
GM Damo |

"Damn your f@*+ing bird," cries Nazhena, moving her arm in a gesture like swatting a fly. Heafoc ducks around it and tears a chunk from her eyebrow. The daggers she shoots at Jorvik let him know that he is successful in preventing Ishbaad from being her next target.
Manwhile, Frostreaver cuts equally as well into the flaming wolf as it does the fey it longs to kill and the dog howls while blood resembling burning pitch spills from its wounds to continue to burn on the snowy ground.
Next up: Kuragin <<delaying>>, Ice Melts Quietly in Sunlight, Ishbaad (Round 9).
Goodies:
- [19] Kuragin
- [17] Ice Melts Quietly in Sunlight
- [16.5] Ishbaad
- [10] Jorvik -11hp
- Heafoc -21hp
Baddies:
- Nazhena -25hp, -2 Con
- Flaming dog -10hp
Active Global Conditions: Dim light.
Round 8:
- Kuragin <= DELAY
- Ice Melts Quietly in Sunlight <= Swingin' in the wind
- Ishbaad <= ... and they'll knock her house down!
- Hell hound <= Bardic chomp
- Nazhena <= Not as paranoid as YOU
- Jorvik & Heafoc <= Tandem witch & hound
Round 9:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= !
- Hell hound
- Nazhena
- Jorvik & Heafoc

Ishbaad the Chosen |

Still can't get to her! Just need one good swing to end this, once and for all! Where are you Aoife....
Ishbaad pushes any worry he has for his charge out of his mind for now, and focuses on the new threat in between him and the witch he longs to kill.
Not needing to move, other than to adjust his feet to bring his balance into alignment after crushing the igloo, he brings the alchemically silvered hammer over his right shoulder again in another massive overhand chop.
"Back to the abyss with you demon! Your mistress has a date with the queen of witches!"
Power attack, heroism, enlarged: 1d20 + 8 + 1 - 1 + 2 ⇒ (8) + 8 + 1 - 1 + 2 = 18
for silvered, bludgeon, PA, enlarged: 1d12 + 15 + 1 ⇒ (8) + 15 + 1 = 24
I knew I would regret dropping that sword...

Kuragin Kseniya |

Kuragin tries his best to ignore the summoned beast, and concentrate on the baroness. But he cannot help but cast a quick glance at the fiery monster - perhaps he'll be at least able to warn his companions about it.
Kn. planes: 1d20 + 16 ⇒ (19) + 16 = 35
Then his eyes return to Nazhena - looking at her in the way only a witch can do - casting his Evil Eye on her.
Evil eye on Nazhena, -2 on will saves for ten rounds. Will save DC20 to reduce the duration to 1 round. Then chant to extend the duration by one round.
Didn't have the chance to look at the map yet - I'd like to reserve the chance to do a 5ft once I get home :)

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'Me wonder why Boss Jorvik no sing.' thinks the not so little now goblin, as he steps up and swings at the wolf thing.
MW Morningstar: 1d20 + 8 ⇒ (4) + 8 = 12
"Damn it!" he yells out as he swings. "Me no think me can hurt it with fire!"

