The Dungeon Maestro's Reign of Winter Campaign (Inactive)

Game Master Arcanic Drake

Mysterious pockets of winter-touched land have been opening up all over the Inner Sea Region. Strange Fae and other creatures have been seen roaming these wintery landscapes and any who enter are attacked or captured by them. It is your job as adventurers to explore this strange phenomenon and get to the bottom of whats causing it before the world can be covered in winter.

Roll20 Map

Party Loot


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Party Loot Male Arctic Elf Witch (Winter Witch/Cartomancer)/1: HP (8/8): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=3): Initiative +3: Perception +4: Sense Motive +1

Sorry, I misread the post and thought for some reason, nothing "out of the ordinary" was happening, and that my character would not be aware of anything else going on. So i was waiting for a new post also.

"Mabs? What do you mean... dearies? What has happened and why do you accuse the fey?"


"Just take a closer look..." Mabs said sadly.

If anyone looks closer at the fetishes hanging from the trees, you will notice that each fetish is in fact a dead crow. Each crow has multiple small arrows sticking out of them and each of them are hanging from the trees by small nooses. The reason why each looks like a "fetish" at a distance is because most of them are also morbidly decorated and desecrated in some form.


Male Image for Varian bard 1 (HP: 10/10 AC:17(18w/buckler) (T:14 FF:13(14)) | Fort: +2 Ref: +6 Will: +3| CMD: 15 | Init:+6 | Perception: +5 Immune:

Why would they kill harmless birds? It makes no sense to me, as far as I know, there is nothing to be gain from this.. save perhaps warded off the random traveler.


Female Human Oracle/1 with the Lame Curse
stats:
HP 3/10, NG, AC=15, T=10 , FF=15 | CMD=11, CMB=2 | F=1 , R=0 , W=3 | Init +0 | Perc= +7 | (Long Spear+2/1d8+2/20X2 , Heavy mace +3/1d8 +2/20X2| Light Crossbow +1/1d8/19-20x2 | Speed 20

Grandma looks at the fetishes in shock!
"Who did this. Why did they do this. I am so sorry Mabs did you know them?"
Grandma begins to look around for the culprits
perception: 1d20 + 7 ⇒ (8) + 7 = 15


"Not personally... but they are of my kind... It seems they are staking claim to this place." Mabs says tiredly.

Mable:
You don't see who could have done this, but you do notice that the snow seems to be coming down a lot harder than it was a second ago.


Stats:
Investigator 1| HP 9 | AC 15 | T 13 | FF 12 | CMD 13 | Fort +1 | Ref +5 | Will +2 | Init +3 | Perc +6 (+7 for traps) | Inspiration 4/4
Skills:
Craft(Alc.):+8, Knowledge(Nat):+8 (Acn.) +9, Splcrft:+8, Sur.:+7, Lin:+8, Per:+6, Acro:+7, Dis dev:+7, Dip:+5 (+7), UMD:+6.

Sevante gets close enough to recognize what the "fetishes" are before he backs off with a disgusted look on his face.

"More so than why, who? I doubt the bandits would just do this for the fun of it, and would likely have a hard time catching the birds in the first place. Maybe the winter-touched, for some reason..."


CG Female Elfmarked Cleric(Tempest Domain) 8/Sorcerer 1 HP: 39/72, HD: d8- 8/8, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 1/2 | Spells: 1st 0/4, 2nd 0/3, 3rd 0/3, 4th 0/2, 5th 1/1, | Arrows: 0, Status:

"Ís ævintýri. They are flitting through the trees. Keep your wits about you," Raseri says in a cold, hard, quiet voice. The cold-iron sword she had been carrying now in her hands.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


As soon as Raseri warns you, six bright orb-like lights pop up all around you. One of the orbs screams in a small shrill voice, "They spotted us! Attack!"

DM Screen:
Raseri Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Mable Initiative: 1d20 + 0 ⇒ (16) + 0 = 16
Varian Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Caladrel Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Sevante Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Mabs Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Sprite Group Initiative: 1d20 + 3 ⇒ (4) + 3 = 7

Round 1
Current Initiative
Raseri, Varian, Sevante, Mable, Caladrel, Sprites, Mabs

Raseri's turn

Also, please be very specific of what orb you are attacking. There is a reason for this.


