
Tsin Windscar |

Tsin steps back, as Pems finishes his work and warns them of a spellcaster beyond the door. She mutters to herself, rubbing her armor at the shoulder. Cast Protection from Evil
Let's see if you would turn our own against us...
She awaits a hideous vision to be revealed as the door opens.

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

Hektir: 1d20 + 5 ⇒ (2) + 5 = 7
Malavarius: 1d20 + 1 ⇒ (16) + 1 = 17
Pemsworth: 1d20 + 8 ⇒ (4) + 8 = 12
Quinn: 1d20 + 3 ⇒ (9) + 3 = 12
Tsin: 1d20 + 5 ⇒ (7) + 5 = 12
Antagonist: 1d20 - 1 ⇒ (15) - 1 = 14
As you open the door, you see a woman -- old enough to make Mal seem not yet in his dotage -- glaring at your through slitted eyes.
"Intruders, eh? Well, you'll make a nice change of diet for my dearies, won't you?"
Mal's up for Round 1/2.

Malavarius King |

Malavarius assumes a polite but insulted tone as he responds to the haggard old crone, "If you mean for your dearies to starve, then yes, I suppose we will, madam." He then invokes a spell and collapses a now familiar orb of fire between his hands.
Spontaneous Immolation (fire): 3d6 ⇒ (2, 5, 3) = 10 + catch on fire; Fort Save DC 19 for 1/2 damage + negates catching on fire
HP: 31/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [ ], protection from evil* [ ] [ ], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [ ], resist energy* [ ] [ ], spontaneous immolation [X] [ ]
Level 3 (1+1+1): dispel magic [ ], fireball [ ] [ ]
Protective Ward used: 0/8
Scorching Ray charges used: 27/42
Ongoing Effects: none

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

1d20 + 4 ⇒ (15) + 4 = 19
Mal's spell catches the old woman, who lets out a small scream that seems to extinguish the flames flickering on her shawl.
"Oh, a spell caster, eh? Let's see if you can take it as well as you can dish it out! And you, impertinent woman, if that's what you actually are behind that horrid nose. I'm hardly going to eat you, but my lovely trolls will enjoy cracking your bones."
A moment later she casts her own spell in return and Mal and Tsin each feel a flicker of fear run through them. you're frightened for 6 rounds; DC 16 Will save to instead be shaken 1 round
At the same time, you see what looks like a gray, emaciated child, with cobwebs and dust for clothes and a fox skull for a head in the door you entered in. The unnerving sound of childlike whimpers, songs, and sobs surround it. Any of you within 10 feet takes a –1 penalty on all attack rolls, damage rolls, and Will saving throws.
"Why are you trying to hurt Granny Nan?" the creature asks.
Granny Nan: 5

Pemsworth Smith, Esq. |

"Oh my. That's just disturbing." Pems mutters as the fox thing enters. He turns to Granny and concentrates, his gaze causing her defenses to slip! Evil Eye, -2 AC for 6 rounds, Will DC 15 reduces to 1 round!

Malavarius King |

Will Save (DC 16): 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Malavarius frowns as the woman's magics wash over him, swatting at the little glimmers of magic irritatedly as if they were gnats, "You seem a bit rusty there, madam. I would challenge you to a wizard's duel, but I'm afraid with an effort like that it wouldn't be very fair, now would it?"
Knowledge check for the weird fox-skull kid?

Hektir the Tracksmage |

Round 1, Init 7
"Quinn, close the doors. Don't let anything in or her out."
Hektir recoils a bit from the old-Tsin witch, his eyes hurting from the visage. Recovering, he moves to close in on the witch (moving behind her for flank if he can, next to if not).
"How many children have you eaten, Witch?"
1d20 + 8 ⇒ (13) + 8 = 21 to hit; (bladed belt)
1d6 + 4 ⇒ (4) + 4 = 8 damage.
HP 53, AC25

