
Orin Ro |

Strength check: 1d20 + 4 ⇒ (19) + 4 = 23
Shaking his head to clear the fog Orin now realizes the seriousness of their situation. Struggling mightily to break free he manages to rip the vines holding him in place from their roots and begins to make his way toward Agnar, drawing his sword as he goes.
Reflex save: 1d20 + 7 ⇒ (15) + 7 = 22
Orin breaks free as a move action and moves toward Agnar and The Dancing Lady. Since it's difficult terrain he can only move 10'. The second reflex save is in case he doesn't clear the area of the entangle by the end of his movement.

Treshiell |

Treshiell watches the display before her in silent admiration.
Casting Detect Magic
Is there a knowledge check or something similar I can make to know more about what this is? Just a regular elven spell caster or something more? If there's a check involved here's a d20 roll: 1d20 ⇒ 1
Oh yeah, forgot that the dice hate me.

Prazil |

Prazil surges to the top of the stairs only to see the entire chamber writhing with vines that have wrapped around all of his friends. Hoping to rally his companions as they all seem to be blinking the same dazed confusion from their eyes, the fiesty kobold draws their attention to Agnar's plight.
"Wake up! Wake up and help Agnar! Him am looking like him in trouble! Stay together and watch where you am for stepping!"
Standard Action: Everyone gains the Shake It Off feat for 6 rounds (+1 to all saves per adjacent ally, max +4)
Move Action: arrive at top of stairs
--Prazil--
HP: 43/43
AC: 25 (15 T / 22 FF)
CMD: 22
F/R/W: +5/+6/+3
Cavalier's Challenge uses remaining: 2/2
Tactician uses remaining: 1/2
-Ongoing Effects-
Banner: +2 morale bonus vs fear and +1 morale bonus on attack rolls made as part of a charge for all allies w/in 60ft
--Spike--
HP: 39/39
AC: 26 (13T / 23 FF)
CMD: 18 (22 vs trip)
F/R/W: +6/+7(evasion)/+3

Kereek! |

My 17 reflex save didn't cut it, huh?
Kereek shakes his head to clear the strange thoughts and tingly feeling in his hemipenes. "Why am funny elf lady make us all planty?"
Suddenly Kereek has an idea! How do you get rid of plants? FIRE! He begins murmuring a burning hands spell...Concentration: 1d20 + 15 ⇒ (14) + 15 = 29 vs DC 16, dealing 5d4 + 5 ⇒ (1, 1, 4, 3, 1) + 5 = 15 fire damage to the plants in front of him!

Orin Ro |

School transmutation; Level druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw Reflex partial; see text; Spell Resistance no
DESCRIPTION
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
I'm assuming Orin broke free of the entangle and was able to move. Since the area is difficult terrain he was only able to move 10' which i'm hoping was enough to get out of the spell's area of effect. If not, he made a second Reflex save to avoid being re-grappled by the vines at the end of his movement.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Sorry, Treshiell, there is a check, but with that 1, you think it's just an elf.
Agnar: 4
Kereek: 8
Orin: 21
Prazil: 16
Treshiell: 13
Antagonists: 12
As Agnar struggles futilely to escape the woman's grasp, Kereek casts a spell, charring the plants in front of him, though he remains entangled, as do anyone behind him. Map is updated; once you get into the tower itself past Kereek, you'll be out of the entangle. Orin pushes past him, stamping out the last of the embers of the burning plants.
As Prazil encourages the others to shake off the effects of the fell magics Do you want to move into the spell's area of effect, Prazil? If so, that's fine, but you'll need a Reflex save, DC 15, Treshiell invisibly casts a quick cantrip, detecting magic auras coming from in front of her.
"Submit to me," the elf lady whispers in a husky voice to the struggling Agnar, she pins him in place, lowering her head and sinking razor-sharp teeth into his neck, as she laps his blood. Pinned, plus 7 hp damage; 1 Str damage and 4 Con damage; also, don't forget about Fang
1d20 + 7 ⇒ (18) + 7 = 25
1d6 + 3 ⇒ (4) + 3 = 7
1d4 ⇒ 1
1d4 ⇒ 4

Agnar Hrolfson |

"Aargh! She's biting my frotting neck!" Agnar struggles to throw the woman off so he can get to his dagger. "Fang! Sic 'er, boy!"
Agnar's grapple check: 1d20 + 6 ⇒ (13) + 6 = 19
Fang's Strength check to free himself: 1d20 + 1 ⇒ (10) + 1 = 11
Why, dice gods? Why do you forsake me?

