
Nadya Petska - GM Damo |

Meanwhile, below...
Nadya fires off two more arrows in rapid succession, both finding purchase in the chest of a particularly fat and sweaty guard known derogatorily as 'Pig Robinson'. The fat man hits the icy ground with a loud thump and goes on a permanent diet. More guards manage to get the armor on and weapons in hand and begin to file out of the barracks. Nadya looks worriedly to her four stalwart comrades, each standing guard over their ice teleporters. If the reinforcements from the village didn't arrive soon, they would be overwhelmed.
An angry-looking woman in sergeant's regalia exits on of the barracks and starts directing the men.
"Yana Dulstev," Nadya spits, "Betrayed your fellow villagers to work here. Been promoted I see. Well, let's see about knocking you down a peg or two."

Kuragin Kseniya |
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Kuragin stands alone in the kitchen. Everyone else have already ran out in pursuit of the enemy. And so also the witch in summer clothing starts to move towards the sounds of battle. There is a strange, numb feeling in Kuragin's head, which increases with every step. It is as if the strands of Fate are gathering into a time and place that is drawing nearer all the time.
He blinks hard; the flashing imaginery of all possible destinies obstruct his view. One moment Jorvik stands victorious over his enemies, his mighty hammer thick with their blood. Next flash, the half-Jadwiga lies lifeless on the cold floor, Nazhena's ravens plucking his eyes out and feasting on his guts.
Why Jorvik? Is it the long connection? Intertwined fates?
Must concentrate! Control the destinies! Remember, you are trained to hold the strands. Hold them!
But Kuragin's concentration falters - in his vision he sees Hestrig diving under Jorvik's long-hafted hammer, cutting the man down with her blade. "Jorvik, watch out!" he cries, and starts quickly diverting the fates into paths for favourable for his allies. Or more unfavourable for Hestrig
Misfortune hex on Hestrig. DC 17 will save or roll all d20 twice and choose the worse result
Move action: move. Standard: Hex. If Hestrig fails her save, the use hero point to Cackle (chant)

GM Damo |

Hestrig will save: 1d20 + 2 ⇒ (11) + 2 = 13 -- Curse you Paizo for using wisdom as a dump stat! I came so close to rebuilding Hestrig as a Bloodrager... now that would have been a challenge. Next time, Gadget, next time.
A strange fog appears over Hestrig's gaze, and she is unable to concentrate properly. Making it worse is Kuragin's maniacal laughter.
"A battle hymn, if you please," Hestrig says with the words of a request, but with a tone that commands.
Mierul pulls out her lute and complies... just as Ice Melts Quietly in Sunlight flings his bomb at her. Mierul screams in pain and her clothing burns, but she somehow manages to maintain a rousing tune. Warily, she begins to back out of the dining room.
"Get back here, coward!" wails Hestrig as she steps forwards and swipes at Jorvik.
Hestrig greatsword vs Jorvik, IC, power attack, misfortune #1: 1d20 + 8 + 1 - 1 ⇒ (6) + 8 + 1 - 1 = 14
Hestrig greatsword vs Jorvik, IC, power attack, misfortune #2: 1d20 + 8 + 1 - 1 ⇒ (15) + 8 + 1 - 1 = 23
Unfortunately, the warrior is unable to land her blow.
Next up: Kuragin, Coramus, Ice Melts Quietly in Sunlight, Aoife, Ishbaad, Jorvik.
Goodies:
Baddies:
- Mierul -18
Active Global Conditions: Inspire courage (for the enemy).
Individual Conditions: Hestrig - misfortune.
Round 3:
- Kuragin <= Ill-luck curse thee!
- Coramus <= Parlor wizard? How dare she?!
- Ice Melts Quietly in Sunlight <= Ready bomb
- Aoife <= Power ready
- Ishbaad <= Inspiring stroll
- Jorvik <= Swing at the Miss
- Mierul <= Inspirational blast
- Hestrig <= Unfortunate swing
Round 4:
- [ooc]
- Kuragin <= !
- Coramus <= !
- Ice Melts Quietly in Sunlight <= !
- Aoife <= !
- Ishbaad <= !
- Jorvik <= !
- Mierul
- Hestrig

Ishbaad the Chosen |

As the scene plays out around him, Ishbaad tries his best to formulate the next steps in his mind.
cast wrath or just move up an attack? Quickly, we must finish this quickly.
In a flash, the inquisitor both contemplates and makes his decision on how best to help direct the flow of the opening moments of the battle. He sees Aoife eyeing up the bard with a grim look on her face, and feels as though he can guess the thoughts she is contemplating.
Just a little nudge...
"Go get her Aoife!" He says, trying to encourage the girl and stepping past her to stand shoulder to shoulder with Jorvik.
Ishbaad uses the opening created by her missed swing to try to lunges forward with the manhunting spear, at the very least hoping to create an opening for his friend.
Power Attack: 1d20 + 7 ⇒ (9) + 7 = 16 for damage: 1d8 + 11 ⇒ (4) + 11 = 15
Thought long and hard about sundering. Eventually came to the conclusion that I want an adamantine weapon eventually. Will just attack for now...

