
Treshiell |

I can't help to feel that leaving the wagon, etc. on the shore is not a good idea :)
Treshiell skips lightly onto the shore when the raft reaches the island. She reaches down into the water with one hand and brings up a handfull of mud which she smears on her dress. "What do you hope to find here, Baron?" she asks Jon trying out the title.

motteditor RPG Superstar 2012 Top 16 |

Even with Orin's sword, cutting through the underbrush makes getting to the tower a tough slog, made all the worse by the stinging nettles.
It's considered difficult terrain; DC 15 Fortitude save all, or be sickened for 2d4 hours due to the nettles (this is a poison effect) unless you have some way to move through the terrain more easily, though I don't think any of you have that yet.
As you get to within 100 feet of the tower, you begin to feel as if something is watching you and waiting, and that intruders are distinctly unwelcome. Jon detects a faint aura of evil.
DC 20 Will save, please, or be shaken. This is a mind-affecting fear effect.
The tower itself is a crumbling ruin -- nothing remains but a half-collapsed, 40-foot-tall stone cylinder and a swath of rubble within and without.
[spoiler=DC 25 Knowledge (engineering or history)
The stones of the tower are ancient; these ruins appear far older than any others in the area and could even date from the Age of Destiny.[/spoiler]
At this point, you're about 100 feet from the tower, which is where you start to feel uneasy. Waiting on further details to see what you all want to do.

Orin Ro |

Fortitude save: 1d20 + 5 ⇒ (10) + 5 = 15
Will save: 1d20 + 2 ⇒ (19) + 2 = 21

Treshiell |

Fort save: 1d20 + 2 ⇒ (13) + 2 = 15 vs DC15 => success \o/
Will save: 1d20 + 5 ⇒ (9) + 5 = 14 vs DC20 => fail => shaken
Oh, never thought i'd make either of those rolls. Always something.
Treshiell ignores the nettles as the brush against her, seeming to be resistant to their poisonous effect. However the witch face grows more pale the closer to the tower she moves, and on her arm Thaal clutches tight.

Kereek! |

"Kereek put pit of vipers there, dragon egg spawning pit there, big guesthouse there, little guesthouse there and apocalypse vault down there."
Will Save 1d20 + 5 ⇒ (12) + 5 = 17 Suddenly Kereek pauses and looks somewhat disturbed. "Maybe Kereek not take tower. Maybe Kereek just stay with castle."

Kereek! |

Kereek is fine, with Jon's +4 bonus!
Kereek shakes himself free of the doldrums and looks at the tower with renewed interest. "Maybe Kereek use tower after all. Shivery feelings keep away door-to-door salesmen and ree-lig-on people. Kereek no mean Jon Jon or Agnar, of course." Kereek gives his best innocent smile, which unfortunately looks like a crocodile's smile.

Agnar Hrolfson |

Fort save: 1d20 + 5 ⇒ (9) + 5 = 14; Will save:1d20 + 11 ⇒ (1) + 11 = 12
Well, that doesn't bode well...sickened and shaken.
Agnar likewise is looking a bit green around the gills. He also begins looking nervously around at the surroundings, jumping at every little noise.
"H-here, Jon, let me help you with that," he says, raising his holy symbol in faintly trembling fingers and murmuring a prayer. As his fingers brush Jon's forehead the ill feeling fades.
Casting remove sickness on Jon before we continue inside.
"Damn it, Treshiell, you're as pale as the bedsheets back at Stevic's. Prazil, quit fidgeting and hold still." Another murmured prayer and the eerie feeling of the places washes away from the witch and the scaly cavalier. Remove fear on Treshiell and Prazil.

Orin Ro |

Orin tuns to see the color drain out of Treshiell's face, concerned he walks up to her and places a hand on the young witches shoulder "Are you okay?" he asks with obvious concern in his voice.

Orin Ro |

After making sure Treshiell and the others are okay, Orin will follow Kereek "The Fearless" up to the tower.

motteditor RPG Superstar 2012 Top 16 |

LOL. Just noticed I butchered that spoiler in the last post. Oh well.
As Kereek and Orin get close, a ball of blue -- a Candlemere Light! -- suddenly appears next to the kobold. Electricity crackles through the air next to him but somehow misses the red-scaled sorcerer.
Before he can do anything, though, it touches him again, this time a powerful shock rocking his small body. 9 hp electrical damage
You think it is in fact a will-o-wisp
1d20 + 16 ⇒ (1) + 16 = 17
Initiatives
Agnar: 1d20 + 1 ⇒ (1) + 1 = 2
Jon: 1d20 + 1 ⇒ (14) + 1 = 15
Kereek: 1d20 + 3 ⇒ (7) + 3 = 10
Orin: 1d20 + 2 ⇒ (3) + 2 = 5
Prazil: 1d20 + 4 ⇒ (17) + 4 = 21
Treshiell: 1d20 + 1 ⇒ (3) + 1 = 4
Antagonists: 1d20 + 13 ⇒ (15) + 13 = 28
1d20 + 16 ⇒ (12) + 16 = 28
2d8 ⇒ (3, 6) = 9
Party is up -- Round 1; the Candlemere Light has already gone at top of the round

Kereek! |

HP: 15/26
Kereek lets out a shriek of shock as the electricity causes him to twitch and shake. He stumbles five feet away from the light and casts mage armor on himself, feeling the arcane energy settle around him like a protective glove.
"Shocky light! Bad shocky light!"

