
Hektir the Tracksmage |

Round 1
1d20 + 6 ⇒ (8) + 6 = 14 Sense Motive
Uncaring and jaded Apetir drops his Fire Seeds at the troll, sparking a conflagration.
1d8 + 16 ⇒ (8) + 16 = 24 fire (DC 22 Reflex for half)
1d8 + 16 ⇒ (7) + 16 = 23 fire
1d8 + 16 ⇒ (6) + 16 = 22 fire
1d8 + 16 ⇒ (8) + 16 = 24 fire
1d8 + 16 ⇒ (1) + 16 = 17 fire
1d8 + 16 ⇒ (4) + 16 = 20 fire
1d8 + 16 ⇒ (4) + 16 = 20 fire
1d8 + 16 ⇒ (1) + 16 = 17 fire
[ dice=bite]1d20+22[/dice] to hit;
[ dice]1d6+22[/dice] magic damage;
[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;
[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;
HP 179/179 (46/60 Prot from Cold from Mal)
AC: 10 + 9 breastplate + 5 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 36 AC
Resist 15/cold and fire; 10/good; resinous skin
Fort +17, Ref +10, Will +19; +4 vs. fey and plant-targeted effects
Immune poison
N Large animal
Init +3; Senses low-light vision, scent, ferocity
Strength: 26+4=29 (+10)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.
Melee: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+17)
Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 hours)
Resist Fire (30) - minutes
Echolocation - 0 minutes
Endure Elements
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 179/179 - DR5 piercing
Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.
+12 BAB +8 Str + 1 Mwk = +21 to hit
Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 6th—fire seeds* (2), mass fly[D,APG] (DC 22), quickened resist energy (2)
. . 5th—beast shape III (animals only)[D], death ward, fire snake[APG]* (2, DC 21), stoneskin, wall of fire
. . 4th—echolocation*[UM], flame strike (DC 20), freedom of movement, life bubble[APG] (DC 20), slowing mud[ACG] (DC 20), summon nature's ally IV (animals only)[D]
. . 3rd—daylight, fly[D], greater longstrider*, communal resist energy[UC], sleet storm, stone shape
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy (2)
. . 1st—air bubble[UC], calm animals[D] (DC 17), liberating command[UC] (2), obscuring mist, produce flame (2)

Quinn Kestrel |

sense motive and need a nat 20: 1d20 + 9 ⇒ (10) + 9 = 19
Quinn unloads a trio of bolts as Hektir launches his attacks.
not sure if the evil damage will apply, so will include that separate
holy crossbow: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20
damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
extra damage vs evil: 2d6 ⇒ (2, 3) = 5
holy crossbow: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
extra damage vs evil: 2d6 ⇒ (3, 5) = 8
holy crossbow: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
extra damage vs evil: 2d6 ⇒ (4, 2) = 6
possible crits
holy crossbow: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
damage: 1d8 + 1 ⇒ (5) + 1 = 6
holy crossbow: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
damage: 1d8 + 1 ⇒ (5) + 1 = 6

Malavarius King |

Knowledge (local, DC 25): 1d20 + 20 ⇒ (8) + 20 = 28
Malavarius blurts in alarm as he holds his hat on top of his head with his free hand as Hektir’s fire rips through the room, ”Gadzooks! A jotun troll! But- wait.... -what the devil! What’s happened to its other heads?!“
The old wizard then taps his staff and tries to do to it what he’d managed with the khala before. He then slips around to the rear of the group.
CL check vs SR: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35
Fort Save DC 24 or turn to stone!
HP: 88/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+4 more vs spells)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 1/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 35/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [X] [X] [X], mage armor [X], shield [X]
Level 2 Prepared (4+2+1): glitterdust [X], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [X] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [ ], flesh to stone [X], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
protection from energy (everyone, everything)
mage armor (Pemsworth)
greater magic weapon (Hektir)
greater magic weapon (Tsin)
moment of prescience (self)
mind blank (Tsin)
protection from spells (everyone)
protection from evil (Mal, Tsin, Pemsworth)
shield (self)
spell turning (self)
haste (15/16)
cold damage: 9/120
fire damage: 26/120