Jorvik_RoW |

Grateful for his companions, one moving up to help support him in combat, the other casting spells from afar, Jorvik tries to end this fight as quickly as possible. He remembers to shout to his companions, "break the mirrors if you can."
He lines the captain up and swings.
Lucerne Hammer: 1d20 + 7 ⇒ (4) + 7 = 11 the dice are ruining my game
Lucerne Hammer Damage, cold iron: 1d12 + 6 ⇒ (12) + 6 = 18

GM Damo |

While Hestrig is suffering from a lack of fortune, both of her opponents seem to be feeling the same ill luck that she is. The captain of the guards manages to avoid any damage from her assailants and grins wickedly.
"Breaking the mirrors will avail you nothing. Radosek is sure to already know of your presence here. My blade will eventually strike true, despite your witch's assistance. When it does, your heads will roll!" she screams the last as her bloodlust reaches a fever pitch.
2d20 ⇒ (12, 18) = 30
the dice are ruining my game
Only costs 1 hero point for a reroll...
Next up: Kuragin, Coramus, Ice Melts Quietly in Sunlight, Aoife.
Goodies:
Baddies:
- Mierul -18
Active Global Conditions: Inspire courage (for the enemy).
Individual Conditions: Hestrig - misfortune.
Round 4:
- Kuragin <= !
- Coramus <= !
- Ice Melts Quietly in Sunlight <= !
- Aoife <= !
- Ishbaad <= No giggle-pokes this round!
- Jorvik <= Frustrated hammering
- Mierul
- Hestrig

Kuragin Kseniya |

Kuragin keeps his ground and waves his arms frantically, trying to keep the fates and fortunes favourable. He knows now the fortune is working against the warrior woman, but his old friend looks to be affected by the same ill fortune. The witch grasps something out of thin air, and pulls hard, tangling Jorvik with another strand of faith.
And then he concentrates, keeps everything in order. Exhales. And the outblowing air forms a sound, mild and soothing. "mmmmmMMMMMmmmm"
Fortune on Jorvik. Cackle/Chant to extend Fortune and Misfortune
Fortune: The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made.

Aoife Limerick |
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She could hear her guardian's words echoing in her mind, urging and encouraging the child to drive an assault against Mierul. The child could still feel the full weight of her perceived duty against the forlarren and it felt as one of the most worthy undertakings she could follow.
In an blur of motion, she darted across the room in pursuit of the creature. Her grip tightened ever more on the hilt of her greatsword with each step as she drew near. Aoife knew she had made some unspoken pact with herself in the fleeting seconds since Mierul had made her presence known, and she vowed to herself to destroy so foul and unnatural a thing. Aoife would do everything in her power to erase Mierul from existence, as if the forlarren had never been.
As her steps brought her to the creature, she brought the blade around with all the fury she could muster.
Move Action: move 20-feet, ending beside Mierul
Standard Action: Attack @ Mierul
attack, greatsword(rage, power attack): 1d20 + 9 ⇒ (2) + 9 = 11
damage: 1d10 + 9 ⇒ (2) + 9 = 11
using a Hero Point to reroll the attack @ Mierul
attack, greatsword(rage, power attack): 1d20 + 9 ⇒ (14) + 9 = 23

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'Me need to help Eefie. She is probably in over her head, but doesn't really know it.'
Ice Melts Quietly in Sunlight jumps up on the table Acrobatics: 1d20 + 4 ⇒ (8) + 4 = 12 Makes it if it is 3' high and moves forward. (if this failes, he'll just chuck a bomb from where he was)
(either way, chucking will happen)
bomb vs Mierul, excluding all friendlies: 1d20 + 8 ⇒ (17) + 8 = 25 fire + catch on fire: 2d6 + 5 ⇒ (3, 5) + 5 = 13 no one is in range for splash that I don't exclude
"Burn, baby, burn! And you no burn, Eefie! Me LIKE you!"