GM Damo |

Ishbaad delivers a crushing blow to the beast, which Kuragin correctly identifies as a hell hound (after that excellent roll, feel free to open for full stats). Somehow, despite almost having its back torn asunder in a spray of black blood and flames, the creature still stands to menace Jorvik.
@Kuragin: Evil Eye has a 30ft range, and you can't actually get in range on this turn (also she's not currently in LoS). You can feel free to move closer to her, just be aware that you will need to maneuver around the hell hound to avoid AoOs. I will treat your action as a double move unless I hear from you before Ice Melts Quietly in Sunlight posts his turn.
EDIT: Cyrus'd by Ice Melts Quietly in Sunlight!
The goblin rushes forwards with his morningstar, but cannot land a blow on the hell hound.
Someone moved Jorvik into the trees (where he cannot possibly get to), so I've moved him back to wherever I remembered him being. I think the hell hound might have been moved also, but Ice Melts Quietly in Sunlight is where it used to be. *shrugs*
The hell hound steps back and its jaws open wide, impossibly wide, and a fiery, hellish inferno can be seen within. Suddenly, hot brimstone shoots from its jaws to ravage Jorvik and Ice Melts Quietly in Sunlight.
Ice Melts Quietly in Sunlight reflex: 1d20 + 13 ⇒ (14) + 13 = 27
Jorvik reflex: 1d20 + 10 ⇒ (6) + 10 = 16
Fire damage: 2d6 ⇒ (2, 6) = 8 -- Both only take 4 damage.
Nazhena moves her hands in the motions of a spell, and suddenly a raging whirlwind of ice and snow springs into being around the companions. Hailstones pound at the companions, as an unbelievable chill soaks into their bones.
Cast defensively: 1d20 + 13 ⇒ (14) + 13 = 27
Bludgeoning damage: 3d6 ⇒ (6, 3, 1) = 10
Cold damage: 2d6 + 1d4 ⇒ (1, 3) + (4) = 8 -- Be sure to mark off from your protections, let me know when you run out! Remember, don't apply your resistances until after protection from energy is completely expended.
She then flies away from Heafoc and out of sight (the diamond on the map is the last location anyone could see her).
Heafoc beak AoO: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
... Heafoc manages to peck at her one last time before she is gone, and she vows silent vengeance upon this troublesome bird.
Next up: Jorvik (Round 9), Kuragin, Ice Melts Quietly in Sunlight, Ishbaad (Round 10).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -14hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Flaming dog -10hp
Active Global Conditions: Dim light.
Round 9:
- Kuragin <= Double move
- Ice Melts Quietly in Sunlight <= Swish!
- Ishbaad <= Hassan chop!
- Hell hound <= Anyone have a breath mint?
- Nazhena <= Stormy weather
- Jorvik & Heafoc <= !
Round 10:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= !
- Hell hound
- Nazhena
- Jorvik & Heafoc
Round 10! Is this the longest single-encounter combat we've had in this game? Feels like it!

Ishbaad the Chosen |

What would have only been a minor adjustment in positioning moments before is hampered by the stones and hail on the ground. Ishbaad takes several extra, smaller steps to avoid turning an ankle, positioning himself behind Jorvik and Ice Melts Quietly in Sunlight.
"Do not let her escape!" he yells. He swings his hammer between the bloodspeaker and goblin, trying to eliminate the obstacle so the faster members of the group can chase the witch down.
So reading what is going on, I am going to assume that Kuragin might have to stop chanting, which means I would lose my fortune hex. Was hoping to save it for the witch, but I'd rather use it than lose it with no benefit...
regular attack, enlarged, heroism, fortune hex #1: 1d20 + 10 - 1 + 1 + 2 ⇒ (2) + 10 - 1 + 1 + 2 = 14
regular attack, enlarged, heroism, fortune hex #2: 1d20 + 10 - 1 + 1 + 2 ⇒ (6) + 10 - 1 + 1 + 2 = 18
for silver/bludgeon damage, enlarged: 1d12 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Move action to move 5' in difficult terrain, the hell hound will have cover since IMQiS and Jorvik are in front of me. I would try to encourage flanking, but I am hoping to get this thing out of the way so Jorvik and IMQiS can chase the witch down.
And yes, I don't know that I ever remember a single combat going longer than 10 rounds... This is fun though, and extremely harrowing!

GM Damo |

Ishbaad barely manages to strike a glancing blow with his hammer. However, the force of the massive object is enough to crack its skull in just the right spot. It falls to the ground and dissipates in a burst of smoke and flames.
Quick post, so no combat summary just yet. Hell hound is out! Just. With +2 from partial cover, you needed exactly 18.

GM Damo |

Next up: Jorvik (Round 9), Kuragin, Ice Melts Quietly in Sunlight (Round 10).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -14hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Flaming dog - DEAD!
Active Global Conditions: Dim light.
Round 9:
- Kuragin <= Double move
- Ice Melts Quietly in Sunlight <= Swish!
- Ishbaad <= Hassan chop!
- Hell hound <= Anyone have a breath mint?
- Nazhena <= Stormy weather
- Jorvik & Heafoc <= !
Round 10:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= Hellkiller
- Nazhena
- Jorvik & Heafoc

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As the flames pour over Ice Melts Quietly in Sunlight, he giggles maniacally as he finally gets to realize the benefits from his "treatments". His skin repels the flames, and he is unhurt by the hellish gouts of flaming spit. Then the witch lets loose with the icey bombardment,
I've taken on 9hp real... since I have 1hp left from false life, and have fire resistance 5!
"Ishy-baad! You drank the fly potion!!!"
He thinks about it for a moment, and sighs. He runs forward, and pulls out a fly potion. "B*+##! You scared of little goblin like me? We tell everyone in Whitethrone you afraid of snow goblins! You be laughing stock of all Jadwiga. You too stupid to rule!" He pulls out a fly potion, debating whether to drink it, or first use alchemical allocation