Tsin Windscar |

Round 1, Init 12
AC = 21
HP = 48/48
Weapon Equipped = +1 Falchion
Condition(s) = Protected from Evil
Will Save v DC 16: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10
Would absolutely love to know if Tsin is immune to this Effect, as she's currently cloaked in Protection from Evil...
Tsin flinches, as if really seeing the witch for the first time...
Should the witch succeed in Causing Fear, causing Tsin to flee... Turn to Page 2
Page 2- Tsin retreats quickly, a low moan drawing from her throat, allowing the others to keep track of her doppled distance.
Should Tsin be able to stand her ground... Turn to Page 6
Page 6- Tsin steps up and draws her blade against the hag.
Falchion: 1d20 + 10 ⇒ (13) + 10 = 23 for 2d4 + 7 ⇒ (1, 3) + 7 = 11 damage

Quinn Kestrel |

knowledge, religion: 1d20 + 8 ⇒ (20) + 8 = 28
Following the directions from Hektir, Quinn shuts the door in the face of the skull headed creature. "An Attic Whisperer! Of all the devilish things! These are only created when a child dies from neglect, then the necromancer that let the child die from neglect is so lazy it doesn't even bother animating the corpse, instead just using a bunch of old toys and clothing from the kid to make a monstrosity!"
If the door fails to slam, or it's unslammable, Quinn jabs the creature with his rapier instead.
rapier: 1d20 + 5 ⇒ (4) + 5 = 9
dmg: 1d6 + 3 ⇒ (4) + 3 = 7

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

Pemsworth: 12
Quinn: 12
Tsin: 12
Hektir: 7
Malavarius: 17
Antagonists: 14
The woman gives a shiver as Pems gives her the evil eye, and she nods grimly. "Oh, another little witch. How cute. Perhaps I'll let you apprentice under me, boy, once I've dealt with your friends here."
Quinn slams the door closed, as Tsin retreats back to the nursery. Despite his efforts, though, the little creature shows inhuman strength and manages to pull it back open.
On his own as Mal places his protective ward over the group, Hektir pushes forward, his sword drawing blood from the old crone. She hisses in pain, and casts quickly -- too quickly, as she leaves herself open for a blow from Hektir. Despite another injury, she is able to complete the spell, and suddenly begins to blink in and out of apparent existence. 50 percent miss chance for awhile
Granny Will: 1d20 + 9 ⇒ (3) + 9 = 12
concentration: 1d20 + 10 ⇒ (8) + 10 = 18
Hektir AoO: 1d20 + 8 ⇒ (16) + 8 = 24
1d6 + 4 ⇒ (1) + 4 = 5
concentration: 1d20 + 10 ⇒ (14) + 10 = 24
AW Str: 1d20 - 1 ⇒ (13) - 1 = 12
Quinn Str: 1d20 + 2 ⇒ (8) + 2 = 10
Granny Nan: 18; -2 AC for 5 rounds; blink 1 round

Malavarius King |

Knowledge (religion): 1d20 + 13 ⇒ (9) + 13 = 22
Spellcraft: 1d20 + 15 ⇒ (11) + 15 = 26 displacement or blink?
"Bah! Miserable old crone, no disappearing!" Malavarius' takes a chastising tone, as if he'd caught the old woman cheating at a game. He intones another spell of his own as he tries to bend his magics toward sundering the witch's. As he finishes his spell, the old wizard fishes a slender wand from his sleeve.
Dispel Magic (targeted): 1d20 + 5 ⇒ (17) + 5 = 22 DC = 11 + Caster Level
Standard: cast dispel magic
Move: draw wand of scorching ray
HP: 31/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [ ], protection from evil* [ ] [ ], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [ ], resist energy* [ ] [ ], spontaneous immolation [X] [ ]
Level 3 (1+1+1): dispel magic [X], fireball [ ] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 27/42
Ongoing Effects:
protective ward: 1/6, +2 deflection bonus to AC

Hektir the Tracksmage |

Round 2, Init 7
Hektir spits and turns to give Mal a begrudging (and quite manly) 'good job old man' head bob.
"You see, witchy? Ain't no more children for you to harm no more never."
Hektir steps up and attacks again.
1d20 + 8 ⇒ (16) + 8 = 24 to hit; (bladed belt)
1d6 + 4 ⇒ (4) + 4 = 8 damage.
HP 53, AC25