GM Damo |

Loving the detail on your in-combat posts, guys. Really makes me enjoy the PbP all the more to have you folks storytelling like that. *sniff*. I love you guys.
While the winds of fortune blow differently for friend and foe, and Kuragin laughs at it all. Aoife strides forth and mars Mierul's lovely gown with blood. She wails as blood pours from the gash the barbarian opened upon her. Seconds later, Ice Melts Quietly in Sunlight successfully leaps up onto the table and flings a bomb in her direction. She explodes into flame and her still-burning corpse drops to the ground.
Next up: Coramus.
Goodies:
Baddies:
- Mierul - DEAD
Active Global Conditions: None.
Individual Conditions: Hestrig - misfortune.
Round 4:
- Kuragin <= Laughing at the fortune of it all
- Coramus <= !
- Ice Melts Quietly in Sunlight <= Immolate-a-bard
- Aoife <= Slash-a-singer
- Ishbaad <= No giggle-pokes this round!
- Jorvik <= Frustrated hammering
- Hestrig

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"Awww....Eefie! Ice Melts Quietly in Sunlight make you a forlorran candle! Me hope you like!
"Me really not think she go down so easy."
He stares for a while at the burning corpse, before deciding on what other targets he can burn to bits. "ooooOOoooOoOOOOoooo! She burn all pretty like... but she not so pretty on the inside.
"No, Ice Melts Quietly in Sunlight not talking metaphorically... me no like the smell of burning guts."
Aww... now I am going to have to elaborate more... gotta keep up!

GM Damo |

""Me really not think she go down so easy."
You and me both, little buddy, you and me both.
Aww... now I am going to have to elaborate more... gotta keep up!
Heh. You do alright mate - but if you want to post more detail, it's fine by me! ;-)

Jorvik_RoW |

Can i use Kuragian's good hex this round, or do I have to wait until next round?

GM Damo |

Can i use Kuragian's good hex this round, or do I have to wait until next round?
This round is fine! I always assume the later poster has delayed within the same round unless they say otherwise. When it crosses over rounds, that's when it matters (ie. for duration, etc). Yeah, so use away.

Jorvik_RoW |

The fates are truly with us. Let this son of the north bring vengance upon you Baba Yaga.
Feeling his luck turn around, Jorvik sees another scenario in his ming, one where he crushes the skull of the captain, saving all his friends.
Lucerne Hammer vs Hestrig #2: 1d20 + 7 ⇒ (16) + 7 = 23
Lucerne Hammer Damage: 1d12 + 6 ⇒ (6) + 6 = 12

Coramus Thallon |

Sensing that the companions will overpower the Captain of the guards, and therefore not wanting to waste any of his more powerful spells that could likely be the difference on the upper floors, Coramus conjures a bolt of acid and flings it at the woman, hoping to shut her up. As it were, he nearly flings it into the back of Jorvik's head, a hiss escaping the wizard's mouth as he grits his teeth in frustration.
Acid Dart: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

GM Damo |

Jorvik's hammer flies true and smashes Hestrig in the face. Her nose bleeds profusely and her bluster is gone in an instant, replaced by utter hatred. Frustrated at being unable to land a hit, the bloodied Hestrig steps back (5ft step diagonally NE) and chants some arcane words. Two bolts of magical energy fly from her fingertips to strike Jorvik dead in the chest.
Magic missile damage vs Jorvik: 2d4 + 2 ⇒ (1, 3) + 2 = 6
Hestrig reaches behind herself and pushes open the double doors. "Guards!" she yells, "Get your sorry arses here... NOW!!!"
Next up: Kuragin, Coramus, Ice Melts Quietly in Sunlight, Aoife, Ishbaad, Jorvik.
Goodies:
Baddies:
- Hestrig - 12
Active Global Conditions: None.
Individual Conditions: Hestrig - misfortune.
Round 4:
- Kuragin <= Laughing at the fortune of it all
- Coramus <= Every which way but loose
- Ice Melts Quietly in Sunlight <= Immolate-a-bard
- Aoife <= Slash-a-singer
- Ishbaad <= No giggle-pokes this round!
- Jorvik <= Frustrated hammering
- Hestrig
Round 5:
- Kuragin <= !
- Coramus <= !
- Ice Melts Quietly in Sunlight <= !
- Aoife <= !
- Ishbaad <= !
- Jorvik <= !
- Hestrig

Ishbaad the Chosen |

Well, here is where it gets interesting
"Here come the reinforcements. Time to cut one of the hydra's heads off..." Ishbaad growls.
"We have chosen death you say?" Ishbaad grits his teeth and steps forward, back into range of the bloodied woman, "You First!"
5' step, swift action to pronounce judgement of destruction. Also activating judgement surge feat
Power Attack: 1d20 + 7 ⇒ (20) + 7 = 27 for Damage, PA, Destruction, Surge: 1d8 + 11 + 2 + 1 ⇒ (6) + 11 + 2 + 1 = 20
Ooooohhhhh fun fun fun!!!
Crit Confirm: 1d20 + 7 ⇒ (7) + 7 = 14 for Extra Crit Damage, PA, Destruction, Surge: 2d8 + 22 + 4 + 2 ⇒ (7, 3) + 22 + 4 + 2 = 38
If she is still alive, and the crit confirms, I will use the manhunting spear's special hold person ability. I would link it, but it isn't on the prd and I can't access the other pages at work.
This is too cool an opportunity to pass up, using a hero point to re-roll.
Crit Confirm: 1d20 + 7 ⇒ (11) + 7 = 18
Eh... Still cool either way... thats gotta be pretty borderline.
"You would defy Baba Yaga by allying with Elvanna? Now you will answer for your treachery." Ishbaad barks as he shakes his spear on the impaled woman.