GM Damo |

There is no response to Ice Melts quietly in Sunlight's taunts from the baroness, though he is certain she is seething. He unfortunately still cannot see her from his new position.
I've updated your HP totals.
Next up: Jorvik (Round 9), Kuragin (Round 10).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -9hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Flaming dog - DEAD!
Active Global Conditions: Dim light.
Round 9:
- Kuragin <= Double move
- Ice Melts Quietly in Sunlight <= Swish!
- Ishbaad <= Hassan chop!
- Hell hound <= Anyone have a breath mint?
- Nazhena <= Stormy weather
- Jorvik & Heafoc <= !
Round 10:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= Advance and draw
- Ishbaad <= Hellkiller
- Nazhena
- Jorvik & Heafoc

Kuragin Kseniya |

The route clear, but no enemy in sight, Kuragin decides to follow closely in the goblin's footsteps. He does not quite feel brave enough to move past Ice, so rather he moves carefully, afraid the witch will suddenly pop up from behind the trees. But the first moment he sees her, Kuragin prepares to cast a hex on Nazhena.
[ooc]Slumber hex, DC20 will save[/dice]

GM Damo |

Kuragin moves up as close as he dares, but no-one reveals themselves to him as yet.
Next up: Jorvik (Round 9).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -9hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Flaming dog - DEAD!
Active Global Conditions: Dim light.
Round 9:
- Kuragin <= Double move
- Ice Melts Quietly in Sunlight <= Swish!
- Ishbaad <= Hassan chop!
- Hell hound <= Anyone have a breath mint?
- Nazhena <= Stormy weather
- Jorvik & Heafoc <= !
Round 10:
- Kuragin <= Slow advance, readied slumber
- Ice Melts Quietly in Sunlight <= Advance and draw
- Ishbaad <= Hellkiller
- Nazhena
- Jorvik & Heafoc

Jorvik_RoW |

Argh! Not sure why we can't see her. Going to roll perception again, because ROLLING
Perception: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Moving out of the debris from the witches spell, Jorvik scans the area for any signs of her. He drops Frostreaver and draws Heartseeker from his back.
Move action out of difficult terrain, move draw weapon

Heafoc |

Heafoc streaks after the witch, tasting the flesh so cold but so sweat. She gains altitude to better survey her prey. She climbs to 30 ft
Perception: 1d20 + 7 ⇒ (5) + 7 = 12

GM Damo |

Argh! Not sure why we can't see her. Going to roll perception again, because ROLLING
She moved around the corner and out of line of site (ie. behind the full cover provided by the tree line. The last place you saw her was the diamond on the map. She seemed to be heading south and/or west at that time. The canopy is 30ft high, meaning Heafoc can only get 25ft up from the ground (30ft, less her own 5ft square).
Heafoc calls out with a hunting caw that is very familiar to Jorvik. She has either spotted Nazhena, her owl or both (it's both).
Nazhena snarls at the appearance of Jorvik's companion and briefly considers obliterating the creature with a spell, however she decides to hinder the falcon's more powerful allies instead. Another storm appears suddenly inside this strange forested market. Up to a height of twenty feet, a whirling vortex of sleet prevents all sight and coats the ground in a slick, icy sheen.
No visibility of any kind in or through the storm. 1/2 movement only through the area, DC 10 acrobatics required to do so or make no progress. Fail by 5 or more and fall prone. More details on the effect here.
Moments after the storm appears, Nazhena and her owl drop in altitude and out of Heafoc's visual range, with the inscrutable sleet storm between her and the witch. It is clear that the heroes will have to go through the second storm to get at their quarry.
Next up: Jorvik (Round 10), Kuragin, Ice Melts Quietly in Sunlight, Ishbaad (Round 11).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -9hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Flaming dog - DEAD!
Active Global Conditions: Dim light.
Round 9:
- Kuragin <= Double move
- Ice Melts Quietly in Sunlight <= Swish!
- Ishbaad <= Hassan chop!
- Hell hound <= Anyone have a breath mint?
- Nazhena <= Stormy weather
- Jorvik & Heafoc <= Hunting expedition
Round 10:
- Kuragin <= Slow advance, readied slumber
- Ice Melts Quietly in Sunlight <= Advance and draw
- Ishbaad <= Hellkiller
- Nazhena <= Stormy weather
- Jorvik & Heafoc <= !
Round 11:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= !
- Nazhena
- Jorvik & Heafoc

Kuragin Kseniya |

Can one move into/through the tree-squares?