CG Female Elfmarked Cleric(Tempest Domain) 8/Sorcerer 1 HP: 39/72, HD: d8- 8/8, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 1/2 | Spells: 1st 0/4, 2nd 0/3, 3rd 0/3, 4th 0/2, 5th 1/1, | Arrows: 0, Status:

Attacking the one to the NW of the group.

Raseri moves to the closest orb and takes the sword in both hands. The fey would be small, and hard to hit, but at least the iron sword she wield meant that any of them that were hit would know it.

"Heift vetur rennur í gegnum æðar mínar, lítið eitt. Þú myndir gera vel ef þú gefast upp, núna."

Skald:
Winter's fury flows through my veins, little one. You would do well if you surrender, now.

Attack: 1d20 + 5 ⇒ (5) + 5 = 10


You miss the small glowing orb and it mocks you for it in a language you don't understand.


Male Image for Varian bard 1 (HP: 10/10 AC:17(18w/buckler) (T:14 FF:13(14)) | Fort: +2 Ref: +6 Will: +3| CMD: 15 | Init:+6 | Perception: +5 Immune:

Varian strikes at the closest one of the orbs (to him)

1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d8 + 4 ⇒ (5) + 4 = 9


Party Loot Male Arctic Elf Witch (Winter Witch/Cartomancer)/1: HP (8/8): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=3): Initiative +3: Perception +4: Sense Motive +1

Tactical tip = delay or ready action until after Caladrels hexes.

Round 1

Standard: Hex (evil eye) Sprite. -2 AC
DC:15 Will. Fail=7 rounds. Success=1 round

Evil Eye:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Move: Cackle. +1 round to Evil Eye

Cackle:
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

------------------------------------------------------------------------
"Another test of our mettle."

Caladrel raises a hand and points a finger at the enemy next to Rasari. As he chants in a strange language, his eyes intensify with a red glow, then fade back to blue.

"மர்ம, சக்திவாய்ந்த ஒன்று ... என் எதிரி பலவீனப்படுத்தவும் சாதகமாக வழங்க"

Aklo:
"Mysterious, powerful One... grant me favor to weaken my foe."

Caladrel chuckles in satisfaction feeling his patron has granted his request, and the hex.

Sprite = -2 AC

"We'll see how you feel after this!"


Stats:
Investigator 1| HP 9 | AC 15 | T 13 | FF 12 | CMD 13 | Fort +1 | Ref +5 | Will +2 | Init +3 | Perc +6 (+7 for traps) | Inspiration 4/4
Skills:
Craft(Alc.):+8, Knowledge(Nat):+8 (Acn.) +9, Splcrft:+8, Sur.:+7, Lin:+8, Per:+6, Acro:+7, Dis dev:+7, Dip:+5 (+7), UMD:+6.

Sevante looks at the multiple sprites and slightly uncertain of what to do move closer to the one Raseri just tried to hit, and draws his rapier.

With an inquisitive look on his face he starts in a whimsically lilting language, "আপনি আমাদের আক্রমণ করতে চান আপনি কি নিশ্চিত? ভদ্রমহিলা এখানে একটি মেজাজ এবং একটি চমৎকার ঠান্ডা , লোহা তলোয়ার আছে..."

Sylvan:
Are you sure you want to attack us? The lady here has a temper and a nice cold, iron sword...


Female Human Oracle/1 with the Lame Curse
stats:
HP 3/10, NG, AC=15, T=10 , FF=15 | CMD=11, CMB=2 | F=1 , R=0 , W=3 | Init +0 | Perc= +7 | (Long Spear+2/1d8+2/20X2 , Heavy mace +3/1d8 +2/20X2| Light Crossbow +1/1d8/19-20x2 | Speed 20

Grandma quiety waits until Caladrel cast his hex, then swings at the light nearest to her.
Longspear: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Male Image for Varian bard 1 (HP: 10/10 AC:17(18w/buckler) (T:14 FF:13(14)) | Fort: +2 Ref: +6 Will: +3| CMD: 15 | Init:+6 | Perception: +5 Immune:

its official, the dice are trying to kill us. While the damage dice taunt us.


Wow... the dice are being evil aren't they... Before I say anything else, which sprite are you using your hex on Caladrel? Its very important that I know. Are you using it on one that someone is attacking or some other one? Three of the orbs will be engaged at this point and remember that its all on roll20.