GM Damo |

Ishbaad strides forwards and pushes his spear all the way through Hestrig Orlov. Gore splashes his hands and makes the shaft of his weapon slick, but he maintains his grip and shoves it further into his foe's body.
"..." is all Hestrig manages in reply to Ishbaad's speech in favor of the legendary Queen of Witches. All is still and quiet as the captain of the guards slides, quite dead, from the oread's spear.
As before, we're staying in combat rounds, but you have no opponents yet. Please post round by round.
Next up: Kuragin, Coramus, Ice Melts Quietly in Sunlight, Aoife, Jorvik.
Goodies:
Baddies:
- Hestrig - SO DEAD!
Active Global Conditions: None.
Individual Conditions: None.
Round 5:
- Kuragin <= !
- Coramus <= !
- Ice Melts Quietly in Sunlight <= !
- Aoife <= !
- Ishbaad <= Hestrig Kebab
- Jorvik <= !

Coramus Thallon |

Coramus, upon seeing Hestrig fall, sighs in relief. That was one down. Having heard the call for reinforcements, the wizard hurries forward towards the northern door, seeking to cover the party from anything coming from the Aerie. He prepares to cast a spell, should anything hostile come through from the north.
Not sure if those doors were open. If not, just take away his readied action and he opens the doors.
Coramus casts grease upon the four squares immediately by the northern double doors. DC 17 or fall prone.

Jorvik_RoW |

Reeling from the magic bolts that have exploded on his chest, Jorvik assesses the situation. Silently thanking Kuragin for his timely spell and Ishbaad for his timely spear, Jorvik springs into action. He holsters his hammer and draws his bow. Turning to his companions he begins shouting orders. "Ice, Kuragin, search those bodies. See if there is anything useful. Aoife and Ishbaad, we can't be trapped in this room. Secure the door and prepare to head out. I'll cover Coramus.". To the untrained ear, Jorvik speaks in a clear decisive manner. To his friends though, traces of fear have crept into his voice.
move holster weapon. Move towards Coramus (need a Lockwood) and draw bow

GM Damo |

@Coramus: That door was closed, so yeah, move action to open it.
Holy sh*t, pro forma text! Remember that?
Several tables, covered in flowering plants and decorative figurines both large and small, occupy the corners of this brightly lit large room. A large mirror hangs on the northwestern wall, while double doors lead north and south.
Coramus perception: 1d20 + 2 ⇒ (6) + 2 = 8
It seems that the ice walls of this chamber allow natural light into the area, presumably for the sake of the plants in this region. Oddly chained to the wall, is an equally odd plant that has foliage composed of leaves, vines, tree bark, dirt, and pallid tubers. It seems to have been carved into the shape of a fat child.
Coramus seems to have forgotten Hatch's scribbled warning about the 'nasty moving plant'. He enters the room, and the freakily pruned vegetation animates, gives off an ear-piercing shriek (though Coramus gets the impression it could shriek louder) and lashes out at the wizard with its vines.
Freaky plant slam vs Coramus Flat-Footed: 1d20 + 8 ⇒ (18) + 8 = 26
Slam damage vs Coramus: 1d4 + 2 ⇒ (2) + 2 = 4
Mandragora grab (free grapple vs CMD 11): 1d20 + 8 ⇒ (19) + 8 = 27
As the plant squeezes him tightly (moving Coramus adjacent to it), the wizard notices that its vines are coated in a strange, sticky substance that smells faintly of brimstone.
Coramus fort save: 1d20 + 2 ⇒ (3) + 2 = 5
The sap seeps into the wizard's blood stream and he finds himself unable to concentrate. Clashing emotions: anger, helplessness and self-loathing battle with in Coramus's mind. Coramus is affected by the plant's poison, causing him to be confused for 4 rounds. Roll a d100 and consult the linked table to determine what to do when you act.
So, running this like a surprise round. Since it got the jump on Coramus, the above was its surprise round action. It now assumes position in the "baddies initiative" order. I think next time something like this happens, I'll just reset the combat. We'll see.
Make a knowledge (nature) check if you like when you get within sight of this thing.
Next up: Kuragin, Ice Melts Quietly in Sunlight, Aoife, Jorvik.
Goodies:
Baddies:
- Hestrig - SO DEAD!
Active Global Conditions: None.
Individual Conditions: Coramus and Freaky Plant (grappled), Coramus (poisoned, confused).
Round 5:
- Ishbaad <= Hestrig Kebab
- Coramus <= Enter conservatory
- Freaky plant <= [SURPRISE ACTION] Snatch-a-Wizard
- Ice Melts Quietly in Sunlight <= !
- Kuragin <= !
- Aoife <= !
- Jorvik <= !
- Freaky plant