Jorvik_RoW |

"This nothing but cold water my friends. I have braved much and more in the Realm of the Mammoth Lords and the Hoarfrost Forest. Push yourselves, for once it is over the joy of seeing her lifeless body will warm the coldest heart.
"Heafoc, KILL!"
Jorvik plunges ahead solely focused on ending this fight.
Upon stepping into the sleet storm, all is white, cold. But this is the north, this is home. Willing his aching body to move, he steps forward, and finds firm footing.
Thank Desna he intones in silent prayer.
Bending almost at a ninety-degree angle, he pushes through the wind and sleet.
Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21

Kuragin Kseniya |

"Must we try to follow her? The hut is our goal.. If she wishes to stop us, let her come to us!"
Moving through the storm feels futile, so Nazhena managed well to stop the pursuit. But for what cause..? Kuragin knows some of his companions thirst for her blood for what she did to the little girl, but this is no time for petty revenge.
Only trouble is.. the route back is blocked by another storm - at least moving through it is slightly easier. Uncertain what to do, the witch stays put, ready to hex the enemy is she dares to come visible.
Slumber hex, DC20 will save

Ishbaad the Chosen |

Ishbaad trudges through the hailstone cobbled area, once again cursing his slow speed.
Pretty sure I read something in the annals about expeditous retreat.
"We must find her and kill her. Hundreds of people are at risk of her retribution should we disappear before killing her. She knows too much of us now."
Double move

GM Damo |

Heafoc once again catches sight of the witch and her owl familiar, and lets out another victorious screech.
Kuragin stays put, on the ready, musing on the wisdom of the companions' decisions while Ishbaad struggles through the remnants of the storm to catch up.
@Jorvik: you made your acrobatics check, but you don't seem to have actually moved through any of the storm. Did you need a Lockwood?
Next up: Ice Melts Quietly in Sunlight (Round 11).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -9hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Flaming dog - DEAD!
Active Global Conditions: Dim light.
Round 10:
- Kuragin <= Slow advance, readied slumber
- Ice Melts Quietly in Sunlight <= Advance and draw
- Ishbaad <= Hellkiller
- Nazhena <= Stormy weather
- Jorvik & Heafoc <= Witch trackers
Round 11:
- Kuragin <= Ready to sleep
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= Trudgety trudge
- Nazhena
- Jorvik & Heafoc

Jorvik_RoW |

yes one square in please. Forgot to move after roll. Thanks.

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"Oh, yeah. Ishy-bad drank the make Ishy-bad big potion, not the fly potion. So, me just drink the potion!" He drinks the fly potion, using another use of his enhance potion to make it last 6 minutes (and get the better Fly bonus).
He then flies straight up, but gets himself sort of tangled up, and doesn't get very far.
fly check DC20: 1d20 + 14 ⇒ (1) + 14 = 15

GM Damo |

While Ice Melts Quietly in Sunlight struggles with his newfound flying ability, Nazhena and her owl are up to no good. However, none can hear what is going on through the storm and Heafoc has no means to convey her observations to those who would understand them.
Neither Nazhena nor her owl moves from Heafoc's sight, however.
Next up: Jorvik (Round 11), Kuragin, Ice Melts Quietly in Sunlight, Ishbaad (Round 12).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -9hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Flaming dog - DEAD!
Active Global Conditions: Dim light.
Round 11:
- Kuragin <= Ready to sleep
- Ice Melts Quietly in Sunlight <= Fly time
- Ishbaad <= Trudgety trudge
- Nazhena <= Unknown and unseen
- Jorvik & Heafoc <= !
Round 12:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= !
- Nazhena
- Jorvik & Heafoc

Ishbaad the Chosen |

I'll never get there in time...
Ishbaad begins to worry about the amount of time the witch has to prepare in this drawn out fight. It had only been about a minute, but a minute of intense activity where death is only a minor miss-step away can feel like days.
He pushes closer to the unnatural storm and hunches his shoulders, ready to barge in.
Double move. Getting expeditious retreat asap. and a few potions of it, just in case. Holy balls this slow speed is really killing me now...