Quinn Kestrel |

Abandoning the door, Quinn jabs furiously at the unnaturally strong creature. "Your Granny Nan is evil, made you after killing a child! What do you think about that?"
rapier: 1d20 + 5 ⇒ (16) + 5 = 21
dmg: 1d6 + 3 ⇒ (2) + 3 = 5

Tsin Windscar |

Round 2, Init 12
Tsin tries her level best to move the bed in front of the door, aware that the hideous rictus of the witch will break through the door any moment.
"KILL HER!!! KILL HER QUICKLY!!!"
Tsin continues to shriek, wielding furniture, instead of her sword, which lies impotent on the floor.
Round 2/6 :(

Pemsworth Smith, Esq. |

Pems sneers at the old woman. "Aw, you think you're going to live past now, don't you? It's sad when the elderly become deluded."
Pems glares at her again! Evil Eye again, Will DC 15. Targeting attack rolls this time!

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

Pemsworth: 12
Quinn: 12
Tsin: 12
Malavarius: 17
Hektir: 7
Antagonists: 14
Pems and Mal's magic take hold on the witch, who returns to reality just in time for Hektir's sword to take her. She screeches in pain, and glares at the tracksmage.
"It's time for you to take a nap. A nice permanent one!"
Hektir feels a wave of fatigue sweep through him. slumber hex, Will save DC 17 or fall asleep
At the other door, Quinn stabs the small creature, though its distracting sobs slightly blunt his weapon's impact. Don't forget -1 penalties It ignores the weapon, which knocks a small ball free, sending it bouncing back toward the hall, and bites the cleric, leaving a small wound, though it leaves Quinn feeling short of breath. 2 hp; DC 16 Will save or become fatigued for 1 hour
At the same time, it touches the priest's leg, and he feels his throat constrict. DC 16 Will save or lose its ability to speak for 1 hour
Granny Will: 1d20 + 9 ⇒ (3) + 9 = 12
Really? That's the second 3 you've rolled for her Will save
AW bite: 1d20 + 9 ⇒ (15) + 9 = 24
1d4 - 1 ⇒ (3) - 1 = 2
AW touch: 1d20 + 4 ⇒ (19) + 4 = 23
Granny Nan: 26; -2 AC for 4 rounds; -2 attack rolls for 5 rounds
AW: 4

Hektir the Tracksmage |

Round 3, Init 7
1d20 + 8 ⇒ (11) + 8 = 19 Will Save
Hektir shakes off the weariness, giving the witchy poo an evil eye of his own.
"I ain't no child, woman. Your witchy tricks won't work on me."
Hektir steps up and attacks again.
1d20 + 8 ⇒ (16) + 8 = 24 to hit; (bladed belt)
1d6 + 4 ⇒ (6) + 4 = 10 damage.
HP 53, AC25

Quinn Kestrel |

Round 3, init 12
DC16 Will Save, Fatigue: 1d20 + 8 ⇒ (15) + 8 = 23
DC16 Will Save, Speech: 1d20 + 8 ⇒ (20) + 8 = 28
Quinn jabs at the terrible creature, terrified as his throat constricts and the energy seeps from his body. "Back, stay back, this is adult business in here, boring, important stuff, nothing you'd be interested in hearing."
rapier: 1d20 + 5 ⇒ (6) + 5 = 11
dmg: 1d6 + 2 ⇒ (1) + 2 = 3

Malavarius King |

Malavarius extends the wand and with a grumpy "Harumpf!" sends a beam of corruscating fire lancing through the air toward the old crone.
Scorching Ray: 1d20 + 3 ⇒ (9) + 3 = 12for: 4d6 ⇒ (4, 4, 1, 3) = 12
HP: 31/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [ ], protection from evil* [ ] [ ], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [ ], resist energy* [ ] [ ], spontaneous immolation [X] [ ]
Level 3 (1+1+1): dispel magic [X], fireball [ ] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 28/42
Ongoing Effects:
protective ward: 2/6, +2 deflection bonus to AC

Tsin Windscar |

Round 3, Init 12
AC = 21
HP = 48/48
Weapon Equipped = Composite Longbow
Condition(s) = Frightened 3/6
Finished with the bed, Tsin grabs the table and throws it down, and crouches behind it, drawing her longbow, and dreads firing at whatever comes through the door first.
"I DON'T HEAR HER SHRIEKING A DEATH KNELL YET!!! BE DONE WITH HER!!!"

