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Did she drink the potions and infusions that Ice Melts Quietly in Sunglight gave her? (enlarge person and longarm)

Aoife Limerick |

Whoops! I didn't state it earlier. Yes, she will drink them both!

Kuragin Kseniya |

"I have no spells to open doors, I'm afraid. But if it please you, you can torch the place"
"But be careful, Aoife is just right-hand side of the door" Kuragin adds in whisper.

Ishbaad the Chosen |

With a check to his left and right, Ishbaad gets the sense that they have waited long enough.
Flames of the Faithful! Ishbaad shouts. He swings his right foot back, and then forward powerfully to kick the door open.
"You cannot hide!" he bellows, scanning the room for the sneaky threats.
Enacting my actions from a few posts ago. Standard to cast flames of the faithful, move action to open the door. Artistic liscense taken on the door opening description. Sorry for not posting yesterday, it looks like the holidays are catching up to all of us!

Aoife Limerick |

Through the wooden panels of the barn, Aoife's ears perk and start to register the faint, muffled sound of pitiful sobbing. As her mind processes the implication that the situation inside the barn may not be as she and her friends had suspected, though her mind not once processes that the sounds of crying could be part of a trap or distraction, the child turns with wild, panicked eyes to face the others. Before her mouth can form and sputter any words of warning, Aoife can see that Ishbaad is already approaching the door with purpose. She can do naught but hold both arms outstretched, palms up in protest, trying to signal for her guardian to stop his action.
Her motions of warning go unseen, as if they had never occurred, to all but Kuragin.

Kuragin Kseniya |

"The child looks alarmed! Maybe you shouldn't rush in, Ishbaad! " Kuragin cries out, once he remembers the others cannot see Aoife. Himself, the witch stands still, twitching his fingers nervously. What did she see? What do we not know?

GM Damo |

Ishbaad manfully smashes the door in with his foot. He is relieved that it is unbarred, as the wood is quite sturdy. At the far end of the barn is the faun they heard about. He is tied up on a stool with a gag over his mouth. Tears stream down his face and his muffled sobs are most assuredly what Aoife heard earlier.
Another round of full-round actions please! I reserve the right to interrupt and roll initiative at any given point. ;-)
Round 3
Next up: Jorvik, Ishbaad, Ice Melts Quietly in Sunlight, Kuragin, Aoife.

Ishbaad the Chosen |

Move action on the line, then action to percept...
Ignoring the pleas of Aoife, as relayed by Kuragin, Ishbaad storms into the barn, bracing himself for another assault. His eyes dart up and down, and to all of the shadows in the barn. Knowing he won't see the quicklings if they are standing still, he looks for telltale signs of their presense. The flames on his weapon lick the air hungrily.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
3 rounds remaining on flames of the faithful

Jorvik_RoW |

I was under the impression that Kuragin casts See Invisibility or some such. I would like to go after him, provided he has cast that type of spell. Since we 'broke down the door', Jorvik would have started Inspired Rage last round - declare if you accept it and update taglines. I accept my own rage :)
Lucerne Hammer Rage: 1d20 + 9 ⇒ (1) + 9 = 10
Lucerne Hammer Damage: 1d12 + 7 ⇒ (4) + 7 = 11
Lucerne Hammer Rage: 1d20 + 9 ⇒ (9) + 9 = 18
Lucerne Hammer Damage: 1d12 + 7 ⇒ (9) + 7 = 16

Ishbaad the Chosen |

Ishbaad happily accepts inspired rage!

Jorvik_RoW |

+2 Str, +2 Con, +1 Will, -1 AC

Aoife Limerick |

Aoife will not accept rage this round, as I want to her stealth further in while she is invisible!
The wooden slats of the barn door implode into the structure, causing jagged shards and splints to rain inward and momentarily blot out the sound of the gentle sobbing Aoife could previously hear. As the sound of the pitful crying once again reaches her, she watches her guardian begin to move inside and sees Jorvik following closely behind. Before rushing in herself, she pauses to let Ice Melts Quietly in Sunlight and Kuragin enter, should they want to, though only the witch would be able see her waiting.
Double move: move 45-feet to current position

GM Damo |

3 down, 2 actions to go. Kuragin please roll perception if you decide to have a look around.
Jorvik finds several sets of footprints leading all around the barn. He'd need to examine them more closely to find which ones are recent. You'll need a follow up survival check next round if you want to follow anything or any one here. There's been a lot of foot traffic.