Tsin Windscar |

Round 1, Init 7
AC = 31, PfE, Haste
HP = 129/202
Weapon Equipped = Sever
Condition(s) = Haste, PfS(+8 to saves), PfE, Mind Blank, Communal Protection from ALL Energy (-19 Cold, -43 Fire)
Bane = 9/13
Setting eyes upon the troll, Tsin makes her own assessments, first of its weaknesses, second of its motives.
Knowledge(Local), Monster Lore, DC25: 1d20 + 3 ⇒ (11) + 3 = 14
Sense Motive v DC35: 1d20 + 22 ⇒ (14) + 22 = 36
"The creature... it's trying to resist something. Someone, perhaps? We might be fighting its muscles, not its mind..."
Tsin keeps Sever by her side, and stands well beyond the reach of the troll, waiting to see if the two already attacking it have a change of heart. Delay, likely until next round

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

Quinn: 10
Hektir: 9
Tsin: 7
Malavarius: 2
Pemsworth: 25
Antagonist: 17
Looking for an angle, Quinn manages to land a single shot, which sinks deep, but the other bolts break on the creature's skin. Hektir doesn't bother with angles, merely throwing his seeds and letting them burst into flame as the creature cries out in pain. Still, it's not enough to kill it. A moment later, Mal finishes his spell and it turns to stone -- but keeps moving in jerky fashion, as if it were a living statue.
Pems' hex seems to have no effect and it pounds away at Hektir to no avail.
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
Reflex: 1d20 + 5 ⇒ (18) + 5 = 23
Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
Reflex: 1d20 + 5 ⇒ (13) + 5 = 18
Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Fort: 1d20 + 15 ⇒ (3) + 15 = 18
Club: 1d20 + 21 ⇒ (5) + 21 = 26
Club: 1d20 + 16 ⇒ (15) + 16 = 31
Club: 1d20 + 11 ⇒ (4) + 11 = 15
Bite: 1d20 + 16 ⇒ (1) + 16 = 17
Claw: 1d20 + 16 ⇒ (4) + 16 = 20
JT: 158
Party is up again; note that I'll be at a wedding this weekend, probably not back to post until Monday (though I may sneak one in tomorrow still).

Malavarius King |

"What the- how the blazes is it still moving?!" Malavarius scratches his head in bewilderment. Frowning at the wobbling thing, he points the head of his staff toward it and a beam of emerald lances through the intervening space and strikes it in the chest.
I'm not sure if it's still a creature or not or what's going on, but if it's a non-living statue like I expected it to be, then that will simply turn it into a pile of fine dust. If not, then here's a damage roll.
CL Check vs SR: 1d20 + 22 ⇒ (3) + 22 = 25
Disintegrate: 1d20 + 9 ⇒ (17) + 9 = 26for: 32d6 ⇒ (3, 2, 3, 5, 2, 3, 5, 4, 5, 4, 3, 4, 2, 3, 5, 3, 2, 4, 3, 1, 5, 6, 4, 2, 5, 6, 2, 3, 3, 2, 1, 5) = 110
or DC 25 Fort save for: 5d6 ⇒ (2, 1, 5, 3, 1) = 12
HP: 88/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+4 more vs spells)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 1/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 35/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [X] [X] [X], mage armor [X], shield [X]
Level 2 Prepared (4+2+1): glitterdust [X], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [X] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [X], flesh to stone [X], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 0/10
Ongoing Effects:
protection from arrows (everyone)
protection from energy (everyone, everything)
mage armor (Pemsworth)
greater magic weapon (Hektir)
greater magic weapon (Tsin)
moment of prescience (self)
mind blank (Tsin)
protection from spells (everyone)
protection from evil (Mal, Tsin, Pemsworth)
shield (self)
spell turning (self)
haste (16/16)
cold damage: 9/120
fire damage: 26/120
This is the last round of haste for everybody.