Party Loot Male Arctic Elf Witch (Winter Witch/Cartomancer)/1: HP (8/8): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=3): Initiative +3: Perception +4: Sense Motive +1
Caladrel wrote:
Caladrel raises a hand and points a finger at the enemy next to Rasari.

on map it was left 1 square of Rasari. The only one that had been engaged (by Rasari) prior to my action


Round 1
Current Initiative
Raseri, Varian, Sevante, Caladrel, Mable, Sprites, Mabs

Varian - You miss the orb of light as it deftly dodges your sword swing.

Sevante - The Creatures don't replay to you but you seem to have grabbed their attention as one seems to start going in your direction.

Caladrel - You try to place your hex on the sprite...

DM Screen:
Will Save: 1d20 + 1 ⇒ (3) + 1 = 4

And it seems to have it's full effect.

8 Rounds, -2 AC to the Sprite Shor.

Mable - You miss the little ball of light as it curves away from your swing.

Sprite's Turn:

The sprite Raseri is fighting backs away from her (5-foot step) and flashes with multicolored light before it sprays out from it.

DM Screen:
Will Save: 1d20 + 1 ⇒ (5) + 1 = 6
Rounds Unconscious, Blinded, and Stunned: 2d4 ⇒ (4, 3) = 7
Rounds Blinded and Stunned: 1d4 ⇒ 4

Raseri's eyes roll back in her head as she falls unconscious.

Raseri is unconscious, blinded, and stunned for ... um... 7 rounds, is blinded and stunned for 4 rounds there-after and is stunned for 1 round after that.... I feel that the dice really hate you guys... I guess you can try to wake her up and I will get rid of the first part if she makes another save... and maybe I should start to fudge rolls...

One other orb of light moves closer to her prone body, but doesn't seem to do anything.

An orb of light to the north moves closer to Mabs tree and a twanging sound can be heard coming from it.

DM Screen:
Attack Roll: 1d20 + 8 ⇒ (12) + 8 = 20
Damage Roll: 1d2 - 2 ⇒ (2) - 2 = 0
Fortitude Save: 1d20 + 5 ⇒ (16) + 5 = 21

A small arrow hits Mabs, but doesn't seem to hurt her much.

1 point nonlethal damage.

The orb of light that Varian is engaged with rushes him...

DM Screen:
Attack Roll: 1d20 + 3 ⇒ (14) + 3 = 17
Damage Roll: 1d2 - 2 ⇒ (1) - 2 = -1
Fortitude Save: 1d20 + 5 ⇒ (7) + 5 = 12

and Varian feels the prick of the sprite's sword.

Varian gets dealt 1 nonlethal damage.

The other balls of light seem to get closer to the group, but they don't do anything.

Mabs turn - Mabs Swoops down and tries to tag the one in front of Raseri....

DM Screen:
Attack Roll: 1d20 + 7 ⇒ (19) + 7 = 26
Damage Roll: 1d6 + 1 ⇒ (6) + 1 = 7

And slashes through it, having blood rain from it staining the snow.

7 points of damage, 3 hitpoints left

Raseri is unconscious... so Varian's Turn.


CG Female Elfmarked Cleric(Tempest Domain) 8/Sorcerer 1 HP: 39/72, HD: d8- 8/8, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 1/2 | Spells: 1st 0/4, 2nd 0/3, 3rd 0/3, 4th 0/2, 5th 1/1, | Arrows: 0, Status:

"Hvað--?!" Raseri begins to say something as the flood of light assaults her eyes. Magic overwhelms her senses and she's out cold before the sword hits the snow. She soon follows, her red braid coiling on the ground like a ribbon.


Male Image for Varian bard 1 (HP: 10/10 AC:17(18w/buckler) (T:14 FF:13(14)) | Fort: +2 Ref: +6 Will: +3| CMD: 15 | Init:+6 | Perception: +5 Immune:

Raseri! Varian moves to strike the creature that downed his companion. He calls upon his innate magic to aid him in this fight. (swift action use arcana point to give blade +1)

attack: 1d20 + 5 ⇒ (18) + 5 = 23

damage: 1d8 + 5 ⇒ (2) + 5 = 7

He attempts to avoid the sprites blades on his way to aid his fallen companion
acrobatics to avoid AoO: 1d20 + 8 ⇒ (5) + 8 = 13

crit confirm: 1d20 + 5 ⇒ (12) + 5 = 17

damage: 1d8 + 5 ⇒ (7) + 5 = 12


Female Human Oracle/1 with the Lame Curse
stats:
HP 3/10, NG, AC=15, T=10 , FF=15 | CMD=11, CMB=2 | F=1 , R=0 , W=3 | Init +0 | Perc= +7 | (Long Spear+2/1d8+2/20X2 , Heavy mace +3/1d8 +2/20X2| Light Crossbow +1/1d8/19-20x2 | Speed 20

Grandma swing at the ball of light once again.
Long Spear: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
I think I am digging a hole in the snow


Varian is able to duck past the other Sprite just fine and is able to cleave his target in half, dropping two pieces of its body to the ground and permanently dousing the light of it's body.

