5 = 9 damage.
1d20 + 8 ⇒ (4) + 8 = 12 to hit; (bite)
1d4 + 5 ⇒ (2) + 5 = 7 damage.
Hektirrine 5' steps down the map.
HP 32/43
AC: 14 (2 dex, 2 NA)
Str: 21 (19 base + 2)
Dex: 14
Con: 16
Low Light Vision
Scent
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +8 (1d6+5), bite +8 (1d4+5)
Malavarius King |
Chuckling to himself at the sounds of the falconers stumbling about, Malavarius tries once more to safely bring his magics to bear without providing the deadly wolf an opening. With a wet sigh, he closes his hands around an orb of flame as the winter wolf's pelt begins to pop and smolder from beneath the skin. "Caff! Hack! Blasted... wolves!"
Concentration (DC 19): 1d20 + 10 ⇒ (20) + 10 = 30
Spontaneous Immolation (fire): 3d6 ⇒ (1, 2, 2) = 5 + catch on fire; Fort Save DC 19 for 1/2 damage + negates catching on fire
HP: 12/28
AC: 12 (12 T / 11 FF) includes ward
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (3+2+1): endure elements [X], protection from evil* [ ], mount [X] [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (2+2+1): glitterdust [X], protection from arrows* [ ], resist energy [ ], spontaneous immolation [X] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 25/42
Ongoing Effects:
prone
protective ward: 3/6 rounds
glitterdust: 2/4 rounds
Tsin Windscar |
Round 3, Init 12
AC = 19, Warded
HP = 14/40 (Cold Resistance 2)
Weapon Equipped = MW Falchion
Condition(s) = Warded
Tsin surprises herself when a low guttural sound comes from her throat in response to almost losing it. Destruction Judgment, +1 to Damage Her instinct also drives her to throw the blade heavily, less skillfully.
MW Falchion, Power Attack: 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20 for 2d4 + 6 + 2 + 1 ⇒ (3, 4) + 6 + 2 + 1 = 16 damage
Quinn Kestrel |
Round 3 Quinn should have shifted down the road twice in the last two rounds
Pushed by desperation to help his companions, Quinn lunges from the road into the snow behind the creature, provoking the wrath of the wolf to set up Pems and Tsin for success.
move 5' from road to behind wolf
Regardless of the outcome, his prayer to Cayden is already singing forth, calling again for the healing of his companions, and likely himself as well.
selective channel heal: 2d6 ⇒ (1, 4) = 5
"Help us, Cayden, we must stop this winter madness before it envelopes the realms and the fields of hops are overcome!"
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Malavarius: 14
Pemsworth: 13
Tsin: 12
Quinn: 8
Nadya: 8
Hektir: 5
Antagonist: 4
Antagonist: 23
Mal's spell, Tsin's blade and the bats take their toll on the wolf as Quinn leaps behind it, but it's still able to sink its teeth into the cleric, tearing away a chunk of flesh and sending bone-numbing chill through the wound. 14 hp plus 2 cold damage
Pems and Quinn's own magic seems to work effectively to close their wounds, while the wolf inhales and breathes out a second cone of cold, catching Tsin, Pems and Mal in its wake. 14 hp cold damage; DC 17 Reflex for half
30 feet away, Hektir swipes fruitlessly at the hawks, which continue their furious attack, talons and beaks cutting mercilessly into him. 34 hp total
Nadya's arrow misses its mark for the third time, drawing a curse from the Ulfen woman, as the first of the falconers manages to clear his eyes.
