| Eianar Drudsson |
Will Save 1d20 + 7 ⇒ (5) + 7 = 12
Eianar feels a blackness and cold come over him, he seems unable to shake it off. He mutters to himself, "Gozreh, gis mees some 'elp to sees dese creatures." He moves back away from the bridge.
Perception 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22 with guidance
| Ingrit |
Will: 1d20 + 2 ⇒ (5) + 2 = 7
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Unable to spot an opponent Ingrit holds her position, scanning for something to shoot at.
| Black Tom |
Still missing a saving throw from Tacey.
Ingrit and Eianar feel the metal of their equipment start to become uncomfortably cold. Two blue shards (Magic Missile according to Damiano) strike Dom for 6 points of damage while the second spellcaster tries to Daze him again.
Since you can hear them, you can take a shot at them, but if you can't spot them they are effectively invisible (100% concealment).
You are all up.
| Domitian Olavsgaard |
Will: 1d20 + 2 ⇒ (7) + 2 = 9.
Dom seems to be disoriented, unable to retaliate against the magic missiles that strike him.
-Posted with Wayfinder
| Eianar Drudsson |
Assuming Eianar saw them, perception was 22 with guidance, actually its 23 if its a cold or icy environment ...
Eianar points at the creatures, ""Ayes sees yous... He blinks and looks hard at the blue icy creatures, trying to work out what it could be. He describes where the little beasties are and what they look like to his companions.
Know (nature) 1d20 + 5 ⇒ (8) + 5 = 13
Know (planes) 1d20 + 0 ⇒ (11) + 0 = 11
Einar does not have any metal in hand, only a dagger and hand axe as part of his possessions. So will drop his backpack.
Continues go if he gets any knowledge...
| Black Tom |
Ah, sorry, missed that.
Eianar's trained eye is able to discern your foes. The one that Dazed Domitian is a sprite, just like the ones you fought earlier, and possibly even the very same. The other creature is a small (about 4 feet tall) blue vaguely humanoid creature, a female with a mop of unruly white hair. Both are perched high up in a snow-covered tree. His best guess is that she is some kind of elemental spirit or something.
Unless you are holding or wearing metal, you won't be particularly troubled by the spell. To reach Domitian, Erland will have to make a Reflex save or fall prone, though.
| Ingrit |
As Eianar points them out, Ingrit targets the 4 ft female fey with one of her incendiary arrows.
1d20 + 7 ⇒ (8) + 7 = 15
1d8 + 1 ⇒ (4) + 1 = 5
1 fire
Wearing chain shirt so kinda screwed
| Eianar Drudsson |
Eianar moves forward towards the bridge to get a better shot as he takes his sling and unloads a shot at the sprite.
Sling shot ranged 1d20 + 3 ⇒ (15) + 3 = 18 damage 1d4 ⇒ 2
Move to K,15 and shoot.
| Black Tom |
Sorry about the hiatus.
While Ingrit's arrow misses, Eianar's bullet finds its target, but it seems to bounce off the creature's thick skin.
Finally your foes break cover. The blue witch (or whatever she is), flies up and belches a cloud of frosty fog over Domitian and Erland (Ref 13 or take 1 point of cold damage and be sickened for 3 rounds), while a hitherto unseen sprite flies up and and blasts Tacey, Ingrit and Eianar with Color Spray (Will 13 or be knocked out or in Tacey's case stunned).
Then you are all up. Map updated.
| Domitian Olavsgaard |
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23. Recovering his wits at the last moment, Dom dives out of the cloud of gas in time to avoid it. Hopping back to his feet, he nocks an arrow, ready to fire at the witch should it cast a spell.
Moving forward across the bridge, and readying a ranged attack.
Readied Longbow: 1d20 + 3 ⇒ (7) + 3 = 10; Damage: 1d8 ⇒ 3. Miss.
| Erland Frey |
1d20 + 2 ⇒ (17) + 2 = 19 reflex
Rolling away from the blast of cold, Erland stares at the flying creature and whispers several words of power.
"...Sleep..."
The one who just breathed cold at Domitian and myself must make a DC 14 will save or fall asleep for 2 rounds via the slumber hex.
| Ingrit |
Will: 1d20 + 2 ⇒ (15) + 2 = 17
| Ingrit |
Ingrit sends one of her incendiary arrows streaking towards the blue witch.