GM Damo |

The storm whips at Ishbaad's cloak, and even through his protections he can feel the icy cold of the winds within.
Next up: Jorvik (Round 11), Kuragin, Ice Melts Quietly in Sunlight (Round 12).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -9hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Flaming dog - DEAD!
Active Global Conditions: Dim light.
Round 11:
- Kuragin <= Ready to sleep
- Ice Melts Quietly in Sunlight <= Fly time
- Ishbaad <= Trudgety trudge
- Nazhena <= Unknown and unseen
- Jorvik & Heafoc <= !
Round 12:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= Ishbaaaaaaaad moooooooves
- Nazhena
- Jorvik & Heafoc

Jorvik_RoW |

Acrobatics, DC 10: 1d20 + 5 ⇒ (9) + 5 = 14
White. Nothing but white. A shroud pulled over his face.
Is it my time to die? To come so close and fail? I must push on. I must succeed. I cannot fail.
Step after step. Agony. Jorvik plunges deeper into the white out, determined to emerge and kill the witch.
Double move

Heafoc |

Heafoc streaks from the sky determined to kill her avian counterpart.
Descending on the curve of the sleet storm, she gains momentum as she pecks out with her razor sharp beak.
Beak vs owl: 1d20 + 9 ⇒ (13) + 9 = 22
Bite Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Kuragin Kseniya |

"Must... We... Really... Do... This..? "
Grumbling, Kuragin pushes into the storm of sleet. Protecting his face with his hands, the witch moves slowly but surely onwards, to the direction where he thinks their enemy will be. After all, even with the magical nature of this particular storm, it's far from the worst Irrisen can offer. But even if Kuragin has lived through much fiercer storms, he doesn't have to like them.
Acrobatics, DC 10: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Double move

GM Damo |

Heafoc strikes the owl mightily, tearing out flesh and feathers. The witch's familiar manages to stay aloft, however, staring daggers at its counterpart.
Meanwhile, Kuragin braves the storm in pursuit of his fellow winter witch.
Next up: Ice Melts Quietly in Sunlight (Round 12).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -9hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Owl -27hp
Active Global Conditions: Dim light.
Round 11:
- Kuragin <= Ready to sleep
- Ice Melts Quietly in Sunlight <= Fly time
- Ishbaad <= Trudgety trudge
- Nazhena <= Unknown and unseen
- Jorvik & Heafoc <= Hunt and peck
Round 12:
- Kuragin <= Advance
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= Ishbaaaaaaaad moooooooves
- Nazhena
- Jorvik & Heafoc

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Not put off by his previous failures, the goblin attempts to fly up and over the storm. Evidently, this flying is hard, and it takes two attempts for him to get up and over.
Fly for vertical DC20: 1d20 + 14 ⇒ (5) + 14 = 19
Fly for vertical DC20; 2nd move action: 1d20 + 14 ⇒ (8) + 14 = 22

GM Damo |

Okay, since you are all (other than Ice Melts Quietly in Sunlight) in the storm area now, you can neither hear nor see what is happening between Heafoc, the owl and the Baroness. To keep things interesting, I'm going to make them disappear from the map and describe what he sees to Ice Melts Quietly in Sunlight only. Please do not open the spoiler if your name is not Jack.
Had to adjust your position slightly, you were inside a virtually impassable wall of thorns effect around a tree.
The instant Ice Melts Quietly in Sunlight appears over the storm, Nazhena flies toward him. She has evidently been casting spells, as a ghostly hand now follows her around. Ice Melts Quietly in Sunlight, who has seen the white witches' necromancy before, recognize it as a spectral hand.
Concerned as he is about the hand, Nazhena does not use it. Instead she continues to fly low over the storm, skimming the very top and of it - perhaps simply to remain out of Ishbaad's sight - and fixes the goblin with a baleful glance. Too late does he realize it is magical... not that closing his eyes would have proven effective against a witch's hex.
Ice Melts Quietly in Sunlight will save: 1d20 + 4 ⇒ (7) + 4 = 11
The poor goblin instantly falls asleep and then plummets to the ground, landing next to Jorvik.
Falling damage: 2d6 ⇒ (6, 2) = 8
The jolt wakes him up, but he now finds himself inside the storm and unable to see anything. Worse, he is completely disoriented and does not know which way to go (going to need a survival check or some conversation).
The last place you saw Nazhena was 20ft in the air, hovering over the southernmost blood splat. You are now prone... I think you need to get up from prone before you can fly, but I'm willing to be persuaded otherwise. If you do need to get up from prone, I'll need a DC 10 acrobatics.
Also, the spell doesn't specify the type or severity of the storm, so I'll just apply a -4 penalty to fly checks within it.
Heafoc AoO: 1d20 + 9 ⇒ (2) + 9 = 11
The owl flies off, initially over the storm but soon out of sight.
You can command Heafoc to follow, but you don't know where that will be to (unless you can find some better way to communicate).
Inside the storm, Jorvik hears a thump and a groan immediately next to him. It is quite a shock, after thinking he and Kuragin were alone in there. Kuragin hears the thump and groan also, but likewise cannot tell who or what caused it.
Next up: Jorvik (Round 12), Kuragin, Ice Melts Quietly in Sunlight, Ishbaad (Round 13).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -17hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Owl -27hp
Active Global Conditions: Dim light.
Round 12:
- Kuragin <= Advance
- Ice Melts Quietly in Sunlight <= Up... urgh... up... urhg... up... yay... and away!
- Ishbaad <= Ishbaaaaaaaad moooooooves
- Nazhena <= ??
- Owl <= ??
- Jorvik & Heafoc <= !
Round 13:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= !
- Nazhena
- Jorvik & Heafoc