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

The stone troll falls into a fine powdery dust, leaving behind a grinning spectre with mad eyes and blood-red hands that twitch and jerk like a puppeteer's as it floats in the air.
It's a dybbuk, a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide.
That was fun; it can possess creatures and objects, so it just kept going even after Mal stoned it. :) Also, way to kill an innocent creature, Mal.

Tsin Windscar |

Tsin remains at a safe distance, watching the combination of seed and stone come to bear against the massive thing. She becomes ever more curious when the creature doesn't immediately succumb to either.
"I could get used to this. Your magics are far more effective than Sever, when you apply them in concert, against a single enemy." Seeing the stone-troll still moving, she frowns, and finds nothing constructive to add to Malavarius's obvious frustration. When the mage stabs another burst of magic through the doorway, she maintains her position, not interested in getting between the wizard and the willful.
Setting eyes on the evil spirit, Tsin watches it intently.
Knowledge(Religion) v DC 25, Monster Lore: 1d20 + 10 + 3 ⇒ (9) + 10 + 3 = 22
"Is that the troll's soul? Why isn't it passing on?"

Quinn Kestrel |

knowledge religion DC 25: 1d20 + 9 ⇒ (2) + 9 = 11
"What a hideous thing, I think it's a cursed thespian! Hex it, Pems, and I'll blast it." Quinn delays for Pems hex, then destroys the creature.
SR check: 1d20 + 16 ⇒ (18) + 16 = 34
Destruction: 10d6 ⇒ (2, 5, 3, 1, 3, 3, 6, 2, 2, 3) = 30 damage if make DC 22 Fort save, otherwise 160 damage

Hektir the Tracksmage |

Round 2
A duckduck? Apetir thinks as he studies the strange creature. Who knew ducks could be so fowl?
Apetir moves over to strike at the creature with is magic fists and teeth.
bite: 1d20 + 22 ⇒ (18) + 22 = 40 to hit;
1d6 + 22 ⇒ (2) + 22 = 24 magic damage;
claw: 1d20 + 22 ⇒ (19) + 22 = 41 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;
claw: 1d20 + 22 ⇒ (20) + 22 = 42 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;
[ dice=bite]1d20+22[/dice] to hit;
[ dice]1d6+22[/dice] magic damage;
[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;
[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;
HP 179/179 (46/60 Prot from Cold from Mal)
AC: 10 + 9 breastplate + 5 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 36 AC
Resist 15/cold and fire; 10/good; resinous skin
Fort +17, Ref +10, Will +19; +4 vs. fey and plant-targeted effects
Immune poison
N Large animal
Init +3; Senses low-light vision, scent, ferocity
Strength: 26+4=29 (+10)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.
Melee: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+17)
Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 hours)
Resist Fire (30) - minutes
Echolocation - 0 minutes
Endure Elements
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 179/179 - DR5 piercing
Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.
+12 BAB +8 Str + 1 Mwk = +21 to hit
Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 6th—fire seeds* (2), mass fly[D,APG] (DC 22), quickened resist energy (2)
. . 5th—beast shape III (animals only)[D], death ward, fire snake[APG]* (2, DC 21), stoneskin, wall of fire
. . 4th—echolocation*[UM], flame strike (DC 20), freedom of movement, life bubble[APG] (DC 20), slowing mud[ACG] (DC 20), summon nature's ally IV (animals only)[D]
. . 3rd—daylight, fly[D], greater longstrider*, communal resist energy[UC], sleet storm, stone shape
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy (2)
. . 1st—air bubble[UC], calm animals[D] (DC 17), liberating command[UC] (2), obscuring mist, produce flame (2)

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

Malavarius: 2
Pemsworth: 25
Quinn: 10
Hektir: 9
Tsin: 7
Antagonist: 17
The hex seems to have no effect on the spirit, and Quinn's magic does little more, leaving Hektir to try to bite and claw at it, though even when he seems to get the middle of it, his natural weaponry largely passes through its form. It's incorporeal AND has DR
Mal's about to cry out a warning about its abilities -- it resists channeled energy and anything except good weapons; that it can cause pain with a mere touch; and it can possess objects and creatures -- when it moves into Hektir, seemingly embracing the big monkey even as its being clawed and bitten. Hektir feels it trying to control him! Need a DC 26 Will save or you can feel yourself entrapped in your body (like magic jar). If you fail, you can turn and make attacks on Quinn as it controls you, though its BAB is 1 better than yours so they'd be at +1
Fort: 1d20 + 13 ⇒ (9) + 13 = 22
Dybbuk: 57

