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"Ain't no sense waitin' any longer! Aye say we muster our courage an' geht ready tah march in thar'!" Rumble proposes, gripping Sledge with two hands. Bet well have to crack some skulls up there...

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"We agree. Let us discover what we may about our curious clock."
Having recovered their reptilian counterpart along the way, Janus casts Shield of Faith before entering the uppermost floor of the tower.

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Not sure if we can waste time in the place. But if that story had a start, it must have an end. And we're reaching the end of the stories in that tower. Coincidence? I don't think so.
Stealth: 1d20 + 8 ⇒ (3) + 8 = 11
Perception: 1d20 + 6 ⇒ (6) + 6 = 12

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Zithembe snorts despite himself. "Onward, then," he says as he moves to the base of the stairs, ready to advance.

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I would not have figured that out, but I’m terrible at puzzles. Thanks for the fast pass!
Maria also sneaks, bow out and ready.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22

GM Ladile |

After taking a few moments to prepare for whatever might lie ahead the group of you ascend the remaining few steps up to the tower belfry. The top of the Clock Tower is swathed in bright light, and barriers of glowing violet block any view of the town of Uringen. The numerous gears that drive the clocks spin and tick in time, and with every twitch of the second hand, a shudder runs through the room. Between the gears of the clocks, a thick, silver-gold substance drips out crackling with arcs of red and blue.
A strange-looking woman with leaves, twigs, and flowers woven into her hair stands here, holding up a small vial to the dripping substance. At the sound of your footsteps she turns, a puzzled frown marring her otherwise beautiful features.
"কি? কিভাবে আপনি বাধা পাস?"
Her hand twitches toward what looks to be a rather glossy, green, and heavy-looking mace hanging at her side; you also see a composite longbow slung over her back.
"কোনো ব্যাপার না. যে কেউ আপনি, আমি আপনাকে সতর্ক, আমি এই ঘৃণা আমার পুনরুদ্ধারের মধ্যে কোন প্রতিরোধের নষ্ট হবে।," she continues. Even with the language barrier for some of you, the intent in her tone needs no translation - it's clearly a warning. "দূরে! এই স্থানটিকে Shyka এ কার কাছে ফিরিয়ে আনতে আমার কাজ আমাকে ছেড়ে দিন।," the woman continues, gesturing towards a symbol hanging around her neck that depicts a broken hourglass.
"What? How did you pass the barrier?"
"No matter. Whoever you are, I warn you that I shall brook no resistance in my restoration of this abomination."
"Away! Leave me to my work to return this place to Shyka to whom it so rightfully belongs."
You recognize the symbol as the holy symbol of Shyka the Many, one of the Eldest - divine fey creatures of tremendous power said to be able to reshape the very fabric of the First World on a whim. You also recall that Shyka's primary interests are entropy, reincarnation, and time.
This creature is another fey known as a dryad. Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads’ main interests are their own survival and that of their beloved forests so it seems strange to see one here. That said...she also seems to be considerably more powerful than most dryads.
For every 5 that you beat the DC you may ask one question from this list.

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Maria quickly and quietly translates the words.
"What? How did you pass the barrier?"
"No matter. Whoever you are, I warn you that I shall brook no resistance in my restoration of this abomination."
"Away! Leave me to my work to return this place to Shyka to whom it so rightfully belongs."
Knowledge: Religion + Inspiration: 1d20 + 10 + 1d6 ⇒ (6) + 10 + (1) = 17
The elf continues rattling off information as she sees it, "She has a holy symbol of Shyka the Many, one of the Eldest - divine fey creatures of tremendous power said to be able to reshape the very fabric of the First World on a whim. You all probably know that Shyka's primary interests are entropy, reincarnation, and time."
Knowledge: Nature + Inspiration: 1d20 + 10 + 1d6 ⇒ (19) + 10 + (6) = 35
"And... This creature is another fey known as a dryad. Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads’ main interests are their own survival and that of their beloved forests so it seems strange to see one here. That said...she also seems to be considerably more powerful than most dryads."
Resistances, Special Attacks, Special Defenses
Maria finally drones off as the clock tower keeps ticking loudly in the background.