Jorvik_RoW |

Damn you pretend games that make me scared.
Jorvik, head down, plunges ahead.
When will this storm abate? I will rip her witch hear with my bare hands when we get out of this mess.
Acrobatics, DC 10: 1d20 + 5 ⇒ (1) + 5 = 6
F U dice gods
Acrobatics, DC 10, hero point: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22
Now I am going to open that spoiler and if it is what I think it is, I am going to throw myself a pitty party and call in sick from work.

Jorvik_RoW |

Ok out of the storm - what do I see?

GM Damo |

Out of the storm, Jorvik sees that Heafoc is itching to head east, presumably in pursuit of the owl, but waiting for a command from her master. Neither the owl nor Nazhena are anywhere in sight.
Next up: Heafoc (Round 12), Kuragin, Ice Melts Quietly in Sunlight, Ishbaad (Round 13).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -17hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Owl -27hp
Active Global Conditions: Dim light.
Round 12:
- Kuragin <= Advance
- Ice Melts Quietly in Sunlight <= Up... urgh... up... urhg... up... yay... and away!
- Ishbaad <= Ishbaaaaaaaad moooooooves
- Nazhena <= ??
- Owl <= ??
- Jorvik & Heafoc <= Exit the storm &Heafoc?
Round 13:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= !
- Nazhena
- Jorvik & Heafoc

Ishbaad the Chosen |

Could we be so fortunate as to have her try to sneak back to this side of the storm? Ishbaad muses as he tries to get his mind off of his cursed luck and tortuously slow speed.
Reaching his hand into his magical bag, he wills his cleats to the top of the pile. In hand, he tosses them down to the ground in front of him. He lifts his left leg, then leading with the toe, jams his foot onto the top portion. The pressure of his foot snaps the pre-loaded springs underneath the cleats, allowing brackets on the side to flip up and lock into the clasps built into the greaves of his armor.
Repeating the exercise with his right foot, he looks at the slick surface inside the storm, barely able to see his hand in front of his face. Longing momentarily for his yeti cloak, also inside his magical bag, he lowers his shoulder and prepares to plunge into the storm.
move to retrieve cleats, standard to don. 5' step into the storm.

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survival: 1d20 + 7 ⇒ (12) + 7 = 19
"Oof! Oh, you tricksy witch, you!" Ice Melts Quietly in Sunlight tries to get his bearings, and figure out where the witch is. "Bosses, you see her, yet? She make me sleepy, and I fall. Boss Jorvik, you maybe do that to her?"
fly: 1d20 + 14 ⇒ (9) + 14 = 23
(He's just going to start flying from the ground, and not bother to stand up first. Fly check is to handle the winds instead of acrobatics. GM, replace with an acrobatics check at +7 if this isn't appropriate
Intended route marked in yellow... he'll gain 10' during this flight, once he gets clear.
Possibly standard action still left.

GM Damo |

Ice Melts Quietly in Sunlght: I'm not sure if you read the spoilered information correctly... you know where she is, you just didn't know which way you were facing in order to exit the storm from (though your survival check was high enough that you succeeded in going via the yellow line).
I"ll let you retro the direction of your movement, and since you can now talk to the others and gesture at where things happened, I'll let everyone open the spoiler.
Next up: Heafoc (Round 12), Kuragin (Round 13).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -17hp
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Owl -27hp
Active Global Conditions: Dim light.
Round 12:
- Kuragin <= Advance
- Ice Melts Quietly in Sunlight <= Up... urgh... up... urhg... up... yay... and away!
- Ishbaad <= Ishbaaaaaaaad moooooooves
- Nazhena <= ??
- Owl <= ??
- Jorvik & Heafoc <= Exit the storm &Heafoc?
Round 13:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= Outta the storm
- Ishbaad <= Into the storm, cleated in
- Nazhena
- Jorvik & Heafoc

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Retcon taken
Ice Melts Quietly adjusts his flight based on where he remembers her to be... "She over here, bosses!!" He sees the witch, flies up to her, and swings with his morningstar, knowing she is all but immune to his fire.
morningstar smash!: 1d20 + 8 ⇒ (9) + 8 = 17 morningstar damage: 1d8 + 1 ⇒ (1) + 1 = 2
"Boss Jorvik! Make me mad! I hit harder!"