For some reason, the glowing orb closest to it also dies out, but there is no sprite within it.

Varian... I thought dueling swords have a crit range of 19-20, not 18-20... unless I'm missing something... You still kill it either way though. ^_^

Sevante's turn.


Male Image for Varian bard 1 (HP: 10/10 AC:17(18w/buckler) (T:14 FF:13(14)) | Fort: +2 Ref: +6 Will: +3| CMD: 15 | Init:+6 | Perception: +5 Immune:

Hm.. in that case, I'll just take a scimitar.. you can finesse scimitars correct?


Nope. They aren't a light weapon (or one of the exceptions) and are a one handed weapon. I still think the dueling sword is a good weapon though... It just doesn't have the 18-20 crit-range.


Male Image for Varian bard 1 (HP: 10/10 AC:17(18w/buckler) (T:14 FF:13(14)) | Fort: +2 Ref: +6 Will: +3| CMD: 15 | Init:+6 | Perception: +5 Immune:

I guess, I just thought it had 18-20. Was kinda hoping for the 15-20 crit range, but I guess 16-20 works..


Stats:
Investigator 1| HP 9 | AC 15 | T 13 | FF 12 | CMD 13 | Fort +1 | Ref +5 | Will +2 | Init +3 | Perc +6 (+7 for traps) | Inspiration 4/4
Skills:
Craft(Alc.):+8, Knowledge(Nat):+8 (Acn.) +9, Splcrft:+8, Sur.:+7, Lin:+8, Per:+6, Acro:+7, Dis dev:+7, Dip:+5 (+7), UMD:+6.

Cursing slightly as Raseri falls asleep, Sevante moves up next to the closest ball of light and tries to skewer it with his rapier.

Attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 ⇒ 6

আমি মনে করি আমরা প্রায় খেলতে যাচ্ছে না ছিল আপনাকে বলেছে.

Sylvan:
I told you we were not going to play around.

You could get a rapier, not as nice for damage but the crit range is 18-20...


Your attack seems to hit the ball of light, but it passes right through it.

DM Screen:
Perception Check: 1d20 + 6 ⇒ (6) + 6 = 12

As you look closer at the ball of light, you notice that even though it looks like a sprite's luminescence it doesn't contain one.

He also wants his favored weapon to become his Black Blade when he reaches level 3. Basically the only melee weapon that he'll use for the rest of the game, but it becomes increasingly powerful with both of his archetypes in tow.

Also really liking the use of language Sevante, Raseri, and Caladrel. Keeps it interesting.

Caladrel's Turn.


Party Loot Male Arctic Elf Witch (Winter Witch/Cartomancer)/1: HP (8/8): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=3): Initiative +3: Perception +4: Sense Motive +1

Round 1

Standard: Hex (evil eye) Sprite. -2 AC

DC:15 Will. Fail=7 rounds. Success=1 round

Evil Eye:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Move: Cackle. +1 round to Evil Eye

Cackle:
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

------------------------------------------------------------------------
"Are these some sort of illusion?"

Caladrel raises a hand and points a finger at the enemy 3 right of Sevante. Again he chants in a strange language, his eyes intensify with a red glow, then fade back to blue.

"மர்ம, சக்திவாய்ந்த ஒன்று ... என் எதிரி பலவீனப்படுத்தவும் சாதகமாக வழங்க"

Aklo:
"Mysterious, powerful One... grant me favor to weaken my foe."

Caladrel presents a concerned smile, wondering if his hex is about to fall on an orb devoid of life.

Sprite = -2 AC


Sorry about yesterday... Kinda forgot about the site maintenance.

Round 1
Current Initiative
Raseri, Varian, Sevante, Caladrel, Mable, Sprites, Mabs

@ Caladrel:

DM Screen:
Will Save: 1d20 + 1 ⇒ (15) + 1 = 16
Vosi

You feel your hex resisted by the orb of light.