Jorvik_RoW |

yeah bad timing. Will have to wait to fix that. Senile wizard. Harumph

Jorvik_RoW |

kn nature: 1d20 + 6 ⇒ (3) + 6 = 9
also please help me remember favored enemy human. We had had so little combat

Ishbaad the Chosen |

Quick question - Judgement only lasts as long as the combat, doesn't have to be directed at a specific enemy. Is that over? Or is this all still the same combat? We kind of squished this one together, so I will let you decide one way or the other. I always struggle with when to use those 1/day abilities... Don't want to waste them, but don't want to not use them...
Edit: Know: Nature, monster lore: 1d20 + 5 + 3 ⇒ (19) + 5 + 3 = 27

GM Damo |

Judgement can remain active since you haven't lacked for an opponent at any point during this time.
- Vulnerable to supernatural darkness (such as deeper darkness but not darkness) and becomes slowed within the area of such an effect.
- The mandragora has the supernatural ability to shriek once per day. All creatures within a 30-foot spread of a shrieking mandragora must make a will save or become nauseated for a while.
- You already know about the confusion contact poison it secretes. Those are on its slam attacks only.
- It possesses plant traits.
More can be discovered, but someone else will need to make a roll.

Ishbaad the Chosen |

Thanks for the ruling!
"Get out of there Coramus! Oh... that is going to be tough. If you have earplugs, put them in now! It's shriek will mess you up. I don't care if we kill it or not, just get Coramus out of there!"
Ishbaad grips his spear, the trails of the guard captain's blood not bothering his grip, yet.
Then it dawns on him that he doesn't have earplugs.
Ooooohhhh crap.
I switch to judgement of earplugs judgement of wait for my turn.

Coramus Thallon |

Don't mind the freaky plant snatching, etc., but I believe my movement should have ended at the door, if I also had to open it. Feel free to continue, though. Totally would have jumped inside if the door was open.

GM Damo |

Ah, I didn't line up that retroactive ready action conversion properly in my mind. At some point it would have revealed itself and nabbed you. Probably best for Ishbaad's judgement that it happened this round. Let's just say that the door swung inwards and instead of moving his arm to open the door, Coramus just twisted the knob and stepped forwards. :-)

Jorvik_RoW |

I am going to keep everything the same except I am going to keep my hammer instead of getting by bow out.
Hearing screams from the other room, Jorvik races to his friends side.
What has the old fool gotten us into now?
Seeing him tied up by the plant, Jorvik rushes forward and swings his hammer hoping to kill the plant before they lose more time, and Cormaus takes more damage.
Lucerne Hammer: 1d20 + 7 ⇒ (1) + 7 = 8
Lucerne Hammer Damage: 1d12 + 6 ⇒ (9) + 6 = 15
F u dice
Hero point reroll
Lucerne Hammer: 1d20 + 7 ⇒ (7) + 7 = 14
Lucerne Hammer Damage: 1d12 + 6 ⇒ (11) + 6 = 17
F u even more dice

GM Damo |

Jorvik steps into the fray, but cannot manage to hit even the grappled plant holding Coramus, despite his heroic efforts. Note that from where you are striking, the plant has soft cover, but also the grappled condition - they cancel out, but you missed by more than 2 anyway.
Next up: Kuragin, Ice Melts Quietly in Sunlight, Aoife.
Goodies:
Baddies:
- Hestrig - SO DEAD!
Active Global Conditions: None.
Individual Conditions: Coramus and Freaky Plant (grappled), Coramus (poisoned, confused).
Round 5:
- Ishbaad <= Hestrig Kebab
- Coramus <= Enter conservatory
- Freaky plant <= [SURPRISE ACTION] Snatch-a-Wizard
- Ice Melts Quietly in Sunlight <= !
- Kuragin <= !
- Aoife <= !
- Jorvik <= Hammers vs plants, good idea?
- Freaky plant

Aoife Limerick |

Aoife's ear perk at hearing the muffled sounds of Coramus coming from an adjacent room, and so the child turns from the smoldering remains of Mierul without taking in the gravity of the events which have just unfolded before her eyes. Some day, if she survives these trials of the Pale Tower, the mental image staining her memory of the charred and smoldering body of the forlarren would haunt her, but today, in the here and now, her mind was wholly focused on the struggle of continuing the fight.
Sprinting quickly around the table, dodging a recently toppled chair, Aoife follows closely on the heels of Jorvik. She skids to a stop just behind the half-elf, just out of reach of the tightening vines coiling around Coramus. The child knows she cannot reach the old man and attack, and grinds her teeth in frustration, scolding herself for letting the wizard down and not being able to get into position enough save him.
Move Action: move 40-feet
Stand Action: readied action
attack, greatsword(rage): 1d20 + 9 ⇒ (5) + 9 = 14
damage: 1d10 + 9 ⇒ (10) + 9 = 19

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naure: 1d20 + 11 ⇒ (15) + 11 = 26
Ice Melts Quietly in Sunlight move into position "Boss! Me help you "
Moving infront of the door, Ice Melts Quietly in Sunlight readies an attack with a bomb should Coramus be threatened.