Orin Ro |

Round #: 1
Initiative: 5
Hit points: 41/41
AC: 20 ; T: 13 ; FF: 18
CMD: 20
Condition: Power attack
"Where did that come from?" Orin thinks, as the creature seems to materialize from nowhere. Seeing Kereek's body arch in pain, Orin pulls his sword from it's scabbard in the blink of an eye and strikes at the creature with all his might.
1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
2d4 + 6 + 6 ⇒ (4, 2) + 6 + 6 = 18

Treshiell |

Color returns to Treshiell's face and her shoulders loosen when Agnar casts his blessing. Thaal visibly relaxes as well and almost falls to the ground, but the reptile refixes his hold on the girls arm before he can slide down a few inches. "Resourceful", she says and meets the clerics gaze.
She lays her hand over Orin's on her shoulder. "I am fine. We thank you for your concern", she says and wanders after the kobold.
Knowledge (arcana) roll: 1d20 + 11 ⇒ (18) + 11 = 29
Round 1, initiative 4
ac 11, touch 11, fleet-footed 10
fort +2, ref +2, will +5
cmd 13
hp 25/25
effects:
"A will-o-the-wisp", Treshiell says matter-o-factly as the dots of light materialize next to Kereek. The air around the thing starts to stirr slightly when she flicks her hand towards it and seconds later she begins to chant.
Standard action to use Evil eye on the Will-o-the-wisp: DC16 will save or gain a -2 penalty to AC for 7 rounds. A successful roll reduces the time to 1 round.
Move action to use Cackle to extend all hexes within 30ft 1 round
Mental note: Patrik, Treshiell has the the Ward hex, use it.

Prazil |

Round 1 - Initiative 21
Prazil looses a surprised "Yip!" as the light appears.
Wheeling quickly, he hurries to Kereek's side harrying the dancing ball of sinister light.
Aid Another (Kereek's AC): 1d20 + 8 ⇒ (3) + 8 = 11 Success! Kereek gets a +3 bonus to his AC!
--Prazil--
HP: 30/30
AC: 24 (14 T / 21 FF)
CMD: 19
F/R/W: +4/+5/+2
Cavalier's Challenge uses remaining: 2/2
Tactician uses remaining: 1/1
-Ongoing Effects-

Agnar Hrolfson |

Round 1-Initiative 2
Conditions: shaken, sickened
"B-by the Horns, I do not like this place."
Steeling himself, Agnar realizes that too many people have moved in on the thing for spells or arrows. He grips his longspear and moves in behind Prazil, stabbing feebly at the Candlemere light.
Attack: 1d20 + 1 ⇒ (1) + 1 = 2Damage:1d8 + 2 ⇒ (4) + 2 = 6

motteditor RPG Superstar 2012 Top 16 |

Prazil
Jon
Kereek
Orin
Treshiell
Agnar
Candlemere Light
Jon, you detect evil from the creature.
Prazil rushes forward, stabbing at the creature, as Kereek steps back and casts his protective magic.
Orin rushes forward, but the small light is easily able to dodge his swing, ducking under the blade as Treshiell's hex hits it.
Agnar, ill and certain something is watching, stabs wildly, his instincts to flee overcoming his basic combat mechanics. The light seems attracted to the Ulfen cleric, dipping toward him, though Agnar's able to avoid its attempt to touch him. Man, two natural 1s in three attacks...
Will save: 1d20 + 9 ⇒ (17) + 9 = 26
1d6 ⇒ 6
1d20 + 16 ⇒ (1) + 16 = 17
2d8 ⇒ (7, 4) = 11
Candlemere Light: -2 AC for 2 rounds

Prazil |

Round 2 - Initiative 21
With Orin in melee now, Prazil switches his tactics slightly. Still harrying the light, his focus is instead to create an opening for Orin to exploit.
Aid Another (Orin's Attack Roll): 1d20 + 8 ⇒ (13) + 8 = 21 Success! Orin gains a +3 on his next attack
--Prazil--
HP: 30/30
AC: 24 (14 T / 21 FF)
CMD: 19
F/R/W: +4/+5/+2
Cavalier's Challenge uses remaining: 2/2
Tactician uses remaining: 1/1
-Ongoing Effects-
none