-2 AC for 2 rounds

@ Mable: Your Spear dig a hole in the snow as you miss the orb.

Sprites turn:

The sprite that was tagged by Caladrel's Hex flies up into the tree as the closest orb to it follows.

The Orbs of light to the north swap places and one goes behind the tree.

Mabs: Flies down to Raseri to try and wake her up.

"Wake up Hun! No time for sleeping!"

DM Screen:
Will Save: 1d20 + 1 ⇒ (16) + 1 = 17

Raseri Wakes up from her stupor hearing Mabs yelling next to her.

Blinded and Stunned for 4 rounds and stunned for 1 round there after.

Raseri's Turn.


CG Female Elfmarked Cleric(Tempest Domain) 8/Sorcerer 1 HP: 39/72, HD: d8- 8/8, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 1/2 | Spells: 1st 0/4, 2nd 0/3, 3rd 0/3, 4th 0/2, 5th 1/1, | Arrows: 0, Status:

Raseri swallows the panic as she opens her eyes and finds herself blind. Her head throbs and she can hear the blood rushing in her ears.

"Can't see," she grumbles as she unsteadily pushes herself to her feet.


Whoops... I meant round 2 at the top of my post there. But it is now round 3 and Varian's turn.


Male Image for Varian bard 1 (HP: 10/10 AC:17(18w/buckler) (T:14 FF:13(14)) | Fort: +2 Ref: +6 Will: +3| CMD: 15 | Init:+6 | Perception: +5 Immune:

don't worry, I've gotcha.

Varian guards raseri as she regains her senses.

(Readied action to strike anything that gets within range. Idk if you can 'ready' a 5ft step and strike or not but if you can then that's what I'll do)


Party Loot Male Arctic Elf Witch (Winter Witch/Cartomancer)/1: HP (8/8): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=3): Initiative +3: Perception +4: Sense Motive +1

Round 3

Standard: Ray of Frost at sprite.

Move: Cackle, +1 round to Evil Eye
------------------------------------------------------------------------
"You creatures like this cold? Weather THIS!"

Caladrel raises an outstretched hand. Pointing his index finger at the hexed sprite.

"Incertum, pulchra, iubeo!"

Draconic:
"Uncertain, beautiful things, I command!"

A frost forms over Caladrel's hand, small icicles drip and freeze from the end of his finger. A deep, blue, icy beam of energy shoots from the tip of his finger and connects in the center of the hexed sprite's orb of light!

Ray of Frost:
Ray of Frost
School evocation [cold]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

ray of frost: 1d20 + 3 ⇒ (20) + 3 = 23

damage: 1d3 ⇒ 1

confirm crit: 1d20 + 3 ⇒ (11) + 3 = 14

crit damage: 1d3 ⇒ 3


Female Human Oracle/1 with the Lame Curse
stats:
HP 3/10, NG, AC=15, T=10 , FF=15 | CMD=11, CMB=2 | F=1 , R=0 , W=3 | Init +0 | Perc= +7 | (Long Spear+2/1d8+2/20X2 , Heavy mace +3/1d8 +2/20X2| Light Crossbow +1/1d8/19-20x2 | Speed 20

Grandma Mable will swings at the air once again.
Long spear: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Varian Seldlon wrote:

don't worry, I've gotcha.

Varian guards raseri as she regains her senses.

(Readied action to strike anything that gets within range. Idk if you can 'ready' a 5ft step and strike or not but if you can then that's what I'll do)

@ Varian: You can either "Delay" or you can "Ready."

The Ramblings of a DM:
If you Delay, you skip your entire turn to take a turn during another initiative count that you specify at any time (you don't have to specify right then, but later), but you can't do so to interrupt an action (meaning you can only say I take my turn before or after another's turn). When you delay and you take your turn, your initiative count changes to the initiative count you decided to take your turn on.

If you Ready an action, you spend a standard action to ready a "single" action that will trigger when an event happens that you specified when you readied the action (which can interrupt other actions). Your initiative count then changes to when the specified event happened and before the initiative count of the creature that's action triggered the readied action.

------------

Basically, you can take a whole turn if you delay, but can't interrupt other actions, and you can take a single action if you ready and can interrupt actions. So in short, if you want to ready you can only take a 5ft step or attack. I suggest taking a move action and then a ready action... Though I could be evil and just have them avoid you I guess... Hahaha! (cue evil laugh)... okay, I'm not that evil. I hope my ramblings aren't too confusing... If they are, please ask me to reword them...