Hektir the Tracksmage |

Hektir gives Mal a look after the scorching ray goes by *his* head. -4 for firing into combat, Old Man.
"I got this...go help Quinn. Or draw your weapons and come help me pummel her. She ain't gunna hurt yeah...we ain't children."
Hektir returns his attention to the witchywitch.

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

Pemsworth: 12
Quinn: 12
Tsin: 12
Malavarius: 17
Hektir: 7
Antagonists: 14
This time Pems' evil eye only gets a glare in return, it seeming to have little effect on Granny Nan, who ducks the blast from Mal's wand. She's less able to avoid Hektir's blow again, her wounds seeming to take a toll as the tracksmage refuses to fall to her magic. A look of concern crossing her face, she pulls a potion and quaffs it, disappearing from view! Hektir gets an attack of opportunity as she drinks the potion The tracksmage can feel her brushing past him and moving away from him.
At the other door, Quinn jabs futilely at the remains of the dead child as it grabs and clamps its jaws painfully around his extended arm and he again feels breathless and his throat constricting. 6 hp; DC 16 Will save or become fatigued for 1 hour; DC 16 Will save or lose ability to speak for 1 hour
Granny Will: 1d20 + 9 ⇒ (15) + 9 = 24
AW bite: 1d20 + 9 ⇒ (20) + 9 = 29
1d4 - 1 ⇒ (4) - 1 = 3
AW touch: 1d20 + 4 ⇒ (14) + 4 = 18
crit confirm: 1d20 + 9 ⇒ (16) + 9 = 25
1d4 - 1 ⇒ (4) - 1 = 3
Granny Nan: 36; -2 AC for 4 rounds; -2 attack rolls for 5 rounds
AW: 4

Hektir the Tracksmage |

Round AoO
Not sure she is drawing, drinking, *and* moving...unless it's a 5' step.
Hektir takes advantage of the opening given by the witchywitch.
1d20 + 8 ⇒ (18) + 8 = 26 to hit; (bladed belt)
1d6 + 4 ⇒ (5) + 4 = 9 damage.
"You're not going to hide from me, I'll sniff you out," Hektir sniffs. "Pems, Mal, close the door. I'll get her."
HP 53, AC25

Pemsworth Smith, Esq. |

She still takes -2 on her saves for 1 round, even on a save.
Pems shuts the door, trapping the granny inside with himself and Hektir. He concentrates and detects magic trying to pinpoint where the old woman has disappeared to! Concentration: 1d20 + 7 ⇒ (2) + 7 = 9 vs DC 15! If he finds the woman, he calls out to Hektir!

Tsin Windscar |

Round 4, Init 12
Tsin holds the bow at the ready, her arms beginning to feel the heat of constant tension. She hears Hektir mention the witch trying to hide, and she starts. She looks over her shoulder, into the corners of the room, imagining Granny Nan looming into existence from the shadows. She spends several seconds pointing her bow at various dark spots in the room, before turning her aim back to the door.
"DAMN IT ALL, BRING IT DOWN!!! YOU'LL REGRET LEAVING HER ALIVE, YOUR FACES ARE KNOWN TO HER, AND SHE'LL SEEK US OUT IN OUR SLEEP!!!"
Frightened 4 of 6...

Malavarius King |

Does Hektir's AoO change anything? Does his point about action economy change anything? Old wizards need to know these things before they act! =)
Also, does my earlier 22 Knowledge (Religion) check warrant me knowing that dispel magic can work on the after effects of the attic whisperer's attacks?