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Wary now that he is cursed, the little goblin moves forward, cautiously. He gets to the doorway when he stops, a bomb ready in his hand.
He throws a bomb, excluding up to five allies in the 10' blast zone.. Including the girl.
Bombs away: 1d20 + 13 ⇒ (3) + 13 = 16 fire: 2d6 + 5 ⇒ (6, 6) + 5 = 17 if hit, the target catches on fire. Splash 7, DC17 reflex half. DC17 reflex to put out fire
"Me save you little girl!"
Kn nature to id fey: 1d20 + 12 ⇒ (20) + 12 = 32

Kuragin Kseniya |

Slowly and carefully, Kuragin follows the other into the barn. With every step, he keeps a watchful eye, knowing the tricky bastards are hiding somewhere there.
Perception, see invisibility: 1d20 + 6 ⇒ (2) + 6 = 8
Cast ear-piercing scream on it

GM Damo |

It's a boy, not a girl (as per his mother speaking earlier about her son). The full pic is here.... but yeah, kinda looks girly on the portrait. Fey and elves have a tendency toward the feminine features in art, I guess.
Ice Melts Quietly in Sunlight instantly recognizes the creature as a faun. As the faun notices people enter the barn, he struggles and looks meaningfully at the companions. He mumbles and hums as hard as he can and raises his eyebrows while looking directly at them.
Ishbaad and Jorvik both realize at once the message he is trying to convey: "It's a trap!"
Kuragin cannot see any sign of the other fey.
Round 4
Next up: Jorvik, Ishbaad, Ice Melts Quietly in Sunlight, Kuragin, Aoife.

Jorvik_RoW |

Jorvik abruptly ends his rage.
"IT'S A TRAP. STAY YOUR MOVEMENT."
Jorvik instantly begins to look a the multitude of tracks leading around the barn, trying to see the patter for them to tell the tale.
-1 for tactical acumen on this one boys. Wipes egg off face
Dropping to the ground, he looks at the impression in the snow, gauging depth, the firmness of the snow, the thin ice crust around the edge to indicate it is older and has melted in the day and re-frozen at night.
Where are you fey?
Survival: 1d20 + 7 ⇒ (11) + 7 = 18

GM Damo |

Jorvik sees two sets of tracks on the ground. Both have been made by small feet, one set smaller than the other - consistent with the sizes of the quickling and twigjack respectively. They lead only into the barn.
Let me know if you follow them in, but you said you were halting outside so I won't assume that just because you rolled survival you want to follow them wherever they lead.

Aoife Limerick |

@ GM Damo: quick question. I had intended for Aoife to follow the others into the barn, but it looks like most everyone stopped outside the door. Should I assume Aoife is inside the barn, or outside of it? I just wanted to make sure I understand where she is before I post her action.

GM Damo |

She can be wherever you like. I've got no problems with you deciding upon her location as of... well, whenever feels appropriate. At the moment, there's no combat on so it's just deciding upon positioning when the inevitable happens, really. Much better suited to tabletop... but I really can't let you take more than 1 round's worth of actions at a time.
Round 4
Next up: Jorvik?, Ishbaad, Ice Melts Quietly in Sunlight, Kuragin.

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Ice Melts Quietly in Sunlight stands by his 'little girl' statement. He's a goblin, after all :P
Anxious to bomb something, Ice Melts Quietly in Sunlight readies to blow up the first non-faun fey he sees. I can reroll, or keep the one I previously rolled

Jorvik_RoW |
1 person marked this as a favorite. |

Yeah my bad. Thought I had time and then I didn't. Bah Humbug!
"Men they are in there - somewhere. These fey Ishbaad means to destroy. Yet we cannot see them, and we know we are walking into a trap. Can we spring this trap? Or do we fall into their guiles once again.
"Ice Melts Quietly in Sunlight. Make it burn. Make it all burn. Your holy fire will cleanse those within. Those who are found wanting will perish, while the righteous will be saved. This I declare. If you are of pure heart a savior will burst forth and rescue you. One that they eye cannot see, the ear cannot hear, the hand cannot feel, but the rescuer will carry you to safety nonetheless."
Jorvik drops his hammer, and draws his bow, leveled at the entrance, ready to shoot the first twigamgegger or quick-ythingamabob
Heafoc circles high in the air, gliding, waiting for her master's call.
Longbow Damage: 1d8 + 4 ⇒ (6) + 4 = 10 +1 Point Blank Shot