1d20 + 7 ⇒ (18) + 7 = 25
1d8 + 1 ⇒ (5) + 1 = 6
1 fire
| Black Tom |
Ingrit's arrows hit the blue witch but the fire seems to bother her more than the very arrow wound. She shrugs off Erland's magic but succumbs to Damiano's. She falls asleep in the air and plummets to the ground, taking some damage and a rude awakening.
She spends the round getting up from prone and starts to sing a weird song. Although you don't understand the word, it seems to egg the sprite to a more aggressive attack. It flies down and engages Ingrit with its tiny sword, but she fends it off. Ingrit and Tacey take 7 points of cold damage as their armor starts to get really uncomfortable.
| Domitian Olavsgaard |
Does that mean the witch is reachable by Dom now? Because if so, this is happening.
Seeing his chance, Dom drops his longbow in favor of drawing his falcata and moving to engage. He attempts to cleave the witch in twain. Falcata, cold iron, 2 handed: 1d20 + 6 ⇒ (5) + 6 = 11; Damage: 1d8 + 6 ⇒ (4) + 6 = 10. Drat.
| Ingrit |
5 Cold Damage due to Cold Resistance
Ingrit takes a single step backward, drawing one of her cold iron arrows and placing her shot right into the vicious little sprite.
Cold Iron: 1d20 + 7 ⇒ (18) + 7 = 25
1d8 + 1 ⇒ (5) + 1 = 6
| Black Tom |
Ah, sorry, no damage to Tacey then unless she tries to draw her sword or something. And actually only 3 damage to Ingrit, since I forgot about the damage last round and added it together. The witch is indeed reachable.
Ingrit wounds the sprite. Erland, Damiano and Tacey to go.
| Erland Frey |
Erland moves to the blue witch, drawing his spear as he goes.
"You've chosen the wrong prey, ice monster!"
He attacks in concert with Domitian, hoping to flank the creature.
1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 to hit, for 1d8 + 1 ⇒ (7) + 1 = 8 piercing damage
| Black Tom |
Erland needs to make a Reflex save to reach the blue witch, since he'll need to move through the icy area.
The blue foes decide that they have had enough and opt for the better part of valor. Dom (and possibly Erland) get an AoO on the blue witch). The sprite unwisely stops to rouse its companion, meaning that you have one round of missile fire to hit them before they vanish out of sight.
You are all up.
| Domitian Olavsgaard |
Dom swings at the blue witch as it flees.
Falcata AOO: 1d20 + 6 ⇒ (10) + 6 = 16; Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Assuming the witch moves faster than Dom, on his turn, he will move, draw, and throw a spear at it.
Spear: 1d20 + 3 ⇒ (3) + 3 = 6; Damage: 1d8 + 4 ⇒ (2) + 4 = 6. If he can catch the witch, he would use his falcata but miss anyway.
| Ingrit |
Lining up her shot, Ingrit fires another cold iron arrow at the sprite.
Cold iron: 1d20 + 7 ⇒ (12) + 7 = 19
1d8 + 1 ⇒ (5) + 1 = 6
| Eianar Drudsson |
It takes a few moments before Eianar blinks and looks around, unble to get his bearings for some time... "Wha' appened? where dey go?" he looks from ally to ally, confused at what happened to him, "Dere was dese lights, pretty dey was and den .... he looks blankly around.
| Domitian Olavsgaard |
"I'm a little hurt," notes Dom, "but it may be wiser for you to save your magics for more severe wounds."
Dom then retrieves his spear and assesses the situation. "Anyone see signs of the troll that's supposedly around here? Or other tracks? Or should we try to follow the witch's trail?"
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| Ingrit |
"Thanks. I'm only slightly hurt...a scratch really." Ingrit says looking down at the dead sprite.
| Domitian Olavsgaard |
"Okay, let's follow the witch and see where she fled."
| Eianar Drudsson |
Eianar gingerly crosses the bridge, slowly hoping that the ice has melted a little in the heat of whatever battle happened. "Oi can 'elp yous witt da tracking if yous want Ingrit" the druid offers up. "Get ta little witch, afore she disrupts any more o da land."
I don't need to roll to aid another with survival(tracking), or I can take a 10, if you want to refuse my aid Ingrit.