GM Damo |

Aoife gets close to the plant-beast, which Ishbaad informs her is a mandragora, and wisely holds off on charging headlong for the creature. Instead, she stands guard, hoping that nothing else jumps in to attack her friends.
...readies an attack with a bomb should Coramus be threatened.
More threatening than grappling Coramus with poison coated vines? You'll need to be more specific.
Okay, between the two of you, you can just open up the Mandragora's bestiary entry. Note that I missed the "blood drain" ability on its surprise round, but I'll get onto that next time I grapple. :-)
Next up: Kuragin, Ice Melts Quietly in Sunlight?.
Goodies:
Baddies:
- Hestrig - SO DEAD!
Active Global Conditions: None.
Individual Conditions: Coramus and Freaky Plant (grappled), Coramus (poisoned, confused).
Round 5:
- Ishbaad <= Hestrig Kebab
- Coramus <= Enter conservatory
- Freaky plant <= [SURPRISE ACTION] Snatch-a-Wizard
- Ice Melts Quietly in Sunlight <= Get closer, ready to throw bomb when ??? happens
- Kuragin <= !
- Aoife <= Move in, readied guard duty
- Jorvik <= Hammers vs plants, good idea?
- Freaky plant

Kuragin Kseniya |

Kuragin keeps forming his raspy throat sound, which helps him concentrate on the fates. It is easier anyway, with Hestrig and her possible futures out of the equation. His eyesight now revealing only things that are, and not what may be, the witch moves to northern door with sturdy steps.
"Beware of the portals! They lead to the barracks, and if Nadya's forces fail, the guards will storm here." Of course, they could head down, and hit the guards from behind. But use time to help the diversion...
Move to door, chant/cackle. So Jorvik, you still have Fortune active, no need for hero point (unless you want to reroll the reroll

Jorvik_RoW |

cool because I was pissed I wasted that hero point. How many rounds do I have?

GM Damo |

Okay, so Ice Melts Quietly's ready doesn't go off anyway because...
Perhaps trusting to Coramus's confused state, the mandragora lets the elderly wizard go and steps forwards to lash out at his next target: Jorvik.
The creature first lashes Jorvik with its vines, lacerating the man's face. The plant's sticky poison slowly seeps into his bloodstream making everything go fuzzy. He finds it very hard to concentrate. He barely notices as the mandragora latches on to his throat and starts sucking his life essence from him.
Grabbing is actually on its bite attack, so it had to grab Coramus with a standard grapple. Retcon on the damage to Coramus.
Mandragora slam #1 vs Jorvik (cover): 1d20 + 8 ⇒ (20) + 8 = 28
Crit confirm: 1d20 + 8 ⇒ (1) + 8 = 9
Jorvik fort save vs poison: 1d20 + 8 ⇒ (12) + 8 = 20 -- Passed!
Slam damage vs Jorvik: 1d4 + 2 ⇒ (4) + 2 = 6
Mandragora slam #2 vs Jorvik (cover): 1d20 + 8 ⇒ (19) + 8 = 27
Jorvik fort save vs poison: 1d20 + 8 ⇒ (6) + 8 = 14 -- Failed!
Slam damage vs Jorvik: 1d4 + 2 ⇒ (2) + 2 = 4
Mandragora bite vs Jorvik (cover): 1d20 + 8 ⇒ (12) + 8 = 20
Bite damage vs Jorvik: 1d6 + 2 ⇒ (4) + 2 = 6
Grab vs Jorvik (cover): 1d20 + 8 ⇒ (16) + 8 = 24
Blood drain vs Jorvik: 1d2 ⇒ 2 constitution damage.
Okay, so all up that's 16 hp damage, 2 con damage and Jorvik is now confused and grappled by the Mandragora. Sorry bud, that was a brutal round on you.
Next up: Ishbaad, Coramus, Ice Melts Quietly in Sunlight, Kuragin, Aoife, Jorvik.
Goodies:
- Jorvik -16 hp, -2 Con
Baddies:
- Hestrig - SO DEAD!
Active Global Conditions: None.
Individual Conditions: Jorvik and Freaky Plant (grappled), Coramus (poisoned, confused), Jorvik (poisoned, confused).
Round 5:
- Ishbaad <= Hestrig Kebab
- Coramus <= Enter conservatory
- Freaky plant <= [SURPRISE ACTION] Snatch-a-Wizard
- Ice Melts Quietly in Sunlight <= Get closer, ready to throw bomb when ??? happens
- Kuragin <= Cackling to maintain the winds of fortune
- Aoife <= Move in, readied guard duty
- Jorvik <= Hammers vs plants, good idea?
- Freaky plant
Round 5:
- Ishbaad <= !
- Coramus <= !
- Ice Melts Quietly in Sunlight <= !
- Kuragin <= !
- Aoife <= !
- Jorvik <= !
- Freaky plant