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_

Ishbaad the Chosen |

They think we will come to rescue the poor faun. That is where they will spring the trap. They expect us to be overwhelmed by pity, and to save everything. Just like everything in the north. This is what Jorvik and Kuragin mean when they say that mercy has no place here. This is why they believe that we will fail in our mission, because our heart bleeds for every tortured soul.
The thoughts flash through Ishbaad's mind in a split second of realization.
Knowing the flames that wreath his spear will not last much longer, Ishbaad decides to take Jorvik's advice.
"Come out and face your doom, pitiful fey. Taste my steel, and feel my flames!"
Ishbaad reaches into his bandolier, sliding out a vial of alchemist's fire. He lobs it to the place where he thinks one of the wicked little creatures would be waiting to attack whoever decided to try to free the faun from his bonds. Marked on Map
Attack roll: 1d20 + 4 ⇒ (16) + 4 = 20
1 splash fire damage to that spot and everything around it - and here is a miss chance and full damage roll just in case I guessed the right square.
Miss chance, >50 is good: 1d100 ⇒ 12 for Fire Damage: 1d6 ⇒ 6
Stupid miss chance. I probably didn't even pick the right square, but how amazing would that have been. Ugh.
"Kuragin has been right all along! They expect us to save this pitiful creature! The ambush is up there!" he shouts, encouraging his companions to press the assault, particularly Ice Melts Quietly in Sunlight.

Ishbaad the Chosen |

Just realized I forgot the range increment, subtract 4 from my roll to hit an AC of 16. Shouldn't matter, since the miss chance prevents me from hitting something anyways, and it is more than enough to hit the square I am aiming for. Just wanted it add that in for completeness sake.

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If he can, Ice Melts Quietly in Sunlight will follow Ishbaad's command and lob a bomb to the same point. He will exclude the faun from the 10' burst
bomb through cover, 2 range increments: 1d20 + 13 - 4 ⇒ (3) + 13 - 4 = 12 fire damage if hits: 2d6 + 5 ⇒ (5, 6) + 5 = 16 (plus catch on fire if hit). (splash=7hp fire, DC17 Reflex for 1/2)