Quinn Kestrel |

Quinn aims another destructive blast at the creature.
SR check: 1d20 + 16 ⇒ (10) + 16 = 26
Destruction: 10d6 ⇒ (2, 4, 5, 3, 6, 3, 2, 3, 1, 2) = 31 damage if make DC 22 Fort save, otherwise 160 damage

Hektir the Tracksmage |

Round 2
Apetir rips at the intruding ghost, biting again while flailing with teeth and fists.
bite: 1d20 + 22 ⇒ (13) + 22 = 35 to hit;
1d6 + 22 ⇒ (2) + 22 = 24 magic damage;
claw: 1d20 + 22 ⇒ (15) + 22 = 37 to hit;
1d4 + 22 ⇒ (3) + 22 = 25 magic damage;
claw: 1d20 + 22 ⇒ (8) + 22 = 30 to hit;
1d4 + 22 ⇒ (1) + 22 = 23 magic damage;
[ dice=bite]1d20+22[/dice] to hit;
[ dice]1d6+22[/dice] magic damage;
[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;
[ dice=claw]1d20+22[/dice] to hit;
[ dice]1d4+22[/dice] magic damage;
HP 179/179 (46/60 Prot from Cold from Mal)
AC: 10 + 9 breastplate + 5 shield + 1 dex - 1 size + 3 deflection + 4 NA + 5 Barkskin: 36 AC
Resist 15/cold and fire; 10/good; resinous skin
Fort +17, Ref +10, Will +19; +4 vs. fey and plant-targeted effects
Immune poison
N Large animal
Init +3; Senses low-light vision, scent, ferocity
Strength: 26+4=29 (+10)
Dex: 14-2 = 12. +4 NA bonus
Speed 30+20=50 ft., climb 30+10=40 ft.
Melee: +12 BAB +10 Str +4 Amulet -4 PowerAttack = +22 to hit
Damage, bite: 1d6+10 (str) + 8 (PA) + 4 amulet = 1d6+22
Damage, claw: 1d4+10 (str) + 8 (PA) + 4 amulet = 1d4+22
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+17)
Spells:
Barkskin (extended-320 minutes)
Resinous Skin (extended-320 minutes)
Gr. Longstrider (16 hours)
Resist Fire (30) - minutes
Echolocation - 0 minutes
Endure Elements
Elemental Body 1 (druid lvl 6): Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Elemental Body 2 (druid lvl 8):Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
Elemental Body 3 (druid lvl 10):Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
Elemental Body 4 (druid lvl 12):Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor
AC: 7 armor + 3 shield + 2 dex + 1 ring +3 barkskin =26
HP 179/179 - DR5 piercing
Rimeblade:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+7[/dice] magic damage.
+12 BAB +8 Str + 1 Mwk = +21 to hit
Druid Spells Prepared (CL 16th; concentration +22)
. . 8th—summon nature's ally VIII (animals only)[D], sunburst (DC 24), word of recall*
. . 7th—animal shapes[D], fire storm (DC 23), heal, sunbeam (DC 23)
. . 6th—fire seeds* (2), mass fly[D,APG] (DC 22), quickened resist energy (2)
. . 5th—beast shape III (animals only)[D], death ward, fire snake[APG]* (2, DC 21), stoneskin, wall of fire
. . 4th—echolocation*[UM], flame strike (DC 20), freedom of movement, life bubble[APG] (DC 20), slowing mud[ACG] (DC 20), summon nature's ally IV (animals only)[D]
. . 3rd—daylight, fly[D], greater longstrider*, communal resist energy[UC], sleet storm, stone shape
. . 2nd—barkskin* (2), feather fall[D], fog cloud (2), resist energy (2)
. . 1st—air bubble[UC], calm animals[D] (DC 17), liberating command[UC] (2), obscuring mist, produce flame (2)