Orin Ro |

Knowledge (nature): 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
Finally free of the plants embrace Orin rushes over to Agnar. Seeing the cleric and the elven woman rolling around on the floor the ranger can't help himself "You two want to be alone?" he asks before swining his sword at the lady's exposed back.
Conditions: Fey bane, Favored enemy, Power attack
Attack roll: 1d20 + 12 + 2 + 2 - 2 ⇒ (16) + 12 + 2 + 2 - 2 = 30
Damage: 2d4 + 7 + 2d6 + 2 + 6 ⇒ (3, 1) + 7 + (3, 5) + 2 + 6 = 27

Kereek! |

Kereek's eyes go wide as he sees the woman sink teeth into Agnar's neck. "You no hurt AGGY-NAR!" He shrieks and fires a scorching ray at the fangy woman! Concentration vs DC 17: 1d20 + 15 ⇒ (18) + 15 = 33
Touch attack: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17 for 4d6 + 4 ⇒ (4, 3, 5, 3) + 4 = 19 fire damage!

Prazil |

Reflex (Prazil): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Reflex (Spike): 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Prazil and Spike lumber forward behind Kereek's fiery lance, Spike leading with his horns and Prazil following up with a swing of his hammer. "You am listen to Kereek and let Aggynar GO!"
Spike Gore: 1d20 + 6 ⇒ (17) + 6 = 23for: 1d8 + 3 ⇒ (2) + 3 = 5
Mwk Warhammer(challenge): 1d20 + 10 ⇒ (11) + 10 = 21for: 1d6 + 2 + 6 ⇒ (3) + 2 + 6 = 11
All Allies: +1 to ALL saves for each adjacent ally (max +4)
All Allies: +2 circumstance bonus on all attack rolls vs this lady while Prazil threatens her in melee
--Prazil--
HP: 43/43
AC: 25 (15 T / 22 FF)
CMD: 22
F/R/W: +5/+6/+3
Cavalier's Challenge uses remaining: 1/2
Tactician uses remaining: 1/2
-Ongoing Effects-
Banner: +2 morale bonus vs fear and +1 morale bonus on attack rolls made as part of a charge for all allies w/in 60ft
Challenge: neck-bitey lady
Tactician: 2/6 rounds
--Spike--
HP: 39/39
AC: 26 (13T / 23 FF)
CMD: 18 (22 vs trip)
F/R/W: +6/+7(evasion)/+3

Treshiell |

Round ?, initiative 13
ac 11, touch 11, fleet-footed 14
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:
Treshiell drops her cloak when the elven woman sinks her teeth into Agnar and releases a powerful curse on the opposing witch.
Use Misfortune hex (will DC17) on the antagonist
Move action to use Cackle if the hex sticks.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Agnar: 4
Kereek: 8
Orin: 21
Prazil: 16
Treshiell: 13
Antagonists: 12
Agnar and Fang struggle to free themselves from the woman's grasp and the remaining vines, but both lack the strength to be successful.
The cleric's allies have more luck, though, Kereek's ray slamming into the woman, who cries out in pain before her cries become even louder with the devastating touch of Orin's sword.
Treshiell's curse seems to have no effect on her. Spike's horns similarly have little effect, the small wounds they cause closing almost immediately, though she grunts as Prazil's hammer makes its mark, even if it seems to do less than it should.
The baobhan sith, as Orin realizes it truly is, leaps off of Agnar, and flings herself at the half-elf, hoping to end the threat of his blade. Orin takes a slash from her claws before he's able to resume a defensive stance, batting her away from him. 4 hp
1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 9 ⇒ (18) + 9 = 27
1d20 + 7 ⇒ (13) + 7 = 20
1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (3) + 7 = 10
1d6 + 3 ⇒ (1) + 3 = 4
Sith=52

Treshiell |

Initiative 13
ac 11, touch 11, fleet-footed 14
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:
Treshiell raises her arms and in a deep voice the witch calls forth the shadows in the room to gather and assault her enemy’s eyes..
Cast Blindness/Deafness on the baobhan sith. DC16 fort save to negate.

Kereek! |

Kereek lets out a triumphant yelp, then shoots another scorching ray at the fangsy woman! Concentration vs DC 17: 1d20 + 15 ⇒ (1) + 15 = 16
Touch Attack: 1d20 + 7 + 2 - 4 ⇒ (15) + 7 + 2 - 4 = 20 for 4d6 + 4 ⇒ (3, 4, 3, 3) + 4 = 17 fire damage!