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Janus studies the woman make her a studied target
know religion (diverse training): 1d20 + 5 ⇒ (15) + 5 = 20
know nature, studied target: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
"Indeed, a dryad and a servant of an Eldest. How curious. Allow us to parley."
Janus holds forth their own holy symbol - two silvery hands clasping each other at the wrist.
"Dine krav om eierskap på vegne av Shyka the Many blir bestridt av Imbrex the Twins, som vi betjener. Men det kan ikke være en ulykke at du og vi har kommet til denne konvergensen. Kanskje Will of Shyka og Will of Imbrex ikke er helt imot. Hva prøver du her, nettopp? En restaurering, eller en ødeleggelse?"

GM Ladile |

SM vs. Janus: 1d20 + 21 ⇒ (18) + 21 = 39
Maria and Janus are quick to gain the measure of this mysterious creature, a dryad who seems to be more powerful than most. Maria knows that like other fey, dryads are resistant to weapons that are not forged from cold iron but otherwise have no special defenses. However, the fact that this dryad carries a holy symbol of one of the Eldest suggests she's not someone to be taken lightly lest she bring the judgement of Shyka to bear.
DR 5/cold iron, no Special Defenses, Bane & Judgement special attacks :)
The dryad blinks as Janus not only holds up a symbol of his own but addresses her in Sylvan, though she quickly regains her rather cold, distant composure as she studies the Ulfen intently.
"I am...glad...to see that at least one of you is familiar with my native tongue," she finally speaks. "But I will humor you and speak in your 'normal'. I am Henbane Allseasons, servant of Shyka the Many. For her, I walk the branching paths of time rather than remain bound to a tree as many of my kind are."
Almost idly, Henbane pulls another small vial out of her pouch and turns to the dripping silver-gold liquid, allowing it to flow into the vial. It hits each of you that this strange liquid must be the temporal essence that you were tasked with retrieving.
"The pathways flow through this circle. Did flow. Will flow again. You know they have damaged the circle, the people of Uringen have?" she asks, her voice dreamy and vague. "Shyka bid I walk the pathways to this place again. Much has changed since I was here last. Will change. The heelstone is destroyed, and was used in building the tower. Heelstone will have…been a waypoint. And will be again. The town and clock tower must be destroyed, and a new circle drawn."
Henbane pauses and looks curiously at Janus. "In this the Will of the Twins and the Will of the Many align, yes? This town will end, is ending, has already ended. Your presence does not change this. Should not...?"
______________
While Henbane isn't hostile she's not particularly friendly towards you either *and* she does seem intent on destroying the tower which will probably take the town with it. You might want to give me some Diplomacy checks if you want to try talking her out of it; Janus you'll get a +2 to your Charisma-based skill checks here.

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Maria replies in the language of the fey.
Turning to her allies, ”Perhaps we can resolve this rationally? Make your best arguments please.”
Diplomacy Aid: 1d20 ⇒ 15

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Ah, Henbane makes very compelling arguments for Janus though. Imbrex is the Eldest of Endings :o But I think our primary mission involves collecting the same 'temporal essence' that Henbane is collecting.
"Every Ending is a Beginning." Janus states simply.
"Unstuck Uringen moves in time. There should be a way to move it again, by manipulating the clock. We do not wish for our connection to the First World to be broken. Let us work together to reconfigure the Clock and the Circle. In this way our goals may align.
We will also need a sample of the temporal essence."
Janus takes an empty vial, to fill in the same way that Henbane fills hers.
diplomacy aid, bonus: 1d20 - 2 + 2 ⇒ (17) - 2 + 2 = 17
Janus tries to gauge Henbane's real intentions:
sense motive, studied target: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21

