
Tsin Windscar |

Tsin wakes with a start, letting her eyes adjust to the firelight. She hears Zeno describe disembodied voices and can only draw one conclusion.
"The meat was cooked properly on the first two spits. You'll have to inquire with Quinn regarding the last one."
Tsin fumbles with her sheathe, and scans the periphery of the camp.
1d20 + 3 ⇒ (17) + 3 = 20

motteditor RPG Superstar 2012 Top 16 |

"Please, they're going to hurt me," the voice replies to Hektir. "You won't let them do that, will you?"
As she finishes talking, a ray of freezing air and ice suddenly shoots forth from where the voice is, in the darkness beyond the torchlight, toward Tsin, freezing the butcher's apprentice. 6 cold damage
Before she can react, another ray hits her, chilling her even more. 2 cold damage
1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16
2d3 ⇒ (3, 3) = 6
Hektir: 1d20 + 4 ⇒ (7) + 4 = 11
Malavarius: 1d20 + 1 ⇒ (7) + 1 = 8
Pemsworth: 1d20 + 4 ⇒ (14) + 4 = 18
Quinn: 1d20 + 3 ⇒ (10) + 3 = 13
Tsin: 1d20 + 2 ⇒ (18) + 2 = 20
Antagonist: 1d20 + 7 ⇒ (13) + 7 = 20
1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24
1d3 ⇒ 2
Bottom of Round 1 now; you're all up -- though I don't know when I'll get to update next.

Tsin Windscar |

Round 1, Initial 20
AC = 21, with total defense
HP = 16/24
Weapon Equipped = Falchion
Condition(s) = so over cold fey cowards
Tsin spins around, seeking to place the point of origin, and, finding none, takes total defense, 5' stepping behind cover should she be so lucky.
"Now what?! The complete and utter nerve of these fey!"

Malavarius King |

Malavarius stumbles out of his tent, his beard and long white hair both in a tangled, frizzy mess. Still dressed in the grey, cotton onesie he prefers for his sleeping garments, he spins around a few times trying to locate the source of the disturbance. "What what! What?! What's all that racket, hmm?! What the blazes is going on out here? It's the middle of the night!"
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
move action: emerge from tent
standard action: look around!
HP: 15/15
AC: 11 (11 T / 10 FF)
Fort: +0 // Ref: +1 // Will: +5 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips Prepared (4): flare, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], forced quiet [ ], hydraulic push [X], mount [X], protection from evil* [ ], snapdragon fireworks [ ] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 6/42
Ongoing Effects: none

Hektir the Tracksmage |

Round 1, Init 11
For some reason I was waiting for Motte. Hmm...going to post though not sure.
Hektir spits, awaiting his turn to act, holding his flame fist above his head.
"Sure, come closer and we'll talk about helping you?"
Hektir walks out to where the voice came from.

motteditor RPG Superstar 2012 Top 16 |

Mal, you can barely make out in the gloom 30 feet from your campfire the form of what look like a young girl with pigtails.
She gestures and a ray of cold races out from her, hitting Quinn, the cold leaching into his bones. 1 hp
"Look," the girl calls out. "They want to hurt me. Help me, please!"
1d5 ⇒ 3
1d20 + 7 - 2 - 4 ⇒ (14) + 7 - 2 - 4 = 15
1d3 ⇒ 1

Quinn Kestrel |

Quinn absorbs the chill without flinching. "Here now, little girl, we would be glad to help you. Come and sit close to the fire, no need to be chilly out there alone. We won't let them hurt you."
(is the 1 damage after Quinn's resist cold 2)

Malavarius King |

"Who wants to hurt you? Why are you throwing frosty rays about, hmmm?" Suspicious of witchery, Malavarius then intones a spell (protection from evil).
Motte, is there any check I can make to draw some kind of connection between my recognizing the description of the guardian doll earlier and this creepy girl now?
AC: 13 (13 T / 12 FF) (includes PfE)
Fort: +0 // Ref: +1 // Will: +5 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+2 more for PfE)
Resist 5: Cold
Cantrips Prepared (4): flare, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], forced quiet [ ], hydraulic push [X], mount [X], protection from evil* [X], snapdragon fireworks [ ] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 6/42
Ongoing Effects: Protection from Evil 1/20

Hektir the Tracksmage |

Hektir holds off blowing up the 'girl' with fire for a bit longer, hoping that the others have better luck chasing their white whale/waif than he had with the white weasel.
Keep talking Captain A-blab.