GM Damo |

Ishbaad flings his vial of alchemist's fire at the floor and it sets some hay aflame, but does little else.
"Borednow! NowZzababa!" squeals a high-pitched voice that can only be the quickling. It speeds around the corner of the outside of the barn to strike Ice Melts Quietly in Sunlight. The goblin notices the creature drop a set of chains as it goes, drawing its sword.
Another quickling rushes around the corner, this one dropping a very sturdy padlock into the snow as it darts towards Kuragin. "Faernipwhycan'tyoujustwait? Tindlecrick! It'stime!" she shrieks.
From his place in the main row of the barn, Ishbaad can see a little twiggy hand throw a small vial into the hay through an open sky light. The vial shatters on impact and the hay instantly flares up - as though it had be placed on a patch of oil. A gleeful giggle erupts from the twigjack, who must be called 'Tindlecrick' as he disappears from sight again. Ishbaad hears wooden little footsteps rushing across the roof of the barn, but cannot make out their precise position. The fire's position is marked on the map... it will spread.
Right. That's what happens, rolls to follow but first some stuff.
Okay, so I was working in rounds to determine the point at which you meet these guys (for buff durations and positioning on the tactical)... but you are technically not in combat and should be flat-footed for this (since you did not spot these guys before they sprung the ambush). I'm going to let a new initiative order determine flat-footedness, but won't force a surprise round on you. If you have a readied and are higher in initiative, it goes off. Otherwise, you didn't notice them in time and are flat-footed. If you readied an action and are lower in initiative, I'll give you a chance to either spring your readied action or choose a new one afterwards. Since they are ambushing you, they won't be flat-footed vs any readied actions. Fair enough? Otherwise, we start over, it becomes a surprise round and your readied actions count for nothing.
Aoife initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Ice Melts Quietly in Sunlight initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Ishbaad initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Jorvik initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Kuragin initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Quicklings initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Twigjack initiative: 1d20 + 3 ⇒ (18) + 3 = 21
I've mentioned it before, this kind of thing would work much better on the tabletop. I didn't want to just assume you all went into the barn, though, and then lock you in and set it on fire. I wanted you to have a chance to spot them (using tracking), chat to the faun (assuming you found enough time) and / or to properly screw yourselves. Luckily, you are properly paranoid experienced players and didn't fall for it.
Before Faernip the quickling can stab Ice Melts Quietly in Sunlight, Jorvik fires his bow. Alas, it goes wide and the creature stabs joyfully at the goblin after blowing a quick raspberry Jorvik's way. FYI, he's executing a spring attack, I've traced his movement on the tactical.
Faernip shortsword vs Ice Melts Quietly in Sunlight (flat footed): 1d20 + 10 ⇒ (11) + 10 = 21
Damage, sneak attack, frosty grasp: 1d4 + 1d6 + 1d6 ⇒ (1) + (3) + (5) = 9 -- 5 damage of that is cold damage
Ring of lifebleed: 1d4 ⇒ 1
10 damage total for Ice Melts Quietly in Sunlight.
Faernip looks surprised as a wound he did not create suddenly appears on his foe. He chuckles and dashes off.
Zzababa rushes up to Kuragin and attempts to replicate her counterpart's success.
Zzababa shortsword vs Kuragin (flat footed): 1d20 + 10 ⇒ (6) + 10 = 16
Damage, sneak attack, frosty grasp: 1d4 + 1d6 + 1d6 ⇒ (4) + (6) + (3) = 13 -- 3 damage of that is cold damage
10 damage total for Kuragin (after his cold resistance 5).
Zzababa then streaks off in a different direction to her counterpart. The snow flies up behind her blurred form as she skips across it. Movement marked on map.
To make my life simpler, I'm counting all of your actions as part of round 4, and putting the baddies on the top of the initiative order for round 5.
The barn is also now on fire (in one spot). You can fight the flames if you wish (tell me what you do and I'll figure out the mechanics) or abandon the barn. If left unaided, Garen the faun will burn to death.
To keep things consistent, I will roll the concealment miss chance for the quicklings (they have blur permanently active while they're moving.
Next up: Jorvik, Aoife, Kuragin, Ishbaad, Ice Melts Quietly in Sunlight.
Goodies:
Baddies:
- Farenip (quickling)
- Zzababa (quickling)
- Tindlecrick (twigjack)
Active Global Conditions: Outside barn: Snow on the ground (costs 2x to move). Inside barn: Fire! Marked on map.
Round 5:
- Faernip <= Poke a goblin
- Zzababa <= Poke a Jadwiga
- Tindlecrick <= Bombs from above
- Jorvik <= !
- Aoife <= !
- Kuragin <= !
- Ishbaad <= !
- Ice Melts Quietly in Sunlight <= !

Jorvik_RoW |

Damm, I hate these guys. Was hoping to burn them all. Is that bad of me?
"Kuragin, get the one to the north. Ice, for Desna's sake there isn't time, help Kuragin out. Ishbaad, save the faun."
Why am I telling them what to do? They are more than capable to handle this. Enough You have to worry about the fey in front of you.
With a shrill whistle, Heafoc dives straight at the retreating fey, hoping to distract it long enough for Jorvik to put an arrow in it.
As she steaks down from the sky, an onlooker would only see a brown line of color.
Beak, charge: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 if that hits the target is Shaken.
Jorvik highsteps in his snowshoes to the south while pulling a cold-iron tipped arrow from his quiver. He quickly draws and looses in one smooth motion.
MW Longbow: 1d20 + 6 ⇒ (2) + 6 = 8 Come on!
Longbow Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Token not moved can I get a Lockwood 4 squares south?

Aoife Limerick |

The child looks up just as the strange, small vail falls from the somewhere hidden amidst the roof and trusses. Outside the rising din of chaotic battle reach her ears, as her friends begin to fight for their lives. As two blurs streak past the open barn doors, each striking out at those dear to her, Aoife can at last realize the full weight and deviousness of this trap. Her companions having processed this fact long before her were already beginning to react and fight back against these vile creatures, but Aoife was only now stirred into action.
A few quick strides bring her around the corner of the alcove, the unmistakable heat of searing fire scorching the stall to her left as she moves, but she does move toward the ensuing battle. Ahead she sees the pathetic form of the faun, it's wide eyes observing the flames, and she steps quickly to its side.
"It's ok, we are here to help you," the disembodied voice of the child whispers to the creature. "I'm going to pull you out of this building so that you are safe... I am not here to hurt you..." She then reaches out to take hold of the faun in order to drag him from the burning structure.
Move Action: move 35-feet to current position
Move Action: grab faun, so that next turn she can begin to drag the faun out of the building.
I assume the above action (grabbing the faun and eventually pulling it from the barn) does not break Aoife's invisibility. Let me know if this is incorrect.