Kuragin Kseniya |

@Jorvik: Fortune stays on as long as Kuragin chants
Again, Kuragin feels the fates working against his allies - the greater forces are obviously linked to his old friend Jorvik. Eyes rolling back, the witch seeks out the strands of good fortune attached to the mandragora, and starts cutting them out, leaving only the ill fortunes remaining.
And then he breathes out, releasing his low, rumbling chant. And the strands of fate on Kuragin pulse stronger once more.
Misfortune Hex on mandragora, will save DC 17
Knowledge (nature) on mandragora: 1d20 + 12 ⇒ (2) + 12 = 14

GM Damo |

Mandragora will save: 1d20 + 2 ⇒ (3) + 2 = 5
Kuragin's chanting and crazy eyes seems to strongly affect the Mandragora. It seems confused, not used to using its mind to resist things - normally it is immune. This strange hex, however, has it at a loss. It bypasses its natural defenses and causes it to doubt itself.
Next up: Ishbaad, Coramus, Ice Melts Quietly in Sunlight, Aoife, Jorvik.
Goodies:
- Jorvik -16 hp, -2 Con
Baddies:
- Hestrig - SO DEAD!
Active Global Conditions: None.
Individual Conditions: Jorvik and Freaky Plant (grappled), Coramus (poisoned, confused), Jorvik (poisoned, confused), Mandragora (misfortune).
Round 6:
- Ishbaad <= !
- Coramus <= !
- Ice Melts Quietly in Sunlight <= !
- Kuragin <= The winds giveth luck, and they taketh luck away
- Aoife <= !
- Jorvik <= !
- Freaky plant

Ishbaad the Chosen |

"Get. Off. My. FRIEND!"
The magical spear has served him well, but this enemy required something different. His goddess' chosen weapon is just what he needed to cut Jorvik free from the vines choking him. Stepping into the room, Ishbaad drops the spear of manhunting onto the ground and draws the masterfully crafted cold iron longsword from its sheath on his side. Moving past the freaky plant, he gets into position and slashes out at the bush with both hands.
Provokes AoO to get where I am, just in case Coramus can't get out of the way to allow Aoife into Melee range
Power Attack: 1d20 + 7 ⇒ (14) + 7 = 21 for Cold Iron slashing damage, Destruction, surge: 1d8 + 10 + 2 + 1 ⇒ (5) + 10 + 2 + 1 = 18
"Get back Coramus! Get away from here!"

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Ice Melts Quietly in Sunlight moves up so that he can actually see what is going on. Shocked by the situation, the chucks a bomb at the plant, avoiding hitting all of his allies.
bomb into melee with cover: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21 Fire Damage: 2d6 + 5 ⇒ (6, 4) + 5 = 15 Plus plant is on fire.
"Boss! Me save you! Me save ALL of us with beautiful cleansing fire!"

GM Damo |

The mandragora oddly complies and lets go of Jorvik when Ishbaad tells it to. Half a second later, the oread hacks roots and stems off of the vicious plant. Shortly afterwards, an explosion rocks the corner of the room. Flames pass harmlessly around the heroes, but the mandragora explodes in a burst of fire.
Since the plant isn't going to put the fire out next round... and it only has a few hit points left...
The flames lick up the sides of the mandragora plant, unlike some bizarrely flame retardant vegetation that Ice Melts Quietly in Sunlight heard some of his kinsmen talk about. In moments, nothing is left but ash and a plant pot filled with rotten soil.
Staying in combat rounds. No threats. Ishbaad, your judgement will end if you have no-one to fight at the end of your turn in round 7. Also, keep in mind that Jorvik has taken quite a beating right now and could use some healing. You can take the wand off a companion as a move action.
Next up: Coramus, Aoife, Jorvik.
Goodies:
- Jorvik -16 hp, -2 Con
Baddies:
- Mandragora - flaming dead.
Active Global Conditions: None.
Individual Conditions: Jorvik and Freaky Plant (grappled), Coramus (poisoned, confused), Jorvik (poisoned, confused), Mandragora (misfortune).
Round 6:
- Ishbaad <= Pruning time
- Coramus <= !
- Ice Melts Quietly in Sunlight <= Plants vs bombs!
- Kuragin <= The winds giveth luck, and they taketh luck away
- Aoife <= !
- Jorvik <= !
- Freaky plant

Jorvik_RoW |

confusion: 1d100 ⇒ 57

Jorvik_RoW |

Still bewildered and apparently wanting to die, Jorvik hits himself over his head with his hammer.
Hitting myself: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
before hitting myself. I am at 0 with the con loss. I was hoping to heal myself. Well lights out boys. I took the extra 1 hp damage for an action at 0
stabilize DC 10, dead at -12: 1d20 + 1 - 10 ⇒ (3) + 1 - 10 = -6

GM Damo |

This is one of those times where I do like to pay attention to the initiative order.
Jorvik looks like he's about to smash himself in the face with his hammer. Aoife might have a chance to do something about it if she likes... or she can try to save Coramus from himself instead.