Kuragin Kseniya |

Acrobatics: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Jadwigas have many words for snow,and plenty of swearwords. Muttering endless combinations of these two word categories keep Kuragin busy while he keeps pushing through the sleet storm.
Double move

GM Damo |

"Found me at last," Nazhena teases as Ice Melts Quietly in Sunlight's morningstar flies wide, "Did you enjoy your fall? I could end you right now but I think I'll save my proper efforts for those more powerful than you, you pathetic weakling."
@Jorvik: I'm moving along to next round, but please just take two actions for Heafoc. Keep in mind that Ice Melts Quietly in Sunlight acts after you and therefore you didn't know where Nazhena was until after Heafoc's action.
Kuragin braves the
"See those troll corpses down there?" she asks, flying ever so slightly backwards and out of Ice Melts Quietly in Sunlight's reach, "Eat them."
"Ghoul hunger," she chants with venom on her tongue.
Ice Melts Quietly in Sunlight will save: 1d20 + 4 ⇒ (4) + 4 = 8 -- Oh dear. Save at the beginning of each turn (except this one, of course).
Ice Melts Quietly in Sunlight regards the fallen trolls, already beginning to freeze upon the cold ground... and he is suddenly, so, so hungry.
Heh. I knew there was a reason I kept track of where things were killed!
Next up: Jorvik (Round 13), Kuragin, Ice Melts Quietly in Sunlight, Ishbaad (Round 14).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -17hp, hungry like a ghoul
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Owl -27hp
Active Global Conditions: Dim light.
Round 12:
- Kuragin <= Advance
- Ice Melts Quietly in Sunlight <= Up... urgh... up... urhg... up... yay... and away!
- Ishbaad <= Ishbaaaaaaaad moooooooves
- Nazhena <= ??
- Owl <= ??
- Jorvik & Heafoc <= Exit the storm &Heafoc?
Round 13:
- Kuragin <= made it through the storm
- Ice Melts Quietly in Sunlight <= Outta the storm, smashing away
- Ishbaad <= Into the storm, cleated in
- Nazhena <= "Munch!"
- Owl <= ??
- Jorvik & Heafoc <= !
Round 14:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= !
- Nazhena
- Owl
- Jorvik & Heafoc

Heafoc |

Seeing their prey fleeing, Heafoc gives a shrill cry.
"Pfssssfsss." Jorvik whistles.
Heafoc knows that her master has left her free to kill those that have tried to harm them. She flies towards the nearest target.
Beak vs witch: 1d20 + 9 ⇒ (7) + 9 = 16
If she hits, the witch is staggered.

GM Damo |

Heafoc does her best to strike Nazhena, but is sadly unable to manage a solid hit.
Next up: Jorvik (Round 13), Kuragin, Ice Melts Quietly in Sunlight, Ishbaad (Round 14).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -17hp, hungry like a ghoul
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp
- Heafoc -21hp
Baddies:
- Nazhena -31hp, -2 Con
- Owl -27hp
Active Global Conditions: Dim light.
Round 13:
- Kuragin <= made it through the storm
- Ice Melts Quietly in Sunlight <= Outta the storm, smashing away
- Ishbaad <= Into the storm, cleated in
- Nazhena <= "Munch!"
- Owl <= ??
- Jorvik & Heafoc <= !
Round 14:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= !
- Nazhena
- Owl
- Jorvik & Heafoc

Jorvik_RoW |

GM thanks for that. It makes sense in my mind that Heafoc is in full hunt mode, so she would follow and attack the first enemy she sees. Also - that spell is gross. Just gross.
Ice It takes me a standard action to start raging song, need to attack first.
GM again Can I make the shot from there with my Longbow?
Heartseeker, favored enemy, soft cover??: 1d20 + 10 + 2 - 4 ⇒ (7) + 10 + 2 - 4 = 15
Damage, Favored enemy: 1d8 + 6 ⇒ (2) + 6 = 8
DC 10: 1d20 + 5 ⇒ (11) + 5 = 16
Move to green callout