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Diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24
Hepsubia looks at the skies, or at least the ceiling, and gives a double thumbs ups to someone, or something, unseen, with a grin, before speaking in the Sylvan tongue.
Now that I rolled well, what should I say?
If the Tower is already destroyed, or is bound to be destroyed, as you are yourself saying, then we have no reason to fight, because our actions won't have any consequences for the Tower and the town itself, only for us. If the Heelstone was destroyed to build the Tower, and you wanted to protect it, why won't you protect the Tower, instead of trying to destroy it? If the Tower and the town are destroyed, a new cycle will began. But won't history repeat itself? Won't the Heelstone be destroyed again, and the Tower rebuild? Why bother? What is already done will be done again, and our interference can only damage Iime itself. Not much, for sure, but who can know how many potential futures we kills, either if we defeat you or if you defeat us? Instead, we can let the Tower be, and let Time decide of its destruction. We won't be here to see it, probably, not in this life anyway. Let History rolls its thousands of years: after all, it has been here for a long time, and It knows better than us what shall be done, and what shan't.
Should I talk about "I'm not Efee, really!" so-called cat? I've never seen a cat so ugly, and scaly. And I truly love cats, believe me! Oh, yes, Maria asked to resolve the situation rationnaly.
Hepsubia has a good laugh, for whatever reason, and switches to common
I think it would be better, for everyone involved, to part our ways peacefully, without any ill feelings. It is in the best interest of no one, even you, to destroy the Tower: you're inside, after all. So, tell us, what is it you desire? What would you require to leave peacefully, and let the town and Tower be?
Damn, I hope this will end with a fight.. I had a real good song to sing for that!
The whimsical elf starts talking to herself, using her hand to mimic a mouth
But hey, that wasn't too bad, Lil"Hep. You really have a things with words, you know. Maybe you should be a politician. Or start your own religion, with devoted followers ready to massage your feet and gives you honey cakes. Have you ever thought about a career in music? Singing, perhaps?
She slaps her hand with her other hand
Shut up, hand, it's late, and Effie's cat will soon want his milk. And yes, I know it doesn't look too much like a cat. But it would be cruelty to animals to mention that.
Looking at the dryad, and speaking back in Sylvan
So, spin the wheels, spills the beans, make the deal! Can you stop wrecking the Tower, let Time decide what it wants to be, and have some tea with us? Tick tock tick tock, the clock is ticking, and we'd like an answer now, my dearest dryad! By the way, I really love what you have done with your hair.

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"Mah best argument is Sledge," Rumble declares. "But aye can see tha value in resolvin' this peacefully. So, uh, leh's be sensible, eh?" Let's hope the part of the conversation I can't understand is going ok too.
________
Diplomacy (Aid): 1d20 ⇒ 11

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"Does the town need to be destroyed to restore the heelstone?" Zithembe asks. "I confess that the processes involved here are counter to that with which I am familiar, but is there not some room for alteration or compromise? Could not the destruction of the heelstone and its reincarnation as this tower is as was intended? Might not it have been the end of the paths you seek to restore but now is a time to forge a new path with a new waypoint? Some path that does not result in the loss of so many mortal lives?"
Diplomacy, Spiritual Parlay: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26

GM Ladile |

SM vs. Maria: 1d20 + 21 ⇒ (3) + 21 = 24
SM vs. Hepsubia: 1d20 + 21 ⇒ (1) + 21 = 22
SM vs. Rumble: 1d20 + 21 ⇒ (13) + 21 = 34
SM vs. Zithembe: 1d20 + 21 ⇒ (19) + 21 = 40
Henbane seems to be telling the truth about her reason for being in Uringen and her intentions. You get the feeling that she doesn't bear the group or Urigen itself any personal malice but is just doing her job as one of Shyka's faithful.
The dryad blinks as she's bombarded with chatter from all sides, both in Common and in Sylvan. She quickly holds up her hands, indicating that she'd like your attention and silence.
"Work together? This site must be rededicated to Shyka. Has been rededicated. But...yes, yes, I see it now, branching far and away from this place, a pathway where Uringen remains. The tower is the circle, there. Can become the circle. New stones bind the tower and circle together. Will bind, have bound."
"You have placed these stones. Will place them? Yes, you must place these stones," Henbane insists. "Then time's pathways will flow again through this place as Shyka intended. Shyka placed the heelstone here themselves, you know. Here and there and many places, many, many places across these realms. And her faithful walk the pathways of time in her service."

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Janus hesitates.
"If we place the new stones, will Unstuck Uringen retain its close connection to the First World, or will the link be severed?"

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"Do we help you establish the new circle--now, before, or later?" Zithembe asks, finding it difficult to keep track of the fey's extratemporal syntax.

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Rumble can't help but to let his eyes glaze over a little. Wonder how the Craterkin Clan is doing these days. Been a while since I've visited, but the Society keeps me busy. Hrm, least I could do is write a letter and keep abreast of the big picture goings on. Oh! I bet that's where I left my lucky tongs! Can't run a proper forge without my lucky tongs...