Quinn Kestrel |

Quinn continues to placate the ghost child witch, "Come on, sweet pea, have a seat by the fire with us. Do you want some of my trail rations? Why are you here in the snowy woods, you should be at home. Do you want us to help you get back home?"

Hektir the Tracksmage |

Round 2
Hektir keeps his Produce Flamed hand up in the air and looks back and forth between Quinn, Mal, and the girl.
"Are we attacking yet?"
Hektir moves to stand in front of Mal, protecting the old man.
Hektir takes total defense.

Tsin Windscar |

Tsin continues to place things between herself and the chilly child. She hisses at the others to land on the side of caution. "Can it be reasoned with??" Tsin has Pems's answer when she watches him attack, selfishly comforted by someone else drawing its attention.
Tsin also continues to take Total Defense.
Also reveling in Cold Resistance 2, so she's been punished 4hp of frost, 20/24

motteditor RPG Superstar 2012 Top 16 |

Tsin
Pemsworth
Quinn
Hektir
Malavarius
Antagonist
Pems' stone hits the girl -- which Mal can see, barely in the gloom, is actually the doll from the cabin -- but seem to have no effect, other than causing her to wobble a little in mid-air.
Still, if nothing else, it appears to be enough to throw off her aim, as a ray of cold directed at Pems hit harmlessly in the snow at the halfling's feet.
1d4 ⇒ 3
1d20 + 7 - 3 - 4 ⇒ (12) + 7 - 3 - 4 = 12

Hektir the Tracksmage |

Round 3
Hektir spits as Pem's stone does nothing.
"Maybe fire. Fire is always good."
Hektir tosses his ball of fire at the girl.
1d20 + 3 ⇒ (7) + 3 = 10 touch to hit;
1d6 + 1 ⇒ (1) + 1 = 2 fire damage.

Quinn Kestrel |

"Look here!", Quinn barks angrily at the girl/doll, "We've offered you comfort and warmth and all kinds of finery befitting a young lady lost in the snow, and you repay us with chilly frost barbs! We'll have none of these shenanigans!" Striding forward, Quinn prepares a vicious slap for the smarmy brat.

Malavarius King |

"Augh! Blasted witchy devils! That's no little girl, it's the guardian doll from the hut! What did you fools do in there to draw it forth?"
He reaches into his sleeve for his wand, then grubmles loudly as he realizes he is still in his pajamas. With a scowl at the doll, he sweeps the droopy wool cap from his head and intones a few arcane words. A moment later a sparking effigy of Zeno emerges with a loud "POP!" and careens toward their animate foe.
Snapdragon Fireworks (fire): 1d4 ⇒ 4 + dazzled for 1 minute; Reflex Save DC 16 for 1/2 damage + negates dazzled condition
HP: 15/15
AC: 13 (13 T / 12 FF) (includes PfE)
Fort: +0 // Ref: +1 // Will: +5 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+2 more for PfE)
Resist 5: Cold
Cantrips Prepared (4): flare, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], forced quiet [ ], hydraulic push [X], mount [X], protection from evil* [X], snapdragon fireworks [X] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 6/42
Ongoing Effects: Protection from Evil 2/20

Tsin Windscar |

Round 3, Init Mal-
Tsin hears Mal identify the aggressor as the now animated marionette, so she breaks from cover to attempt to break it apart. "So, it can be smashed, Mal?" Tsin looks like she's being weighed down by rocks in an futile attempt at a charge.
Falchion: 1d20 + 7 ⇒ (3) + 7 = 10 for 2d4 + 6 ⇒ (3, 1) + 6 = 10 damage

motteditor RPG Superstar 2012 Top 16 |

Don't forget the -4 to hit with ranged attacks due to the weather. And concealment for those without lowlight vision.
Tsin
Pemsworth
Quinn
Hektir
Malavarius
Antagonist
Hektir's blast of flame soars past the doll, briefly lighting up the night before it fades away, but still coming closer than Pems' sling stone.
Mal's blast of flame rockets toward the doll, but instead of exploding as it has every other time, it seems to fizzle as it comes in contact with her, leaving nothing but a few sparks. She apparently has some sort of spell resistance.
Quinn and Tsin move toward the doll, which struggles to get her mid-air rocking under control. She's spending the round getting herself under control; but note that she's 15 feet up.
"Far worse awaits you if you continue on," she calls. "Turn back and you may be allowed to live!"
1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
1d20 + 2 ⇒ (10) + 2 = 12