Fort save: 1d20 + 9 ⇒ (8) + 9 = 17
Fort save: 1d20 + 9 ⇒ (10) + 9 = 19
bite AoO: 1d20 + 10 ⇒ (8) + 10 = 18
1d8 + 7 + 1d6 ⇒ (7) + 7 + (2) = 16
Trip: 1d20 + 12 ⇒ (3) + 12 = 15
6d6 ⇒ (1, 2, 1, 3, 2, 5) = 14
1d4 ⇒ 4
Falcon 1 beak: 1d20 + 3 ⇒ (15) + 3 = 18
1d4 ⇒ 4
Falcon 1 talons: 1d20 + 4 ⇒ (10) + 4 = 14
1d4 ⇒ 4
Falcon 1 talons: 1d20 + 4 ⇒ (20) + 4 = 24
1d4 ⇒ 1
Falcon 2 beak: 1d20 + 3 ⇒ (12) + 3 = 15
1d4 ⇒ 4
Falcon 2 talons: 1d20 + 4 ⇒ (15) + 4 = 19
1d4 ⇒ 4
Falcon 2 talons: 1d20 + 4 ⇒ (3) + 4 = 7
1d4 ⇒ 2
Falcon 3 beak: 1d20 + 3 ⇒ (16) + 3 = 19
1d4 ⇒ 4
Falcon 3 talons: 1d20 + 4 ⇒ (20) + 4 = 24
1d4 ⇒ 4
Falcon 3 talons: 1d20 + 4 ⇒ (7) + 4 = 11
1d4 ⇒ 2
Falcon 4 beak: 1d20 + 3 ⇒ (18) + 3 = 21
1d4 ⇒ 4
Falcon 4 talons: 1d20 + 4 ⇒ (10) + 4 = 14
1d4 ⇒ 1
Falcon 4 talons: 1d20 + 4 ⇒ (8) + 4 = 12
1d4 ⇒ 3
1d20 + 4 ⇒ (10) + 4 = 14
1d4 ⇒ 4
1d20 + 4 ⇒ (6) + 4 = 10
1d4 ⇒ 1
Falconer Will save: 1d20 + 1 ⇒ (15) + 1 = 16
Falconer Will save: 1d20 + 1 ⇒ (2) + 1 = 3
Falconer Will save: 1d20 + 1 ⇒ (12) + 1 = 13
Falconer Will save: 1d20 + 1 ⇒ (20) + 1 = 21
Nadya comp. longbow(+2 vs. animals): 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
1d8 + 1 ⇒ (1) + 1 = 2
F1: blind
F2: 14, blind
F3: blind
F4: 12
WW: 58, 4 rounds
Pemsworth Smith, Esq. |
Reflex: 1d20 + 8 ⇒ (17) + 8 = 25
HP 23/30
Pems groans as the cold hits. "I am beginning to hate the cold." The swarm persists this round, then disappears! 1d6 ⇒ 3 damage!
Pems thumbs an alchemists' fire and throws it at the wolf! Ranged Touch: 1d20 + 6 ⇒ (18) + 6 = 24 for 1d6 ⇒ 5 fire damage!
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Quinn Kestrel |
"Burn it, Pems, burn it good! Make sure that wintery beast never rises again!"
As the wolf drops, Quinn struggles out of the snow he just trundled into and makes his way back up the road to his companions for another burst of healing energy.
selective channel heal: 2d6 ⇒ (2, 3) = 5
40' move normal, so maybe get up near Nadya after escaping the snow?
Malavarius King |
Reflex (DC 17): 1d20 + 2 ⇒ (8) + 2 = 10 fail; 14 cold damage, reduced to 9
With a groan, Malavarius struggles to feet as Pemsworth vanquishes the fearsome wolf. With a haggard wheeze, he extends the wand and sends a beam of coruscating fire lancing across the field and into one of the still stumbling archers. His beard, stiff with frost and blood, snaps quietly as the wizard's cracked lips stretch into a grim smile. "Irrisen!" The word is muttered under his breath like a curse.
Scorching Ray: 1d20 + 3 ⇒ (11) + 3 = 14for: 4d6 ⇒ (5, 1, 1, 6) = 13
Move Action: stand
Standard: scorching ray at a still blinded/flatfooted archer
HP: 13/28
AC: 12 (12 T / 11 FF) includes ward
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (3+2+1): endure elements [X], protection from evil* [ ], mount [X] [X], snapdragon fireworks [ ] [ ]
Level 2 Prepared (2+2+1): glitterdust [X], protection from arrows* [ ], resist energy [ ], spontaneous immolation [X] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 26/42
Ongoing Effects:
protective ward: 4/6 rounds
glitterdust: 3/4 rounds
Hektir the Tracksmage |
Round 4, Init 5
The ferocious Hektirrine has grown weary of this fight and opts to follow the lead of his blood and lay about and do nothing but stain the snow.
Hektirrine
HP -2/43
AC: 14 (2 dex, 2 NA)
Str: 21 (19 base + 2)
Dex: 14
Con: 16
Low Light Vision
Scent
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +8 (1d6+5), bite +8 (1d4+5)
Tsin Windscar |
Sorry for the delay... ah, life...
Round 4, Init 12
AC = 19, if nearby Mal
HP = 23/40 (Cold Resistance 2)
Weapon Equipped = MW Falchion
Condition(s) = Warded, Judgment in effect-Destructive
Reflex Save v DC 17: 1d20 + 2 ⇒ (7) + 2 = 9
"Beginning? You're late to the party, master Pems. Pull up a chair, and spit on the snow. I'd toast to your healing powers, but this is not time for it."
Tsin watches the wolverine majestically roll over and expire amongst a flock of foes, and curses his stupidity for separating the herd. In that form, he must smell Nadya's musk more strongly, and it inspires him to further heights of rashness.
She hurries over the snow, hoping to scatter the flock at least. She is heartened as she hears Quinn puffing close by. "I would not be closing against them without your healing, Quinn."
Tsin feels herself slip in her outrage, and into an empathic sensation that reflects Pems' and Quinn's ability to heal. Swift Action, Judgment passes from Destruction to Healing (Fast Healing 1)
She barely makes it to the outmost hawk.
MW Falcon-non: 1d20 + 9 ⇒ (11) + 9 = 20 for 2d4 + 6 ⇒ (2, 2) + 6 = 10 damage