Aoife Limerick |

The child steps forward preparing to strike out at the strange plant, but finds her allies closing in first and finishing the creature off before she could land a blow. In the same instance Aoife begins to process a small victory, taking stock that she and her companions had survived by fighting their way through three rooms, she sees her beloved Jorvik, with his beautiful pointy-ears, preparing to lash out at himself.
Without a second thought, the child drops her mighty greatsword to the floor, reaching out with her colossal, gauntlet-clad hands toward the half-elf.
"Jorvik!" she cries, moving her arms to fully wrap her friend and prevent him from making a move. "Noooo!"
Free Action: drop greatsword
Standard Action: (attempt to) grapple Jorvik
Grapple vs. Jorvik: 1d20 + 9 ⇒ (5) + 9 = 14
spend 1 hero point to reroll the grapple attempt
Grapple vs. Jorvik: 1d20 + 9 ⇒ (16) + 9 = 25
Jorvik is using a lucerne hammer, and so while grappled should not be able to use a two-handed weapon against himself (hopefully)

GM Damo |

To help this move along a little... I'll assume that everyone without a wand disarms / grapples then pins Jorvik and Coramus. Since "escape grapple" isn't on the list for confusion, let's just hand-wave that one as "they don't resist".
Jorvik confusion: 1d100 ⇒ 57 -- Self harm (fails), Round 7.
Jorvik confusion: 1d100 ⇒ 33 -- Babbles, Round 8.
Jorvik confusion: 1d100 ⇒ 3 -- Cured, Round 9.
Coramus confusion: 1d100 ⇒ 82 -- Attacks someone, Round 6.
Coramus unarmed attack vs Ice Melts Quietly in Sunlight: 1d20 + 1 ⇒ (16) + 1 = 17 -- Misses
Ishbaad grapple vs Coramus: 1d20 + 6 ⇒ (19) + 6 = 25 -- Beginning of Round 7.
Coramus confusion: 1d100 ⇒ 33 -- Babbles, Round 7.
Coramus confusion: 1d100 ⇒ 10 -- Cured, Round 8.
Wand CLW: 1d8 + 1 ⇒ (1) + 1 = 2 -- Jorvik -14hp, Round 6
Wand CLW: 1d8 + 1 ⇒ (2) + 1 = 3 -- Jorvik -11hp, Round 7
Wand CLW: 1d8 + 1 ⇒ (8) + 1 = 9 -- Jorvik -2hp, Round 7
Wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7 -- Jorvik FULL, Round 8
Note, Jorvik still has -2 Con (damage).
While the Aoife and Ishbaad struggle to restrain Jorvik and Coramus, the men who have clearly lost their mind continue to alternate between struggling against them and muttering aloud in a strange, incoherent language. Oddly, they seem to be able to understand one another, but no-one else.
While this is happening, Ice Melts Quietly in Sunlight and Kuragin take it in turns to use their wands, healing the skald of his wounds. In a flurry of activity, it is suddenly over. The room is still, and the icy white light continues to pour in to the room from above. The eerie beauty of the scene is lost on all but Kuragin, however.
Since Jorvik can act normally in round 9, let's put everyone in the room (wherever you like) and resume rounds then! Nothing has attacked, and the guards that Hestrig called for have not materialized (perhaps they're busy... gotta get another Nadya post in tonight).
Next up: Everyone!

Coramus Thallon |

Coramus nods furiously at Jorvik, understanding the man's need to escape the ferociously strong girl-child. He does his best to escape from the much larger Ishbaad, but to no avail. After a bit of struggling, lucidity returns and the old man holds up his hands to indicate his ended resistance.
The wizard steps to the back of the party sheepishly, a bit embarrassed that the encounter with the plant-thing had to happen at all. Quickly putting it behind him, he addresses his companions. "Shall we press on, friends? Every moment we stand idle is another moment the b@+~& in this tower has to plan."

Ishbaad the Chosen |

"Yes Coramus. And I can see now what I couldn't back at Nadya's place. You were right in your assessment of the tower. We can skip directly up to the uppermost level. That will still likely leave the raven mistress behind us, but your original idea may yet be our best option. That is most certainly where the portals energy focus is. We only have moments to decide, what way should we go?"
yea, somehow completely missed originally that we don't have to go to the airie, I am cool with "skipping" it, even thigh that might combine encounters. Up to you guys if you would prefer to go after the ravens first.
Ishbaad moves towards the portal that will take the party to the unknown top, and Looks over his shoulder to see if anyone is following.
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