Orin Ro |

HP's: 48/52
Orin takes a step back at the Sith's ferocious attack "Stings, doesn't it?" he says before stepping back up to the attack.
Attack roll #1: 1d20 + 12 + 2 + 2 + 2 - 2 ⇒ (18) + 12 + 2 + 2 + 2 - 2 = 34
Confirm critical: 1d20 + 12 + 2 + 2 + 2 - 2 ⇒ (5) + 12 + 2 + 2 + 2 - 2 = 21
Damage: 2d4 + 7 + 2 + 2d6 + 2 + 6 ⇒ (3, 3) + 7 + 2 + (2, 3) + 2 + 6 = 28
Critical Damage: 2d4 + 7 + 2 + 2 + 6 ⇒ (2, 1) + 7 + 2 + 2 + 6 = 20
Attack roll #2: 1d20 + 7 + 2 + 2 + 2 - 2 ⇒ (11) + 7 + 2 + 2 + 2 - 2 = 22
Damage: 2d4 + 7 + 2 + 2d6 + 2 + 6 ⇒ (1, 3) + 7 + 2 + (6, 2) + 2 + 6 = 29

Agnar Hrolfson |

Agnar rolls to his feet with a groan, holding a hand to his neck.
"Not a vampire, I know that, though she was doing a damn fine impression. Feeling a little woozy."
Agnar casts lesser restoration, targeting himself. 1d4 ⇒ 3 points of Con damage restored.
"Ah, that's better."

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Oops, just realized I missed one thing in my haste to move you past the combat.
As Orin's sword cuts into the woman the second time, she mutters a curse, blood bubbles bursting from her mouth.
Need a DC 19 Will save, or suffer a -6 to your highest ability score, Orin.
Looking around, you realize the room holds numerous treasures:
A life-sized alabaster statue of a nude, dancing elven woman; a masterwork harp; a small, carved jade statuette of a coiling snake; and an ancient filigreed elven water clock.
Her bed is covered with a snow-white bearskin coverlet and finely carved, wooden wardrobe beside the bed holds two royal outfits, three courtier’s outfits, and several other tasteful, once-expensive articles of clothing, heavily stained with blood and now worthless. A small wooden coffer atop a rosewood table contains 3 vials of exotic perfume, a gem-studded tiara, and another vial that radiates magic. A nearby chest holds 431 sp and 370 gp in leather sacks.

Orin Ro |

Suddenly feeling weak as the fey's words strike home, Orin staggers a bit before looking around the room. "That was a Baobhan Sith, an evil fey creature, who can as we saw captivate people with her gyrating dance. Once captivated she continues her dance until she can grapple her victim and suck their blood until sated. She also, apparently, has some sort of death curse which weakens whoever strikes her down...which I feel has struck me."

Agnar Hrolfson |

"As bad as a vampire, but she can go traipsing around in the daylight. Wonderful. It's a good thing we put her down. As for the curse, come dawn tomorrow I'll see if Erastil will grant the power to lift it."
"This seems as good a place as any to camp, assuming we can keep Kereek from burning it down around our ears. What say we make sure there aren't any more nasty fey or other critters lurking around before calling it a day? I'm feeling a little under the weather myself. A good night's sleep would do me a world of good."

Treshiell |

Suddenly feeling weak as the fey's words strike home, Orin staggers a bit before looking around the room. "That was a Baobhan Sith, an evil fey creature, who can as we saw captivate people with her gyrating dance. Once captivated she continues her dance until she can grapple her victim and suck their blood until sated. She also, apparently, has some sort of death curse which weakens whoever strikes her down...which I feel has struck me."
"That is unfortunate. We cannot help you with that. We can only make it worse", Treshiell says and heads straight for the vial that detects as magic (nothing else in the room detected as magic, right? except for our stuff ofc). When Kereek starts acting up Treshiell snaps her fingers and Thaal focuses his eyes on the flaming vielding kobold Use Sleep hex (DC17 will save or sleep for 6 rounds) on Kereek to try and calm him down :).
Then she sits down next to the elven statue to study the magic liquid inside the vial. "She is pretty, don't you think?"

Treshiell |

Yes! Treshiell's magic might not work on the monsters, but it works just fine on her allies. I had hoped to use it on Agnar when we was charmed and walked up to the fey lady but I failed my will save against the trance dance :/
"He will wake up soon. Hopefully with less fire" Treshiell says without taking her eyes of the potion when Kereek hits the ground.

Kereek! |

Kereek sits up, blinks and begins laughing riotously at nothing anyone can see. He suddenly stops and mutters, "Kereek's head still feel fuzzy from green gas in hallway. Kereek am thinking it good idea to upside down pyramid castle. Also, Kereek want to arm wrestle Har-gulk-A. Kereek am beating him! Grrr!"

Orin Ro |

"Best we explore everything now lest something comes at us while we are resting."

Orin Ro |

Orin attempts to force the door open but to no avail, the rubble blocking the door from opening all the way. "That will have to be cleared out before anyone can enter"
Looking around, the Ranger makes his way across the courtyard to the Northwest tower.