@ Caladrel: Tell you the Sprite's reaction in a little bit. Don't have access to my AP Book at the moment.


Round 3
Current Initiative
Raseri, Varian, Sevante, Caladrel, Mable, Sprites, Mabs

@ Varian: I'm going to assume that you move in there way and ready an action to attack if they get close.

@ Sevante: Whoops... Almost missed you, what action are you taking?

@ Caladrel: The orb of light is covered in frost. For an instant, the luminescence of the orb wavers showing the sprite inside. However, it doesn't look very bothered by your spell.

0 damage.


Female Human Oracle/1 with the Lame Curse
stats:
HP 3/10, NG, AC=15, T=10 , FF=15 | CMD=11, CMB=2 | F=1 , R=0 , W=3 | Init +0 | Perc= +7 | (Long Spear+2/1d8+2/20X2 , Heavy mace +3/1d8 +2/20X2| Light Crossbow +1/1d8/19-20x2 | Speed 20

Grandma moves up to a new ball of light.
"Caldrel dear these are creature of the ice and snow. I don't believe the cold will effect them much. Just a thought. Now this this would just hold still.. she says as she swings again.
Long Spear: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Still Sevante's go. Also, you Already Had your turn Mable or is this for round 4? I Hadn't listed your action yet sorry... but I was wondering what Sevante was going to do. He might improve your chances with his next action... I don't know..


Female Human Oracle/1 with the Lame Curse
stats:
HP 3/10, NG, AC=15, T=10 , FF=15 | CMD=11, CMB=2 | F=1 , R=0 , W=3 | Init +0 | Perc= +7 | (Long Spear+2/1d8+2/20X2 , Heavy mace +3/1d8 +2/20X2| Light Crossbow +1/1d8/19-20x2 | Speed 20

Sorry I got a little ahead. I didn't mean to. Can we assume that is for round 4 please


Stats:
Investigator 1| HP 9 | AC 15 | T 13 | FF 12 | CMD 13 | Fort +1 | Ref +5 | Will +2 | Init +3 | Perc +6 (+7 for traps) | Inspiration 4/4
Skills:
Craft(Alc.):+8, Knowledge(Nat):+8 (Acn.) +9, Splcrft:+8, Sur.:+7, Lin:+8, Per:+6, Acro:+7, Dis dev:+7, Dip:+5 (+7), UMD:+6.

Round 3

Having discovered his ball of light is nothing but a ball of light, Sevante slides over to the nearest floating globe and tries to skewer it with his rapier...

Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 ⇒ 1

...and succeeds in hitting the cubic foot of air three feet to the right of the sphere.

Actaully hadn't posted anything for this round yet, sorry just now got on the roll20 enabled computer vs. phone... He did prod an empty, glowing sphere last round though.


Round 3
Current Initiative
Raseri, Varian, Sevante, Caladrel, Mable, Sprites, Mabs

@ Sevante: You miss the glowing orb of light as it veers out of the way of your attack.

Then Caladrel takes his action.

@ Mable: Your attack misses the orb of light and strikes the tree behind it, gouging a huge gash in it's surface.

Sprites:

Sylvan:
From the orb that just got hit by Caladrel's Spell,"They... they have a witch? Where's his Familiar?" From behind the tree, "Do we know him? Are we in trouble?" From the first orb, "Don't be silly! He must have learned it somewhere outside of Irrisen. Now Lets get him!"

Those who don't know sylvan hear short quips from two orbs talking to each other: One in the tree and one behind it.

The one in the tree jumps down from it and tries to use magic, which elicits an attack from Mable...

Attack Roll: 1d20 + 3 ⇒ (16) + 3 = 19
Damage Roll: 1d8 + 2 ⇒ (2) + 2 = 4

Which hits it in the side, revealing the creature for an instant from within it's luminescence.
8 Hp Left, Vosi

Concentration Check: 1d20 + 6 ⇒ (10) + 6 = 16

However, it succeeds in casting it's spell, causing multicolored light to spew forth from it, covering Caladrel and Varian.