Orin Ro |

Round #: 2
Initiative: 5
Hit points: 41/41
AC: 20 ; T: 13 ; FF: 18
CMD: 20
Condition:
Seeing his swing miss wildly, Orin draws a deep breath and coordinates his attack with Prazil's distraction.
Attack roll: 1d20 + 9 + 3 ⇒ (8) + 9 + 3 = 20

Jon Surtova |

Round 2
Knowing nothing of this strange foe other than it is evil, Jon instinctively smites the evil thing.
"What manner of evil is this?" Jon questions aloud as he attacks.
Smite Evil
Masterwork Bastard Sword
1d20 + 8 + 3 ⇒ (10) + 8 + 3 = 21
1d10 + 4 + 4 ⇒ (7) + 4 + 4 = 15

motteditor RPG Superstar 2012 Top 16 |

Treshiell, you rolled high enough on your Knowledge to know a few pertinent facts about the creature. What would you like to know?
Prazil
Jon
Kereek
Orin
Treshiell
Agnar
Candlemere Light
Prazil seems to attract the thing's attention for the moment, but it still manages to avoid Orin's swing, then just barely ducks under Jon's moments afterward. Agnar's spear doesn't come close as the afflicted cleric continues to struggle against his illness and fear.
Kereek's ray shoots past it, as it continues to nimbly weave through the air around you.
Treshiell continues her swaying dance move action to cackle as she stares again at the Candlemere Light, the air shimmering around it for a second time, though it seems to have no apparent affect. standard action for misfortune hex
The creature bobs again at Agnar, seemingly attracted to the sickened man, but again the Ulfen just manages to avoid being touched by its crackling form. Three natural 1s on attack rolls!
CL Will: 1d20 + 9 ⇒ (17) + 9 = 26
CL attack: 1d20 + 16 ⇒ (1) + 16 = 17
2d8 ⇒ (3, 4) = 7
Candlemere Light: -2 AC for 2 rounds

Kereek! |

Kereek, seeing his precious fiery ray miss the bobbing electrical light, moves to angle a spell upwards so as to hit the light and avoid his friends.
Casting defensively: 1d20 + 13 ⇒ (7) + 13 = 20
Burning hands!: 4d4 + 4 ⇒ (3, 3, 2, 1) + 4 = 13 fiery damage! Reflex DC 14 for half

Orin Ro |

Round #: 3
Initiative: 5
Hit points: 41/41
AC: 20 ; T: 13 ; FF: 18
CMD: 20
Condition:
Orin keeps pressing his attack. Striking the creature Orin calls out "Oy, Over here! Try me on for size." trying to draw the creature away from his companions.
Attack roll: 1d20 + 9 ⇒ (19) + 9 = 28
Confirm critical: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12

Prazil |

Round 3 - Initiative 21
Same as before, this time Prazil will aid Jon's attack since it looks like he's come the closest to hitting so far. In addition, Prazil barks at the bobbing light while maneuvering into flanking position to better aid the Baron. "Blinking light should leave Agnar alone! Prazil am over here! Come bob at Prazil!"
Aid Another (Jon's Attack Roll): 1d20 + 8 ⇒ (11) + 8 = 19 Success! +3 to Jon's to-hit roll!
Swift Action: Cavalier's Challenge - everyone gets an additional +2 to hit this thing while Prazil threatens it in melee
Move Action: move into flanking position w/ Jon, may provoke an AoO from the wisp
Standard Action: Aid Another
All said and done, Prazil should grant everyone an extra +2 to hit and Jon an extra +7
HP: 30/30
AC: 24 (14 T / 21 FF)
CMD: 19
F/R/W: +4/+5/+2
Cavalier's Challenge uses remaining: 1/2
Tactician uses remaining: 1/1
-Ongoing Effects-
cavalier's challenge (will o' wisp)

Treshiell |

Treshiell, you rolled high enough on your Knowledge to know a few pertinent facts about the creature. What would you like to know?
How to kill them? :) Dunno, what are my options? Special abilities, restistances and weaknesses would be nice :)
Round 3, initiative 4
ac 11, touch 11, fleet-footed 10
fort +2, ref +2, will +5
cmd 13
hp 25/25
effects:
Treshiell continues her song and gestures taking away some of the wisps accuracy.
Standard action to use Evil eye hex to incur a -2 penalty to hit
Move action to Cackle
Three natural 1s on attack rolls!
Stop wasting the high rolls on saves against my hexes then! Two years in an I'm still waiting for something that isn't Evil eye to effect the opposition :P

motteditor RPG Superstar 2012 Top 16 |

The funny thing is it's at least the second time I can remember that it's used the high roll to save against your eye, meaning its next attack ended up being a low roll, so the misfortune sort of worked.
You believe they are immune to most magic (though not your hexes). They feed on fear, making them stronger when they're around scared people and creatures.