GM Ladile |

"Mm...I think...I think the little town would remain as it is now. Will remain. Has remained," Henbane replies to Janus. "Replacing the stones will take some time...has taken some time? I must enchant them, imbue them with Shyka's power, first. But there will be time enough to do this...should be time enough."
The dryad's expression is dreamy but just as quickly it's gone as she glances down at the vial in her hand, seeming surprised to see it there. "Oh! Temporal essence, you said? Fascinating! And I see...yes, leaving this tower as it is now, allows for this essence to flow. Shyka has the rights to it...will have, has had. But. You are all most agreeable and I have little else to repay it with."
She offers the current vial in her hand to whoever wishes to take it.
"I think, I think, I think...that we must wait for convergence to end before any stones can be placed. Will be placed. And the hour is late and I am...am..."
Henbane actually smiles - a tired, weary smile.
"I am tired. Walking time's pathways is...taxing. I would like to see the night sky. Tomorrow, we will place the stones. Or will it be yesterday? Hmm."

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Janus reaches out and takes the essence.
"Then we allow the essence to flow. We replace the stones. The convergence will end. As Shyka wills, so too does Imbrex." Janus nods to Henbane.
We hope that by 'remain as it is now' the dryad means that the connections to the First World also remain. But if they do not - then it is the will of the Eldest, and we will have done our part in making an Ending.

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Maria releases the breath she didn't know she was holding, "Well then, that's worked out now. Excellent."

GM Ladile |
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"The Will of the Eldest be done," Henbane agrees. As you turn to make your way back down the tower you notice that the dryad seems inclined to accompany you. "I said I wished to see the night sky, yes? And the convergence is soon to be over. Is over. Has been over. Oh, one moment. It is time."
The dryad motions for you to wait. A few seconds later a tiny purple portal opens up, pulling at the note with all of the puzzle clues written upon it. As you watch, all of the handwriting disappears except for the initial diagram and the words in Sylvan on the back...and then the note is pulled into the portal. It vanishes with a soft *pop*.
"Now we may go," Henbane smiles, completely unfazed by what just occurred. And so you begin to make your way back down the tower (using the steps this time) with Henbane by your side. Though tired, the dryad seems to have warmed up to you as a group and chatters away as you descend.
"Fey and humans live together here in harmony? Hmm...perhaps...perhaps there will be things to learn from such a coexistence. Have been. There will be much to tell Shyka when I return! Or perhaps They already know, perhaps I told them a thousand years ago yesterday..."
As you step outside the tower and back into the cool night air you find Seripan anxiously flutter-hopping about but her expression brightens considerably when she sees you. "Hey! You're alive! That's great, I thought that you all might've...uh..."
The little grig stops and stares at Henbane.
"Who are you? When did you get here? I thought I knew all the dryads in the area! How are you able to be away from your tree?"
Yet Henbane doesn't even seem to register Seripan's words, so enthralled is she by the sight of the night sky.
"Hellooooooo! Hey! Listen!" Seripan huffs, now fluttering about the dryad's head. "Are you their prisoner? Oh my gosh, that has to be it! That lickspittle sent you to crash the tower party and then the tower! This is all your fault!"
She whips around and nods at Rumble. "Mister Rumble, sir! I'll help you escort the prisoner to Mayor Ogden and get all this sorted out!"

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"She is not a prisoner," Zithembe corrects Seripan. "She was here to destroy the tower under direction from her patron, Shyka, but I am not certain that she is with the gremlins that came before. Either way, she and we have come to an accord to preserve the tower."

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"What Zithembe says is true," Parison says, not wishing for the bonds of peace established with his friends and Henbane to be broken and speaking for the first time since the group ascended the tower via portals. "And we're going to see the mayor to make this accord a reality."

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If that can reassure you, in another timeline we had a big fight. But I don't know who won. And I'd probably sing my song.
Hepsubia sighs

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"There ain't no timeline thah Sledge an' aye've fallen in battle, an' thah's ah fact, haha!" Rumble boasts to Hepsubia. "Tha Mayors'll want tah know whah 'as 'appened, we should 'ead there fer sure!"