Aoife Limerick |

Token not moved can I get a Lockwood 4 squares south?
Lockwood completed by Lockwood.

GM Damo |

Both Heafoc and Jorvik struggle with the quickling, neither able to land a proper blow on the agile creature. Faernip turns and flashes a grin Jorvik's way. The skald is certain he will be the target of the quickling's next attack.
Aoife grabs ahold of Garen and tilts his chair back, ready to drag him out of the burning barn (won't break invisibility... you could also slash his bonds if you wanted, and he could save himself).

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Ice Melts Quietly in Sunlight steps up next to Kuragin, but is visibly shaken by how hard the fey hit. He pulls out his morningstar, just in case, and readies the throw his bomb if the fey creature shows its head around the corner.
He will exclude any friendlies in the 10' burst area, and will exclude barn squares if there are any left (total 5).
readied attack: 1d20 + 13 ⇒ (7) + 13 = 20 fire damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15
As always, target catches fire, DC17 Reflex to put out. Splash is 7, DC17 for half
MWK morning star: 1d20 + 5 ⇒ (9) + 5 = 14 P/B damage: 1d6 + 0 ⇒ (2) + 0 = 2
I know this probably does nothing, but he would still do it

Ishbaad the Chosen |

Ishbaad curses under his breath, but remains calm. Summoning the power of his goddess, he conjures a globe of water 8 gallons total that spreads over the area currently burning, and rains down upon it causing the flames to hiss in protest.
He hefts his spear and runs back out the door to join the battle with the little monsters.
1 round left on my flames of the faithful spell. I will cast the create water spell over the 10' by 10' area, hoping it puts the whole fire out with 8 gallons. If not, it will at least make it a lot smaller.
"I've got something to slow those little pricks down..." he mumbles, half to himself and half to his allies as he trudges out the door.

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1 round left on my flames of the faithful spell. I will cast the create water spell over the 10' by 10' area, hoping it puts the whole fire out with 8 gallons. If not, it will at least make it a lot smaller.
Until Ice Melts Quietly in Sunlight starts another one

Kuragin Kseniya |
1 person marked this as a favorite. |

The pain starts to be far too familiar friend for this day.
It wasn't supposed to happen like this, I'm not supposed to be wounded. That is what the big men are for. Why, oh why I cast my invisibility spell on that whelp...
For a moment Kuragin feels like just running away, but comes to his senses soon enough. He cannot outrun these bastards, and the only way to survive is to kill the fey before they kill him. Trying to ignore the pain, Kuragin starts dragging himself after the quickling who stabbed him. He isn't paying any attention to the burning building, or what's happening inside. All his thoughts are consumed by a combinations of vengeange and survival instinct. Arriving to the corner of the barn, the witch gets the quickling on his sight. His first thought is to smite the creature with whatever might cause it to feel pain, but he quickly suppresses his murderous insticts and allows himself to think the big picture. Believing the best solution to be to prevent the quickling from hiding again, the witch starts casting Glitterdust.
-40 to stealth, cannot go invisible. DC 18 will save or be blinded