Tsin Windscar |

Round 1, Retcon
With Malavarius's counsel, Tsin anticipates a ghostly arm protruding from the wall, so casts a touch of magic to oppose the evil spirit. Cast Align Weapon(Good)
Round 2, Init 7
AC = 31, PfE
HP = 129/202
Weapon Equipped = Sever
Condition(s) = PfS(+8 to saves), PfE, Mind Blank, Communal Protection from ALL Energy (-19 Cold, -43 Fire), Align Weapon(Good)
Bane = 9/13
It becomes clear that she many need to lend a strike or two against the spirit. She really hopes it will fall to Quinn's powerful divine magics, but resigns herself to closing with the ghost.
She steps through the doorway, and lets Sever seek out its essence.
Sever, Power Attack: 1d20 + 25 - 4 ⇒ (11) + 25 - 4 = 32 for 2d4 + 14 + 12 + 1d6 ⇒ (2, 2) + 14 + 12 + (4) = 34 damage, including fire

Malavarius King |

Malavarius taps the butt of his staff on the floor and conjures up his familiar curtain of shimmering protective magic. "Blasted undead!"
+4 deflection bonus to everyone's AC
HP: 88/88
AC: 17 (11 T / 16 FF)
Fort: +9 // Ref: +10 // Will: +16 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+4 more vs spells)
Spell Resistance: 18
Resist 10: Cold
Energy Absorption: 0/48 absorbed
Displacement used: 1/15 rds
Pearl of Power I: 0/1 used
Pearl of Power III: 1/1 used
wand of scorching ray: 35/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], feather fall [ ], protection from evil* [X] [X] [X], mage armor [X], shield [X]
Level 2 Prepared (4+2+1): glitterdust [X], locate object [ ], protection from arrows [X] [X] [X] [X] [X]
Level 3 Prepared (4+2+1): dispel magic* [ ] [ ] [ ] [ ], fireball [ ], haste [X] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimensional anchor [ ], dimension door [ ] [ ], fireball (intensified) [X] [ ] [ ], remove curse* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], dismissal [ ], lightning arc [ ] [ ], teleport [ ]
Level 6 Prepared (3+1+1): disintegrate [X], flesh to stone [X], greater dispel magic* [ ] [ ] [ ]
Level 7 Prepared (3+1+1): banishment [X], mage's sword [ ], mmm [ ], resonating word [ ], spell turning* [X]
Level 8 Prepared (2+1+1): moment of prescience [X], protection from spells* [X] [X], mind blank [X]
Protective Ward used: 1/10
Ongoing Effects:
protection from arrows (everyone)
protection from energy (everyone, everything)
mage armor (Pemsworth)
greater magic weapon (Hektir)
greater magic weapon (Tsin)
moment of prescience (self)
mind blank (Tsin)
protection from spells (everyone)
protection from evil (Mal, Tsin, Pemsworth)
shield (self)
spell turning (self)
cold damage: 9/120
fire damage: 26/120
protective ward: 1/8 rounds

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

Malavarius: 2
Pemsworth: 25
Quinn: 10
Hektir: 9
Tsin: 7
Antagonist: 17
With Quinn's spell failing again, Hektir and Tsin bring their weaponry to bear, as does Pems, though his bullet seems to pass through the spirit with no effect.
Mal gets ready to cast, but the spirit beats him to the punch, floating away from Tsin and Hektir and down through the floor. It's withdrawing.
You stay tensed for a few more moments, but it appears to have retreated for now, leaving you alone in the room. A look around reveals it doesn't appear to be anything more than the bedroom Quinn described earlier. A single door leads into the unexplored area of the hut.
Dybbuk: 132

Tsin Windscar |

As much as she'd desire a pursuit of the malevolent spirit, all Tsin's senses focus on the door standing on the opposite side of the room. She would go to it, and open it, revealing one last corner of the cottage, but she's been tempered enough by the effectiveness of Quinn's Peeping to wait, and let the priest do what he does best. See beyond.
"Do spirits like that heal from battle like we do? If it has some kind of spiritual support, has it gone off to tend to its wounds?"