GM Ladile |

"Oh...well, okay, if you say so," Seripan remarks, though she still eyes Henbane with some wariness. "In that case come on, let's go find Mayor Ogden!"
Eager to help you escort your new friend to the Mayor, Seripan zooms ahead of you and beckons you onward towards the square. As you enter, you see that the square is deserted and filled with bits of broken glass and other debris; some of it from your earlier battle but some more recent. The portals still twinkle and shimmer in the light but seem to be growing more insubstantial with each passing second.
"Oof...they really did a number on the square," Seripan remarks with a shake of her head. "Cerotius said you guys killed some of them but there were more lurking about; I think the Travelers had to come and chase them off."
It's eerily silent as you start making your way across the square, the only sounds the crunching of glass underfoot and Frankie's continuous chatter. Even Henbane has fallen silent, looking around at the destruction with a slight frown on her face.
Suddenly, from out of nowhere, a voice rings out as you see a flurry of movement as several creatures emerge from behind nearby buildings. They look like tiny, wicked elves and they move with a swiftness that leaves them rather blurry around the edges.
"For Mather Nithra! Don't let them leave this place alive!"
And then the sound of fiddle music fills the air!
These little elf-like creatures are a type of fey known as quicklings.
For every 5 that you beat the DC you may ask one question from this list.
Parison Init: 1d20 + 0 ⇒ (11) + 0 = 11
Zithembe Init: 1d20 + 2 ⇒ (9) + 2 = 11
Hepsubia Init: 1d20 + 4 ⇒ (15) + 4 = 19
Maria Init: 1d20 + 5 ⇒ (9) + 5 = 14
Rumble Init: 1d20 + 0 ⇒ (1) + 0 = 1
Janus Init: 1d20 + 4 ⇒ (3) + 4 = 7
Janus Too Init: 1d20 + 0 ⇒ (12) + 0 = 12
Grig: 1d20 + 5 ⇒ (18) + 5 = 23
QP: 1d20 + 7 ⇒ (5) + 7 = 12
QC: 1d20 + 7 ⇒ (1) + 7 = 8
QO: 1d20 + 7 ⇒ (5) + 7 = 12
______________
Round 1
??????
==============
Hepsubia
Maria (Alchemical Grease, Soothe Syrup)
Janus Too
==============
Pink
Orange
==============
Zithembe
Parison
==============
Cyan
==============
Janus
Rumble
Active Conditions: None
Environmental Conditions: None
Hepsubia, Maria and Janus Too are UP!

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Janus Too regards the strange fey with ambivalence, and uncoils its unfeasibly long neck. It sniffs the air and waits, poised...

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Knowledge: Nature + Inspiration: 1d20 + 10 + 1d6 ⇒ (14) + 10 + (6) = 30
”These little elf-like creatures are a type of fey known as quicklings. They are unique in that...”
Resistances, Special Attacks, Special Defenses. I’ll post her action later.

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Know nature: 1d20 + 2 + 2 + 1 ⇒ (16) + 2 + 2 + 1 = 21 Saves
Being the first to react, Hepsubia grins
Those are Quicklings! Or "Not-quick-enough-Lings"... Or maybe I'm a Quickerling? Whatever! Now I can sing my song!
Hepsubia starts to sing, and dance, longsword in hand, ready to strike at the nearest foe
waiting for Lady L opinion on my Enhance weapon to post. Will attack orange

GM Ladile |

While Janus Too prepares to defend his allies if any are attacked, Maria and Hepsubia quickly rattle off everything they know about, well, quicklings.
Maria knows that quicklings have a number of special defenses up their sleeves. In addition to being resistant to weapons not forged of cold iron, quicklings move with supernatural speed which not only grant them limited concealment but also heightened reflexes. And when a quickling ceases moving altogether, they simply vanish from sight.
DR 5/cold iron and see the spoilers below.
A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action.
A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge (as the rogue abilities of the same names).
Given all of the above, Hepsubia sensibly knows that a quickling's greatest asset is its' lightning reflexes, followed by a relatively strong mind. On the other hand they're about as hardy as a newborn kitten.
Reflexes are best (+11) followed by Will (+6) and then Fort (+2).
______________
Round 1
??????
==============
Hepsubia
Maria (Alchemical Grease, Soothe Syrup)
Janus Too (Readied)
==============
Pink
Orange
==============
Zithembe
Parison
==============
Cyan
==============
Janus
Rumble
Active Conditions: None
Environmental Conditions: None
Hepsubia and Maria are UP!

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Flame on!
Under the power of the song, the blade of Heosubia-sorry, Lil"Hep- starts to get bright and warm, and suddenly is engulfed in a flame
Whoooa! That's a pretty burning sword!
The elf moves toward one of the quickling, but is too caught in doing strange buzzing noises to attack with efficiency
Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Dmg: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (2) = 5

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Janus's See Invisibility spell should still be running, but I expect the 5 mins of Expeditious Retreat and Shield of Faith may have elapsed.