GM Damo |

Ishbaad summons a massive amount of water. It douses most of the flames, but the core of the fire where the oil is does not go completely out. The oread figures that halted its spread for a little while at least - until the water dries out. Above, the twigjack hears the sizzling of water on his flames and screams in frustration.
Zzababa will save: 1d20 + 6 ⇒ (6) + 6 = 12
"I'm blind!" screeches the quickling, clawing at the dust covering her face. Her whole body glows brightly, completely coated in the stuff.
Note that this does not affect the natural blur effect due to her fast movement.
At the edge of the rooftop, Jorvik sees the twigjack appear, ready to throw another vial of alchemist's fire into the barn. When he spots the snowcaster elf, though, he has a change of heart and flings it at him instead.
Tindlecrick alchemist's fire vs Jorvik: 1d20 + 7 ⇒ (1) + 7 = 8
1 splash damage.
The alchemist's fire goes well wide, but still singes Jorvik's cloak.
Hoping to repeat his success, Faernip ignores heafoc and rushes in to jab at the bird's master.
Heafoc AoO, beak: 1d20 + 5 ⇒ (4) + 5 = 9
Heafoc tries to lash out at the quickling, but it is again too fast. Darting in with uncanny speed, Faernip slashes at Jorvik with its small short sword... just as Ice Melts Quietly in Sunlight's bomb flies in.
20% miss chance: 1d100 ⇒ 7
The quickling is not where the goblin expected him to be, and the bomb explodes next to him.
Faernip reflex save: 1d20 + 11 ⇒ (8) + 11 = 19
The flames lick up Faernip's side, but he suffers only minor burns. He chuckles as the wounds begin to heal. (Fast healing, if you had to guess)
Faernip short sword vs Jorvik: 1d20 + 10 ⇒ (5) + 10 = 15
The sword barely misses the skald, leaving an icy chill on Jorvik's skin as it swishes past. Seconds later, the quickling is already retreating around the other side of the barn.
Zzababa decides to retreat, but blinded as she is figures the rooftop is her best bet. She summons her inner reserves and manages to float up to the eaves of the rooftop, grasping for a hold.
Zzababa will save (end of her turn): 1d20 + 6 ⇒ (11) + 6 = 17 -- Still blind.
Next up: Jorvik, Aoife, Kuragin, Ishbaad, Ice Melts Quietly in Sunlight.
Goodies:
- Ice Melts Quietly in Sunlight - 10hp
- Kuragin -10hp
- Jorvik -1hp
Baddies:
- Faernip (quickling), -3hp
- Zzababa (quickling) - glitterdust, blinded (to round 10, 1 save/rd)
- Tindlecrick (twigjack)
Active Global Conditions: Outside barn: Snow on the ground (costs 2x to move). Inside barn: Fire! Marked on map.
Round 6:
- Faernip <=
- Zzababa <=
- Tindlecrick <=
- Jorvik <= !
- Aoife <= !
- Kuragin <= !
- Ishbaad <= !
- Ice Melts Quietly in Sunlight <= !

Jorvik_RoW |

God I hate these asshats. Props to the sick creator of these jerks, the mod writer for finding it in Beastiery 9 3/4 . and GM for doing so well. As a GM whose name is not Jack, we almost always have our assess handed to us so I am sure that GM is loving this you sick sadistic man. Did a lot more reading that I wanted to, so here goes.
Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.
Jorvik calms himself down for a moment. Now is not the time to loose control. Once we have an advantage then I will lose control.
Unhitching the tanglefoot bag from his belt, Jorvik once more steps after the fleet of foot creature. He drops his left hand still clutching his bow down to his side, and cocks his right arm back.
Wait, wait wait, you are the hunter, not the hunted. Wait for it.
Ranged attack: 1d20 + 5 ⇒ (8) + 5 = 13
On a successful hit
An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness.

Jorvik_RoW |

Heafoc again takes to the sky and seeing her master still fighting, she swoops down hoping to to help in his battle.
Beak: 1d20 + 5 ⇒ (7) + 5 = 12 Target is shaken on a successful hit

GM Damo |

Heh. I'm making these guys a bit trickier tactics-wise than the mod writer, but otherwise yes he's a turd for including two! Was I ruling readied actions wrong at some point? Just wanted to check about why you included the PRD reference...

Ishbaad the Chosen |

Iomedae, here my call. I bless and praise you for testing me, and my faith is unwavering. I will lean on you for strength, as you wish it to be.
Ishbaad stomps out of the barn and sets his feet at about twice his shoulder width, flexing his knees and holding his arms out to his side in a centered, defensive stance.
He begins to shout, and lift his arms up towards the sky, as if he was lifting a mighty, unseen weight from the ground. His muscles bulge, veins in his temples pulse and his eyes show streaks of capillaries that burst from the strain and effort.
A gutteral grunt escapes from deep within his chest that builds into a low growl, then a bellowing yell as he extends his arms skyward triumphantly. Below him the ground trembles and shakes, echoing his primal yell. Stones break free from the frozen ground, earth turns over with the snow creating a black and white speckeled mess of upturned earth and ice.
"COME AND GET ME DEVILS! YOU CUT ME DOWN ONCE, AND YET HERE I STAND! COME AND SEE IF YOU CAN DO IT AGAIN!"
Move action out of the barn, and then Ishbaad uses his Treacherous earth ability to create a circle of difficult terrain around him. This is the final round for flames of the faithful, so if by chance he gets an AoO, it will still be on his weapon, otherwise it winks out at the beginning of his next turn.