motteditor RPG Superstar 2012 Top 16 |

Prazil
Jon
Kereek
Orin
Treshiell
Agnar
Candlemere Light
Prazil again manages to distract the creature, leaving it open for punishing blows from Jon and Orin, whose blades slash through its form, trailing light as they emerge. 19 hp damage
Treshiell's hex seems to barely disturb the creature, but still has more effect than Kereek's spell. The flames blast seems to simply die where it would have touched the ball of light, with no affect.
Agnar again jabs at the light, coming closer, but still far from hitting as it slowly grows brighter again after Jon and Orin's attacks.
An arc of light streaks toward Prazil, shocking the kobold badly as the Candlemere Light apparently turns its attention to his distractions. 11 hp
Jon attack: 1d20 + 9 + 7 ⇒ (13) + 9 + 7 = 29
1d10 + 4 ⇒ (3) + 4 = 7
CL Will save: 1d20 + 9 ⇒ (13) + 9 = 22
CL touch: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
2d8 ⇒ (4, 7) = 11
1d5 ⇒ 1
Candlemere Light: 14, -2 AC for 2 rounds, -2 to hit for 2 rounds

Orin Ro |

Round #: 4
Initiative: 5
Hit points: 41/41
AC: 20 ; T: 13 ; FF: 18
CMD: 20
Condition:
Orin continues to press his attack, hoping to draw the creatures attention to himself as he strikes.
1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Damage: 2d4 + 6 ⇒ (4, 3) + 6 = 13

Prazil |

Round 4 - Initiative 21
Mott, I think you might have missed Jon's extra smite damage?
"Yzzzzowowowowow!"
Aid Another (Jon's Attack): 1d20 + 10 ⇒ (2) + 10 = 12
+2 to everyone's attack, +7 to Jon's again
HP: 19/30
AC: 24 (14 T / 21 FF)
CMD: 19
F/R/W: +4/+5/+2
Cavalier's Challenge uses remaining: 1/2
Tactician uses remaining: 1/1
-Ongoing Effects-
cavalier's challenge (will o' wisp)

Kereek! |

Kereek scowls at the cursed light. His spells seem to have no effect. He lets out a koboldish warcry when the light hits Prazil, his claws emerging in a flash. He leaps at the light, attempting to shield Prazil.
Aid Another(Adding to AC for Prazil): 1d20 + 2 ⇒ (20) + 2 = 22
"Bad bad shocky light not hurt Prazil! Only Kereek get to hurt Prazil!"

Agnar Hrolfson |

Round 4, Initiative 2
"Eh, never mind. Let the sword-swingers have it." Agnar clasps his holy symbol and sends out a wave of healing energy, blocking the glowing orb from its touch.
Channel Energy: 2d6 ⇒ (1, 6) = 7 hp healed for everyone but the will-o-wisp.
Stupid me, I keep forgetting about Agnar's domain power. I can have my negative conditions off in two rounds. *facepalm*

Treshiell |

Round 4, initiative 4
ac 11, touch 11, fleet-footed 10
fort +2, ref +2, will +5
cmd 13
hp 25/25
effects:
"It feeds on your fears, getting stronger. You should back away to deny it sustinance", Treshiell tells Agnar as she continues to harry the wisp with her hexes. "Magic won't work either, as Kereek noticed."
Standard action to use Evil eye to lower the wisps will save
Move action to extend all hexes with the Cackle hex

motteditor RPG Superstar 2012 Top 16 |

Prazil
Jon
Kereek
Orin
Treshiell
Agnar
Candlemere Light
Prazil continues to harry the Candlemere Light -- as does Kereek, though far less effectively -- as Jon and Orin again slash their blades though its form, and it suddenly winks out, extinguished as if it had never been there at all.
Agnar, can go through with his channel, using the roll above, if he wants or belay that now that combat's ended.
1d20 + 9 ⇒ (4) + 9 = 13
Candlemere Light: 39, -2 AC for 2 rounds, -2 to hit for 2 rounds, -2 Will saves for 2 rounds
Also, you were interrupted before you got a chance to really look at the ruins so let me know if you still want to do that.

Orin Ro |

" Well that was unexpected. Elga had called these thing the Candlemere lightS, as in plural, there should be more of these Will o' wisps about. Be wary. We will need to clear all of them out before I feel it safe enough to let anyone attempt to settle here." Orin will make a circuit around the base of the tower before entering the ruined structure.

motteditor RPG Superstar 2012 Top 16 |

Examining the tower ruins reveals faint carvings of strange symbols, barely visible in some of the tower's stones.
They're written in the ancient Aklo language.
You notice the strange name “Yog-Sothoth” among the carvings.