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Maria *tsks* and draws her bow as she moves to engage, ”Idiots, the day is lost and yet you insist on suicide.” She tries to make it quick.
Move, Shoot Orange.
Wasp + PBS: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 for Focused Shot Magic/Piercing/Cold Iron/Silver + PBS + Hep Buff: 1d8 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12 (+2 Damage If these are ‘evil’ fey)
Miss 1-20: 1d100 ⇒ 39

GM Ladile |

Yes, Expeditious Retreat and Shield of Faith will have faded by this point. Added another foe to the map (Green) that currently only Janus can actually see.
As you look around you can see a tiny creature that looks very similar to Seripan perched atop the rim of the fountain, fiddling up a storm.
Token placed on the map, in Green.
As Hepsubia begins a song of her own, her magical longsword becomes wreathed in flames! It's all pretty metal but unfortunately the elf finds herself having too much fun making weird *whooshing* noises to land a proper hit.
Maria, not impressed by these fey holdouts, steps forward and fires an arrow at Orange Quickling which hits - much to the surprise of the fey who squeals with pain!
"그들은 차가운 다리미를 포장하고 있습니다! 나는 여기서 나가!" it chitters, shaking a tiny fist before turning and fleeing the scene at top speed.
"They're packing cold iron! I'm outta here!"
Pink Quickling shakes his head in disgust at his ally's cowardice before turning his attention to Hepsubia, who has conveniently volunteered herself to get stabbed!
Pink vs. Hepsubia (Short Sword; IC): 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Damage: 1d4 - 1 + 1 ⇒ (4) - 1 + 1 = 4
The short sword leaves only a minor cut but as the quickling steps back the wound begins to burn and sting...
Hepsubia, please make a DC 18 Fort or take 1d2 ⇒ 2 Dex damage.
______________
Round 1
??????
==============
Hepsubia (-4, Pending Fort; Weapon Song - Flaming)
Maria (Alchemical Grease, Soothe Syrup)
Janus Too (Readied)
==============
Pink Quickling
==============
Zithembe
Parison
==============
Cyan Quickling
==============
Janus (See Invisibility)
Rumble
Active Conditions: None
Environmental Conditions: None
Zithembe and Parison are UP!

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Fort DC 18: 1d20 + 3 ⇒ (9) + 3 = 12
Be careful! (more careful than I was, anyway!) Their blades are probably poisoned with a toxin that slow down our reflexes!

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Zithembe draws his cold iron dagger, which shimmers slightly under the effects of Hepsubia's enchanting performance, and advances toward the quickling that struck her. "Watch our back, Rumble," he says. "I will assist Hepsubia."
His eyes transform from metal to ruby gems, and the memories of guardsmen and soldiers past begin to filter through your thoughts.
Champion Spirit: +1 bonus to non-spell damage party within 30 ft (circle-oval)

GM Ladile |

Poison burns in Hepsubia's veins, attacking her joints and slowing her reflexes as Zithembe draws out his dagger and moves to engage Pink. The shabti's eyes shine in the moonlight, filling everyone around him with the memories of heroes past.
Placing Parison on Delay for the moment.
While Parison considers what to do the Cyan Quickling streaks forward and attempts to gouge Rumble with his sword...
Cyan vs. Rumble (Short Sword; IC): 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
...but the blade is turned away at the last second thanks to Janus Too's aid!
______________
Round 1
??????
==============
Hepsubia (-4, Dex Damage 2; Weapon Song - Flaming)
Maria (Alchemical Grease, Soothe Syrup)
Janus Too
==============
Pink Quickling (Blur)
==============
Zithembe
Parison (Delay)
==============
Cyan Quickling (Blur)
==============
Janus (See Invisibility)
Rumble
Active Conditions: Champion Spirit (+1 Non-Spell Damage; Orange Circle)
Environmental Conditions: None
Janus and Rumble are UP!

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Janus mounts the central platform, whirling his dire flail...
"They have a grig of their own. This will end."
The flails spin
flail vs green grig, bane: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12cold iron/silver/magic/bludgeoning damage: 1d8 + 7 + 2 + 2d6 ⇒ (7) + 7 + 2 + (6, 1) = 23fire damage: 1d6 ⇒ 2
GM, it's unclear whether or not the fountain on the map constitutes an immovable object for Janus to Flank with (via Press to the Wall). If it does, then Janus' attack roll gets +3 and they do additional precision damage: 2d6 ⇒ (5, 4) = 9.