Heafoc |

Heafoc meanwhile takes full advantage of the witch's spellcasting to attack with both beak and claw.
Beak: 1d20 + 9 ⇒ (8) + 9 = 17
Bite Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Talon #1: 1d20 + 9 ⇒ (2) + 9 = 11
Talon Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Talon #2: 1d20 + 9 ⇒ (11) + 9 = 20
Talon Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Ishbaad the Chosen |

Plowing through the driving ice and snow, Ishbaad stomps into the storm. In the back of his mind he hopes the cleats will help, and tromps through trusting the metal spikes will keep him from slipping.
Acrobatics: 1d20 - 4 ⇒ (8) - 4 = 4
double move at half speed moves me 15 feet.
Erm... I guess we will see how well these cleats help! /cringe

GM Damo |

Jorvik manages to find an opening at the very edge of the storm (I cannot be bothered doing it properly, the squares on this piss-poor map aren't actually square or even across the board, so yeah, soft cover from the edge of the sleet storm). Unfortunately, his aim is off and the arrow streaks away harmlessly into the thorn-infested trees.
For cleats, it reduces the penalty by half... but the penalty is making the acrobatics roll in the first place. It's all very inconsistent (one of the supposed benefits of s!$& like a fly skill check.
So... not really sure how to rule this. I'm going to halve the DC of the acrobatics check required. So DC 5.
Ishbaad revels in his newfound traction, but unfortunately cannot make much headway to begin with. He has a moment where he is certain that his feet would have flown forward leaving him with nothing but cold air between his arse and the unforgiving sleet-covered cobblestones. However, the cleats dig in and he manages to maintain his balance.
Ishbaad acrobatics (2nd move action): 1d20 - 4 ⇒ (17) - 4 = 13
The oread maintains his balance enough to make it half-way through the storm (I'm going to say 10ft).
@Kuragin: Going to bot you since it's past your bed time and you've been wanting to do this for ages. You've got visibility through the treeline if you step back towards the storm just a touch... so Lockwood provided, and...
Nazhena slumber hex save, DC 20: 1d20 + 11 ⇒ (3) + 11 = 14 -- Holy s*~!. When did I start rolling like that for my saves?
Nazhena suddenly loses consciousness and altitude. She cracks her head hard on the ground as she plummets the 10 feet to the ground.
Falling damage: 1d6 ⇒ 6 -- Oof!
She wakes instantly to the sight of Ice Melts Quietly in Sunlight gorging himself on partially frozen troll-flesh. She then decides that Kuragin can suffer her fate and gives him a very sleep-inducing stare.
Kuragin will save: 1d20 + 8 ⇒ (3) + 8 = 11
The opposing witch falls fast asleep. "You know," she muses as she flies upwards and once more out of Jorvik's sight, "You remind me so much of Radosek. Perhaps I will spare you after this and see if I can make you my slave."
Fly check + bonuses (??): 1d20 + 19 ⇒ (19) + 19 = 38 -- Big success.
@Ice Melts Quietly in Sunlight, not much else you could do this round but chow down. Please make your own save next round (or I'll save for you if the others have already acted).
Next up: Jorvik (Round 14), Kuragin, Ice Melts Quietly in Sunlight, Ishbaad (Round 15).
Goodies:
- [19] Kuragin -10hp
- [17] Ice Melts Quietly in Sunlight -17hp, hungry like a ghoul
- [16.5] Ishbaad -10hp
- [10] Jorvik -25hp -sleeping
- Heafoc -21hp
Baddies:
- Nazhena -37hp, -2 Con
- Owl -27hp
Active Global Conditions: Dim light.
Round 14:
- Kuragin <= Go to sleep!
- Ice Melts Quietly in Sunlight <= Nom nom
- Ishbaad <= Trudgety trudge
- Nazhena <= *yawn* No, you go to sleep!
- Owl <= ??
- Jorvik & Heafoc <= !
Round 15:
- Kuragin <= !
- Ice Melts Quietly in Sunlight <= !
- Ishbaad <= !
- Nazhena
- Owl
- Jorvik & Heafoc

Kuragin Kseniya |

Looks like it was Kuragin's bedtime too :) Still, using a hero point to reroll Kuragin's will save
Will save, hero point reroll: 1d20 + 8 ⇒ (15) + 8 = 23
Kuragin feels the power of the hex, and the sweet song of slumber fills his head. Closing one's eyes has never felt so good...
NO!
I did not come this far to give up!
And with a scream, the witch struggles to keep his eyes open, and mind in battle.
Would "23" be enough to make the save?