Hektir the Tracksmage |

Round 4
Hektir spits and moves closer to the doll.
Ain't no doll better than me. Unless it one of them fancy Taldan-house dolls with the pretty hair...
Hektir's hand gives off 20' light so everyone should be able to see the doll at 15' up.
After everyone else has gone, Hektir will hurl fire again at the doll.
1d20 + 3 ⇒ (2) + 3 = 5 touch to hit;
1d6 + 1 ⇒ (2) + 1 = 3 fire damage.
Awh...piddlespot!

Pemsworth Smith, Esq. |

Pems winces when the "little girl" begins to threaten them. "What did they do to that poor little girl to cause her to behave like this?!?"
Pems fires another bullet. Attack: 1d20 + 5 ⇒ (19) + 5 = 24 for 1d4 ⇒ 3 damage!

Tsin Windscar |

Round 4, Init after Mal
Ugh. Minor retcon, if you'll allow, Motte. Tsin's approach and disappointment at not having a grounded target would have brought her to sheathe her melee weapon last round.
Tsin follows suit, either sheathing and drawing, or drawing and firing her longbow.
Longbow: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12 for 1d8 + 1 ⇒ (3) + 1 = 4 damage
"Playing with dolls, really?"

motteditor RPG Superstar 2012 Top 16 |

No problem, Tsin
Tsin
Pemsworth
Quinn
Hektir
Malavarius
Antagonist
The snow throws off Tsin's aim as her arrow goes flashing by the doll, followed in quick order by Hektir's flame. As Quinn reloads, Pems has more luck, but his stone seems to not affect her wooden form at all and bounces off harmlessly. she has some form of DR
"Hmmph! Blasted doll, causing all sorts of problems," Mal complains, launching his second fireworks spell of the day at the girl. This one fizzles out again as it hits her, only a few sparks lighting up the night.
"Please, old man, stop hurting me," she cries out, gesturing again. Mal suddenly feels his throughts turning toward the small doll. DC 11 Will save vs. charm person; don't forget you've got protection from evil up, which will help you.
Spellcaster check: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d4 ⇒ 4

Malavarius King |

Mott, don't forget my caster level checks get my Int mod added into them too! Also, I'm back from my Independence Day travels - sorry if I held anything up!
Will Save: 1d20 + 8 ⇒ (1) + 8 = 9
... bleep! So, if I understand PfE correctly, in failing the save the effects of charm person remain suppressed until PfE expires. At that point, if the charm is still going, it kicks in. That sound right?
"Stop hurting you?! Blasted contraption, stop hurting us why don't you?!"
HP: 15/15
AC: 13 (13 T / 12 FF) (includes PfE)
Fort: +0 // Ref: +1 // Will: +5 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+2 more for PfE)
Resist 5: Cold
Cantrips Prepared (4): flare, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], forced quiet [ ], hydraulic push [X], mount [X], protection from evil* [X], snapdragon fireworks [X] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 6/42
Ongoing Effects: Protection from Evil 3/20

Tsin Windscar |

Feeling all sorts of helpful, Tsin draws another arrow back, hoping to pierce the woody frame.
Composite Longbow: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19 for 1d8 + 1 ⇒ (2) + 1 = 3 damage
Confirm Critical: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 for 1d8 + 1 ⇒ (6) + 1 = 7 damage