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Parison is taken aback as the attack comes suddenly when the group reaches the town square. It's only when one the quicklings tries to go after Rumble does the dangerousness of the situation snap him out of inaction.
"Goddess," he implores as he steps up to his friend, "please give your protection to my companion that it may serve him in this battle."
Finishing his prayer, he reaches out and touches Rumble's shoulder. As he feels the power of Sarenrae flow through him and onto his companion, Rumble's stoneplate armor seems to glisten with a subtle glow.
Parison takes a 5 ft. step and casts Shield of Faith on Rumble. +2 deflection bonus to Rumble's AC.

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Dropping Sledge, leaving a crack in the stones it collides with, while unslinging his Cold Iron Warhammer, Rumble bellows in the Quickling's face. "AYE'VE THA MIGHT AH TWO GODS BACKIN' MAH HAMMAH!" Smashing his weapon against the floor, it ignites with holy energy and he goes in for a sweep of the Quickling's legs.
________
20% Sadness?: 1d100 ⇒ 90
Warhammer (Cold Iron, Magic, DF, PA, FF, Song, Spirit) vs Cyan: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 181d8 + 8 + 2 + 1 ⇒ (7) + 8 + 2 + 1 = 18
AC 22 (thanks Parison! :D), warhammer is magical from Hep's song too. Draw weapon, fervor a Divine Favor, attack.

GM Ladile |

@Janus - The fountain is stone so I'd allow it to count for Press to the Wall.
Able to clearly see a foe who remains elusive to the rest of his companions, Janus steps up to try and put an end to its' shenanigans. But even with having the grig between himself and the fountain his flail misses the tiny creature, instead smashing a few chunks of stone free from the fountain.
Parison snaps out of his reverie and hastens to cast a protective spell on battle-buddy Rumble, further protecting the dwarf from harm!
Taking advantage of having the favor of two higher powers on his side, Rumble swings Sledge at his attacker...but still misses as the quickling dodges the blow.
Alas, the target AC is a bit higher than that >.>
The grig, alarmed that someone can actually see him, attempts to take a step away from Janus only for the Ulfen to immediately step after him, remaining up in his grill.
"I'll fix you!" the grig squeaks, adopting a defensive position as it attempts to cast a spell!
Cast Defensively (DC 17): 1d20 + 11 ⇒ (19) + 11 = 30
The spell concludes and the grig suddenly pops into view as Janus finds himself fighting the urge to laugh...
Janus, please make a DC 17 Will save.
You collapse to the ground, prone, laughing fit to burst!
______________
Round 2
Green Grig
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Hepsubia (-4, Dex Damage 2; Weapon Song - Flaming)
Maria (Alchemical Grease, Soothe Syrup)
Janus Too
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Pink Quickling
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Zithembe
==============
Cyan Quickling
==============
Janus (Pending Will; See Invisibility)
Parison
Rumble (Divine Favor, Shield of Faith)
Active Conditions: Champion Spirit (+1 Non-Spell Damage; Orange Circle)
Environmental Conditions: None
Hepsubia, Maria and Janus Too are UP!

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Attack on Pink Panther: 1d20 + 2 ⇒ (18) + 2 = 20
Dmg+fire+Champion: 1d8 + 2 + 1d6 + 1 ⇒ (8) + 2 + (1) + 1 = 12
Hep follows the fey, and strikes again.. but this time, she may actually land a blow!

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Knowledge: Nature + Inspiration ID the grig if we haven’t already?: 1d20 + 10 + 1d6 ⇒ (10) + 10 + (2) = 22
Maria steps to the side and takes her time lining up the shot with Janus in the way.
5-ft, Shoot the grig using perfect strike (take highest of two rolls, 1 use remains)
Wasp + PBS: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 for Focused Shot Piercing/Cold Iron/Silver + PBS + Zith + Trait + Hep: 1d8 + 4 + 1 + 2 + 2 + 1 ⇒ (4) + 4 + 1 + 2 + 2 + 1 = 14
Wasp + PBS: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 for Focused Shot Piercing/Cold Iron/Silver + PBS + Zith + Trait + Hep: 1d8 + 4 + 1 + 2 + 2 + 1 ⇒ (7) + 4 + 1 + 2 + 2 + 1 = 17