Aoife Limerick |

Inside the barn, the the invisible form of Aoife leans in the close to the bound creature and rests her unseen hands gently about its shoulders. "We are hear to help you... I'm going to free you now," the voice of the child says calmingly. Immediately she sets about untying and severing the faun's bound, allowing the creature to stand and be free.
@ GM Damo: I'm not sure if Aoife can spend a full round action to untie the creature, or if she must spend a move action to draw her greatsword and then a standard to cut it free. If freeing the faun takes more actions than this, just let me know and she will continue at it next round, as well.
"My friends are fighting for their lives against these creatures," her disembodied voice calls out quietly to the faun. "If there is anything you can do to help, without putting yourself in direct danger, please do so. But please protect yourself."
"If you are hurt or scared, tuck yourself away near the doors and keep yourself hidden. If the fire flares up and it is not safe in here, then, and only then, make a run for it," the phantom voice explains while the bonds about the faun shudder and twist, untying of their own accord.
"I'm going to climb up onto the roof and go after them, so if you can distract them in anyway," she says, still working to free the creature. "Please do, so they do not see me coming..."

Jorvik_RoW |

Regarding Readied Actions - not that I can recall. My brain can only handle so many rules/fantasy environments/rule systems. This is a cary over problematic rule for me so it helps me clarify my thinking.

GM Damo |

The faun rips his gag off and stands up from his chair. "Th-th-thank you for saving me! Is what they said true, did they kill my stepfather?"
Next up: Aoife, Kuragin, Ice Melts Quietly in Sunlight.
Goodies:
- Ice Melts Quietly in Sunlight - 10hp
- Kuragin -10hp
- Jorvik -1hp
Baddies:
- Faernip (quickling), -3hp
- Zzababa (quickling) - glitterdust, blinded (to round 10, 1 save/rd)
- Tindlecrick (twigjack)
Active Global Conditions: Outside barn: Snow on the ground (costs 2x to move). Inside barn: Fire! Marked on map.
Round 6:
- Faernip <= Swish atttack
- Zzababa <= Levitational
- Tindlecrick <= Fey fire
- Jorvik <= Readied bag
- Aoife <= !
- Kuragin <= !
- Ishbaad <= Summon badlands
- Ice Melts Quietly in Sunlight <= !

Aoife Limerick |

@ GM Damo: Thanks for the retcon. I'll retcon like you mention: draws her sword as she approached, cuts the faun free as her standard, and then (now) moves to position to try and climb up through the barn and through the skylight.
"I believe it might be true," a child's shaky voice calls out, breaking and filled with sadness at having to deliver such back news. "They certainly mean to kill your mother."
"I'm so sorry," her voice falters at the apology.
The bonds of the faun fall away completely now and the faint presence of the invisible form beside the creature fades. "Distract those creature's up there, if you can," the voice whispers to the faun. "I'm going to climb up and try to stop them.. if I can...
Move Action: move to a position beneath the skylight, sheathing her greatsword as she moves. Next round, Aoife will begin to climb with her hands free. I moved her to where I think the skylight is, but GM Damo please adjust Aoife if I'm wrong on the skylight's location.

GM Damo |

Skylight there is fine.
The faun snaps his head around, not realizing that the invisible Aoife had moved. "Mother is still alive, though, and you saved her! Thank you."
Next up: Kuragin, Ice Melts Quietly in Sunlight.
Goodies:
- Ice Melts Quietly in Sunlight - 10hp
- Kuragin -10hp
- Jorvik -1hp
Baddies:
- Faernip (quickling), -3hp
- Zzababa (quickling) - glitterdust, blinded (to round 10, 1 save/rd)
- Tindlecrick (twigjack)
Active Global Conditions: Outside barn: Snow on the ground (costs 2x to move). Inside barn: Fire! Marked on map.
Round 6:
- Faernip <= Swish atttack
- Zzababa <= Levitational
- Tindlecrick <= Fey fire
- Jorvik <= Readied bag
- Aoife <= About to climb
- Kuragin <= !
- Ishbaad <= Summon badlands
- Ice Melts Quietly in Sunlight <= !