DM Screen:
Caladrel Will Save: 1d20 + 3 ⇒ (13) + 3 = 16
Varian: 1d20 + 2 ⇒ (7) + 2 = 9
Unconscious, Blinded, Stunned: 2d4 ⇒ (1, 2) = 3
Blinded and Stunned: 1d4 ⇒ 4

Caladrel seems to shrug off the spell, but Varian succumbs to it. Varian falls unconscious where he stands.

Varian is Unconscious, blinded, and stunned for 3 rounds, blinded and stunned for 4 rounds there after, and is stunned for 1 round there after.

The Sprite behind the tree goes up in it and fires on Caladrel...

Attack Roll: 1d20 + 8 ⇒ (1) + 8 = 9
Having it's shot go wide, sinking a small arrow in the snow.

Mabs: Mabs flies up unto Raseri's Shoulder, "Oh, hodge podge! Why does it have to be sprites of all things..." If Raseri complains about Mab's perch she says, "Hush now Hun. We have more important things to worry about than your pride. I'll help defend you and your friend here until you recuperate."

Mabs then proceeds to speak in a weird language...

Caladrel:
You instantly know this to be the activation of a hex.

And then says "Misfortune to those who are against my wards!"

DM Screen:
Hex Misfortune
Vosi Will Save: 1d20 + 1 ⇒ (7) + 1 = 8
Failed

The sprite that Caladrel's hex is affecting has its light stutter for a moment.

Round 4 - Raseri is still stunned and blinded for 3 rounds, but I will allow a free action to speak even though you are stunned. Then its Varian's turn, but he is knocked unconscious for his turn (2 more rounds after) and then its Sevante's turn.


CG Female Elfmarked Cleric(Tempest Domain) 8/Sorcerer 1 HP: 39/72, HD: d8- 8/8, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 1/2 | Spells: 1st 0/4, 2nd 0/3, 3rd 0/3, 4th 0/2, 5th 1/1, | Arrows: 0, Status:

Raseri jumps as Mabs lights on her shoulder. Once she realizes it's the crow, she bites off a curse and manages to make herself intelligible through her gritting teeth.

"Good. How long until then?"


Party Loot Male Arctic Elf Witch (Winter Witch/Cartomancer)/1: HP (8/8): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=3): Initiative +3: Perception +4: Sense Motive +1

Round 4

Standard: Cast Cause Fear on hexed sprite

Cause Fear:
Cause Fear
School necromancy [fear, mind-affecting]; Level bard 1, cleric 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 5 or fewer HD

Duration 1d4 rounds or 1 round; see text

Saving Throw Will partial; Spell Resistance yes

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.

DC:15 will, fail=frightened rounds: 1d4 ⇒ 1, success=shaken 1 round

Move: Cackle, +1 round hexes
------------------------------------------------------------------------
"ਇਹ ਠੀਕ ਹੈ, ਤੁਹਾਡੇ ਕੋਲ ਹੈ ਨੂੰ ਸਰਦੀ ਦੀ ਡੈਣ ਹਮਲਾ ਕਰਨ ਦਾ ਫ਼ੈਸਲਾ ਕਰਦਾ ਹੈ! ਤੁਹਾਡਾ ਦੁਸ਼ਮਣ ਕਾਰਵਾਈ ਨੋਟ ਕੀਤਾ ਗਿਆ ਹੈ, ਅਤੇ ਤੁਹਾਨੂੰ ਨਤੀਜੇ ਦਾ ਦੁੱਖ ਹੋਵੇਗਾ!"

Sylvan:
"That's right, you have decides to attack a winter witch! Your hostile action has been noted, and you will suffer the consequences!"

Caladrel places a hand on the decorative case holding his Harrow Deck. Makes a gesture with his other arm and hand, ending in an open palm directed at the hexed sprite.

"Vita et mors, ego autem!"

Draconic:
"Life, and death, I am without!"


Sevante's turn before Caladrel can get off a his spell.


Stats:
Investigator 1| HP 9 | AC 15 | T 13 | FF 12 | CMD 13 | Fort +1 | Ref +5 | Will +2 | Init +3 | Perc +6 (+7 for traps) | Inspiration 4/4
Skills:
Craft(Alc.):+8, Knowledge(Nat):+8 (Acn.) +9, Splcrft:+8, Sur.:+7, Lin:+8, Per:+6, Acro:+7, Dis dev:+7, Dip:+5 (+7), UMD:+6.

Sorry busy day with packing...
Round 4

Sevante takes his rapier and once again tries to forcefully place it in the ball of light in front of him.

Attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 ⇒ 3
Critical confirmation: 1d20 + 3 ⇒ (5) + 3 = 8
critical damage: 1d6 ⇒ 2


Round 4
Current Initiative
Raseri, Varian, Sevante, Caladrel, Mable, Sprites, Mabs

@ Sevante: Your attack goes through the orb of light but hits empty air.

@ Caladrel:

DM Screen:
Will Save: 1d20 + 1 ⇒ (8) + 1 = 9
Will Save: 1d20 + 1 ⇒ (18) + 1 = 19

Your spell has full effect on the sprite and seems to be highly afraid of you as the orb quivers and makes to run away.

Sprite is frightened for 1 round.

@ Mable:

I'm assuming that you're attacking the one straight to the left of you. Sorry if I got it wrong...

Your attack does indeed hit the orb of light but hits empty air.

Sprites: The sprite that Caladrel hit with his spell freaks out and flies away as fast as possible.

The Orb of light in the tree goes behind it, dims itself and attempts to hide.

Stealth Check: 1d20 + 20 - 20 ⇒ (3) + 20 - 20 = 3

The sprite disappears behind the tree and tries to hide. Make a perception check if you want to attack it, but I will leave its token there so you know the range at which you can attack it.

Mabs: Stays on Raseri's shoulder and says to Raseri "It seems they have them on the ropes."

Round 5: Raseris turn (2 more rounds stunned and blind), then Varian (1 more round unconscious), and then Sevante.


CG Female Elfmarked Cleric(Tempest Domain) 8/Sorcerer 1 HP: 39/72, HD: d8- 8/8, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 1/2 | Spells: 1st 0/4, 2nd 0/3, 3rd 0/3, 4th 0/2, 5th 1/1, | Arrows: 0, Status:

Well, nothing to do but talk.

"How many are left?" Raseri asks, silently cursing her inability to see or help.


Stats:
Investigator 1| HP 9 | AC 15 | T 13 | FF 12 | CMD 13 | Fort +1 | Ref +5 | Will +2 | Init +3 | Perc +6 (+7 for traps) | Inspiration 4/4
Skills:
Craft(Alc.):+8, Knowledge(Nat):+8 (Acn.) +9, Splcrft:+8, Sur.:+7, Lin:+8, Per:+6, Acro:+7, Dis dev:+7, Dip:+5 (+7), UMD:+6.

Round 5
Getting slightly miffed he kept choosing the wrong orbs to attack, Sevante takes a moment to look for another target.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Spotting the one in the tree and assuming from it's tactics it might actually be a sprite, Sevante slips up behind it and tries to finally poke one.

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 ⇒ 4

It doesn't surprise me that wasn't a sprite. However, I didn't have access to roll 20 last night to update his movement, so I thought I would verify... and was right. Now, let's actually attack one.


Party Loot Male Arctic Elf Witch (Winter Witch/Cartomancer)/1: HP (8/8): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=3): Initiative +3: Perception +4: Sense Motive +1

Round 5

Standard: Hex (evil eye) Sprite. -2 Attack
DC:15 Will. Fail=7 rounds. Success=1 round

Evil Eye:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Move: Cackle. +1 round to Evil Eye hexes

Cackle:
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

------------------------------------------------------------------------
"Hiding! You can't run away from fate!"

perception: 1d20 + 4 ⇒ (13) + 4 = 17

Caladrel raises a hand and points a finger at the hiding sprite. As he chants in a strange language, his eyes intensify with a yellow glow, then fade back to blue.

"மர்ம, சக்திவாய்ந்த ஒன்று ... என் எதிரி இடையூறாக சாதகமாக" என்று வேண்டிக்கொண்டார்."

Aklo:
"Mysterious, powerful One... grant me favor to hinder my foe."

Caladrel laughs maniacly feeling his patron curse the frightened sprite.

Sprite = -2 AC, -2 Attack

Someone please end this!


Female Human Oracle/1 with the Lame Curse
stats:
HP 3/10, NG, AC=15, T=10 , FF=15 | CMD=11, CMB=2 | F=1 , R=0 , W=3 | Init +0 | Perc= +7 | (Long Spear+2/1d8+2/20X2 , Heavy mace +3/1d8 +2/20X2| Light Crossbow +1/1d8/19-20x2 | Speed 20

Grandma Mable limps after the hiding light.
Double moves toward the sprite behind the tree

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