GM Ladile |

Hepsubia vs. Concealment (20% Miss, Low is Bad): 1d100 ⇒ 77
Hepsubia steps up and strikes again at the Pink Quickling, this time managing to land a blow! Though the flaming blade does do some damage, the little fey still seems to resist a small portion of it.
Now that she can see the little creature squaring off with Janus Maria can confirm that it is indeed a grig, the same as Seripan. She knows that grigs posses the same resistance as other fey against weapons not made of cold iron as well as a small resistance to magic. Notably grigs can also rub their legs together like a cricket to compel their foes to dance and caper about - but this grig in particular instead seems to be using its' music to inspire his allies.
DR 5/cold iron & SR 16 for resistances, Bardic Performance + Fiddle for special attacks. Since you usually ask for Resistances, Special Attacks, Special Defenses in that order that's what I went with this time, though your roll wasn't quite high enough for a third piece of information (DC 11).
Grigs are capable of rubbing their legs together like a cricket to create a surprisingly pleasant sound not unlike that of a tiny fiddle. As a standard action, a grig can create a catchy tune that compels any creature within a 20-foot spread to dance and caper. A creature can resist this compulsion by making a DC 12 Will save. Creatures that fail are compelled to dance and shuffle their feet, and are effectively staggered as long as the grig continues to fiddle. A grig can maintain this effect for up to 10 rounds per day by concentrating. Once a creature makes the save against a grig’s fiddle, it is immune to further fiddle effects from that grig for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Not inclined to let the grig keep up the shenanigans Maria then takes aim at it with her bow...but even with her honed archery skills the shot is a miss, though only just.
______________
Round 2
Green Grig
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Hepsubia (-4, Dex Damage 2; Weapon Song - Flaming)
Maria (Alchemical Grease, Soothe Syrup)
Janus Too
==============
Pink Quickling (-7; Blur)
==============
Zithembe
==============
Cyan Quickling (Blur)
==============
Janus (Pending Will; See Invisibility)
Parison
Rumble (Divine Favor, Shield of Faith)
Active Conditions: Champion Spirit (+1 Non-Spell Damage; Orange Circle)
Environmental Conditions: None
Janus Too is UP!

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Will vs Grig DC17, enduring scholar: 1d20 + 7 + 3 ⇒ (16) + 7 + 3 = 26
Janus chuckles at the grig's performance...
spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10

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Feeling their counterpart's mirth, Janus Too finds no reason to run waddle to their aid and instead concentrates on assisting Rumble.
Aid Another attack vs quickling: 1d20 + 4 ⇒ (20) + 4 = 24
"<snap, snap!">

GM Ladile |

While Janus easily shrugs off the grig's strange attempts at humor Janus Too continues to help Rumble by snapping at the Cyan Quickling. Nearby, the Pink Quickling makes another stab attempt at Hepsubia...
Pink vs. Hepsubia (Short Sword; IC): 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Damage: 1d4 - 1 ⇒ (1) - 1 = 0
...which connects but doesn't really even break the skin. He then attempts to put some distance between himself and the elf (provoking from Hepsubia) by falling back and using his speedy feet to circle around behind the nearby building and move towards his allies.
______________
Round 2
Green Grig
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Hepsubia (Pending AoO; -4, Dex Damage 2; Weapon Song - Flaming)
Maria (Alchemical Grease, Soothe Syrup)
Janus Too
==============
Pink Quickling (-7; Blur)
==============
Zithembe
==============
Cyan Quickling (Blur)
==============
Janus (See Invisibility)
Parison
Rumble (Divine Favor, Shield of Faith)
Active Conditions: Champion Spirit (+1 Non-Spell Damage; Orange Circle)
Environmental Conditions: None
Zithembe is UP!

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AoO: 1d20 + 2 ⇒ (8) + 2 = 10
Dmg+fire: 1d8 + 2 + 1 + 1d6 ⇒ (6) + 2 + 1 + (4) = 13
The quickness of the fey is too much, and Lil" Hep only manage to drive her sword blade in the dirt

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With no enemy fey left on this side of the street, Zithembe makes his way back to the square. Taking a stand beside Rumble, he slashes his cold iron dagger at the quickling.
"They earn their moniker," he comments.
Dagger, Champion, Skald: 1d20 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
S, Cold Iron, Champion, Séance, Skald: 1d4 + 2 + 1 + 2 + 1 ⇒ (4) + 2 + 1 + 2 + 1 = 10
Concealment: 1d100 ⇒ 89