motteditor RPG Superstar 2012 Top 16 |

Mal, it looks like you get a second save at +2 to suppress it: Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires.
And, whoops, did forget to add your Int bonus -- which is important. Both fireworks will hit, and cause the doll to scream in pain, though both times she seems to move enough to avoid the worst of the damage!
Tsin
Pemsworth
Quinn
Hektir
Malavarius
Antagonist
Tsin's arrow hits the doll as it bats out sparks from Mal's magic, but she barely seems to notice as it shatters against her wooden frame. It does seem to attract her attention, though, and she just ducks Pems' ray as it flashes by a moment later, followed shortly afterward by Quinn's bolt.
Hektir produces flame again, which seems to draw the girl's ire. She sends a ray of frost toward the tracksmage, hitting him with chilling accuracy. 2 hp cold damage
At Mal's attempts to reason with her, she wails, "They're trying to burn me! Please don't let them! Please? I just want to go home!"
Reflex save: 1d20 + 4 ⇒ (15) + 4 = 19
Reflex save: 1d20 + 4 ⇒ (18) + 4 = 22
Quinn bolt: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
1d20 + 7 - 4 - 1 ⇒ (18) + 7 - 4 - 1 = 20
1d3 ⇒ 2
Doll: 6

Malavarius King |

Second Will Save: 1d20 + 10 ⇒ (4) + 10 = 14 Sheesh! The d20bot is not liking me lately!
"I'm trying to burn you, you blasted witchy marionette!"
Malavarius sends another firework up at the doll.
Caster Level check: 1d20 + 7 ⇒ (2) + 7 = 9
Snapdragon Fireworks (fire): 1d4 ⇒ 2 + dazzled for 1 minute; Reflex Save DC 16 for 1/2 damage + negates dazzled condition
HP: 15/15
AC: 13 (13 T / 12 FF) (includes PfE)
Fort: +0 // Ref: +1 // Will: +5 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+2 more for PfE)
Resist 5: Cold
Cantrips Prepared (4): flare, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): endure elements [X], forced quiet [ ], hydraulic push [X], mount [X], protection from evil* [X], snapdragon fireworks [X] [X]
Protective Ward used: 1/8
Scorching Ray charges used: 6/42
Ongoing Effects: Protection from Evil 6/20

Quinn Kestrel |

"You ugly little doll, be gone!" Quinn shouts in frustration as he unleashes another bolt at the floating doll.
Crossbow (+4, -4): 1d20 ⇒ 6
Dmg: 1d8 ⇒ 5
"Damn winds and snow, I can't hit a tree in the forest."

motteditor RPG Superstar 2012 Top 16 |

Ah, right you are, Mal. Duh. That's part of what I like so much about that spell too!
Tsin
Pemsworth
Quinn
Hektir
Malavarius
Antagonist
Tsin's arrow. Pems' ray, Quinn's bolt and Hektir's fire sail harmlessly past the doll, the snow continuing to play havoc with their aim.
Mal has slightly more luck, his spell zig-zagging unerringly toward the doll, only to fizzle out, as if it were real fireworks that had gotten wet, when it arrives.
"No, no, no, no!" the doll screams, sounding almost like a petulant child. "You're supposed to be my friend!"
Again seeming to wobble a bit in the air, the doll sends a ray of frost toward the wizard, sending a quick chill through him. 1 hp cold
Tsin arrow: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
Pems ray: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14
1d20 + 7 - 4 - 2 ⇒ (14) + 7 - 4 - 2 = 15
1d3 ⇒ 1
Doll: 6

Tsin Windscar |

Round 7, Init Mal-
"You lost your privilege to call us friends the moment you struck out with your cold ray. Apologize for your hostility, or leave this instant." Tsin takes Total Defense, and waits for the others' touch of fire to end the doll.

Hektir the Tracksmage |

Round 7
Hektir spits, getting more annoyed by the moment both at the doll and his own failure to burnify the doll as needed. I blame Mal for turning the dice gods against us.
After the others have gone, Hektir will send up his last produced flame up at the doll.
1d20 + 3 ⇒ (15) + 3 = 18 touch to hit;
1d6 + 1 ⇒ (1) + 1 = 2 fire damage.
1d20 + 2 ⇒ (6) + 2 = 8 SR check

Quinn Kestrel |

Round 7
"We've invited you to sit by the fire with us, we've offered to help you get home, don't you see, we have been friends to you. Now stop hitting us with frosty barbs and tell us your name?" Following Tsin's lead, Quinn also holds his attack while taking a defensive stance.