M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
The water elemental moves on, extinguishing more fires. Seltyn casts an Empowered Fireball, changing it to cold, engulfing 3 gargoyles. Coldball: 9d6 ⇒ (3, 6, 3, 3, 3, 4, 4, 6, 5) = 37
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
The elemental puts out the fire where it's summoned, and moves to put out another. Seltyn attacks the two attackers flanking the barbarian with acid rays. Top one:ranged touch: 1d20 + 8 ⇒ (2) + 8 = 10
The last one might have hit. Touch spell. acid damage: 4d6 + 3 ⇒ (3, 3, 6, 2) + 3 = 17 Which knowledge skill do I need to identify the winged things?
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Hearing the half elf, Seltyn does summon a water elemental. A large one. It puts out the closest fire, and moves to put out more.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Seltyn casts Displacement on the fighter.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Seltyn moves and casts Haste on himself and his allies. That should speed things up a bit.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
I'm angry, too, Seltyn says to Alistair. They are frustrating. We just have to hang on to what patience we have left. The Shoanti try everyone who isn't Shoanti. They've given us a tent. Let's rest and strategize in the morning over breakfast. We're so close. We have to play the long game. With that, Seltyn goes into the tent and sets up his bed for the night, and checks his spell book before nodding off.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
I agree. We can't do this without their approval, and maybe a little support. We have nothing to give them, other than having won the last challenge. You'd think that would be enough for most people, but the Shoanti are suspicious of outsiders, and frankly, I don't blame them, given their recent history.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
They're not impressed by things that would impress us. I've studied their lore, speak their language. And yet, I find these folk hard to fathom. Seltyn ponders, trying to know what to do here. kn. local: 1d20 + 16 ⇒ (20) + 16 = 36
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Out of summons, Garran, but I've got another wall! Just run! We are still hasted. Add 30' to whatever move you got. We should be able to get away and not get blasted again. GM: The ice elemental is still on the map. If it is still there, it can attack once Cindermaw bypasses the wall, slowing it down a little.
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Seltyn knows the ice elemental will attack this round, but it won't be likely to do much damage or last very long. He casts a spell that's sure to damage Cindermaw but not Kyras. magic missile: 5d4 + 5 + 4 ⇒ (4, 2, 3, 1, 2) + 5 + 4 = 21
M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Seltyn thinks this is either a magical beast or an aberration. He combs his memory for what he's learned of this monster. kn. arcana: 1d20 + 18 ⇒ (3) + 18 = 21
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