Hektir the Tracksmage |

Apetir beats his chest in answer to Tsin's question, he doesn't have an answer. He feels like he's hurting it and will just need to be more careful with the next object/person that attacks.
He is ready to move forward, but also waits to see if anyone wants to hazard a guess at Tsin's question.

Quinn Kestrel |

would knowledge religion work for knowing how it heals?
Knowledge Religion: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
"Ah yes, it will find the nearest tavern and consume all of the bar pretzels until it's strength has been restored,"

Malavarius King |

"Knock with the- what the devil are you going on about? Witch's stick? What the blazes is a witch's stick?" Malavarius tugs on his beard as he regards the doll, trying to simultaneously solve another riddle and rack his brain for some way to defeat the ghostly dybbuk should it return.

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

As Pems hits the wall the third time, the floor disappears, leaving the halfling to plumet down a 300-foot-shaft! Before he can even react quickly enough to activate his ability to fly, however, his descent slows and he begins drifting safely downward.
What're the rest of you doing? Pems is about 15 feet down and drifting at this point.

Tsin Windscar |

Mildly interested in the various cloaks hanging in a witch's closet, Tsin turns to Malavarius. "Before we drop down the well after master Pems, would you regard any of these cloaks as worthy of bringing along?"
As she can contribute nothing to the magical sniffing of the closet's contents, she immediately drops into the shaft after Pems, to accompany the halfling to the other side of yet another 'pool'.

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

One of the hanging items -- a frayed and tattered knitted gray wrap -- does indeed radiate magic.
It's a shawl of the crone.
As you drift down several hundred feet, the temperature drops and when you finally reach the bottom, a thin rime of ice coats the walls of a cold natural cavern. A heavy woolen curtain hangs over an opening to the north.

Quinn Kestrel |

Spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27
"Hey, it's the shawl of the crone!" Quinn grabs the frayed and tattered knitted gray wrap and stuffs it into his haversack before following Mal into the free fall shaft.
Quinn will go last

Tsin Windscar |

Tsin takes her place by Pems's side, and waits for the others to drop like leaves from the cottage 'above'. She eyes the curtain warily, expecting some new fey creature to emerge and mock them while they wait.

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

Nothing seems to happen, but after a minute you notice the shaft above you seems to seal itself closed again.
Pems finally moves forward and looks past the curtain: A thick layer of smooth ice coats the walls, floor, and ceiling of this cavern, creating a translucent shell that looks like a scene out of a fantasyland. Icicles dangle from the ceiling, creating a maze of hanging natural sculptures high above. Some appear to have fallen as clumps of broken ice blocks scattered across the floor.
The broken ice blocks appear to actually be the shattered remnants of ice elementals.

Quinn Kestrel |

Knowledge, Planes DC 21: 1d20 + 5 ⇒ (20) + 5 = 25
"Brrr, this must be the ice box for the house." Quinn spies the ice cubes scattered on the floor. "Those were ice elementals, something shattered them!"

Hektir the Tracksmage |

Apetir shrugs, not knowing enough about elementals to say, but he agrees with Quinn, the Alpha, if that’s what he thinks. The Alpha wouldn’t be wrong.
He ponders what could be shattering elementals and looks around for tracks or signs of fighting...a footprint that might help identify what happened.
1d20 + 18 ⇒ (15) + 18 = 33 Survival

Tsin Windscar |

Tsin looks just past the curtain, and at the icy floor. "We should take to flying again. Won't do to slip and slide on the ice."
Knowledge(Planes), Monster Lore: 1d20 + 10 + 3 ⇒ (11) + 10 + 3 = 24
"I don't remember hearing anything about elementals being able to regenerate or reform. Once destroyed, they should remain destroyed."
Tsin doesn't dare move forward, until she's certain everyone will be able to pass through the chamber, unfettered.