Malavarius King |

"Bah! Madam, I've reminded you once already now, No Disappearing!" Malavarius tugs on his beard in frustration as the hag winks from view. "Hektir! Lad, where's she gotten to?! Use your nose, my boy! That's it! Just like that! Sniff the old crone out! There's a lad!"
Presuming Hektir's able to provide a general area...
With Hektir's aid, Malavarius brushes past his hirsute compatriot and conjures a sparkling cloud of glittering dust into being. His eyes gleam in expectation as he waits to see if they settle upon the elusive witch or not.
"Honestly, Zeno, how many times must I repeat myself about the no-disappearing? It's patently rude!"
Move Action: hustle past Pems and Hektir into room
Standard Action: cast glitterdust (Will Save DC18 vs blinded effect)
HP: 31/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [ ], protection from evil* [ ] [ ], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [X], resist energy* [ ] [ ], spontaneous immolation [X] [ ]
Level 3 (1+1+1): dispel magic [X], fireball [ ] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 28/42
Ongoing Effects:
protective ward: 3/6, +2 deflection bonus to AC
glitterdust: 1/6

Quinn Kestrel |

Round 4
Again, Quinn feels a heaviness in his molars and lethargy in his limbs.
DC16 Will Save, Fatigue: 1d20 + 8 ⇒ (9) + 8 = 17
DC16 Will Save, Speech: 1d20 + 8 ⇒ (7) + 8 = 15
"Back, little beastie, depart from here! You'vvveee...." the words trails off as Quinn's jaw goes slack. Continuing to jab at the creature, he eyeballs the door, hoping he can slam it again in the attic whisper's face.
rapier: 1d20 + 5 ⇒ (5) + 5 = 10
dmg: 1d6 + 2 ⇒ (3) + 2 = 5

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

Sorry for the radio silence there for a bit. Had a very busy weekend but hopefully back to normal for now.
Quinn: 12
Tsin: 12
Malavarius: 17
Pemsworth: 12
Hektir: 7
Antagonists: 14
Pems closes himself, Hektir and the old witch in the room, but there seem to be too many magical auras for him to make sense of. Hektir searches for her, his blade having caught her one final time as she disappeared with the potion.
Mal's spell reveals her position, but it's more powerful than the wizard expected, and Pems and Hektir find themselves also covered in the dust, blinking it out of their eyes. The radius of glitterdust is 10 feet and the room's pretty small -- I'm going to rule it also gets Hektir and Pems
"You'll have to do better than that, you doddering old fool!" the witch cries as she manages to avoid the worst of the spell.
She quickly casts her own spell, her fingers flying in perfect form that doesn't give Hektir an opening to attack, and then reaches out to try to touch him. She'll succeed if he fails his glitterdust save and is blind, in which case he'll take 10 hp, and watch as her wounds heal. Otherwise, she just misses as he yanks his arm out of the way.
Outside, as Tsin cries out from the nursery, Quinn's sudden lack of voice seems to hamper him, his rapier slashing above the creature's head. Still, he's able to fend off its jaws from catching him again.
Will save: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
Cast defensively: 1d20 + 10 ⇒ (20) + 10 = 30
vampiric touch: 1d20 + 0 - 2 ⇒ (14) + 0 - 2 = 12
vampiric touch: 3d6 ⇒ (3, 5, 2) = 10
AW bite: 1d20 + 9 ⇒ (8) + 9 = 17
1d4 - 1 ⇒ (3) - 1 = 2
Granny Nan: 45; -2 AC for 3 rounds; -2 attack rolls for 4 rounds (+10 hp?)

Hektir the Tracksmage |
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Round 5
1d20 + 8 ⇒ (20) + 8 = 28 Will Save
Hektir grunts as he sees the witchy-witch just before she tries to touch him.
Again he gives a manly grunt to Mal, a quick head bob of thankedness....and then he turns to his main task, ending the witchy-witch.
1d20 + 8 ⇒ (20) + 8 = 28 to hit;
1d6 + 4 ⇒ (2) + 4 = 6 damage.
Letting it roll...I'm afire. Pot Crit:
1d20 + 8 ⇒ (15) + 8 = 23 to hit;
1d6 + 4 ⇒ (2) + 4 = 6 damage.
Hektir tries to take her head off with his bladed belt.

Tsin Windscar |
1 person marked this as a favorite. |

Round 5, Init 12
How much hair do you have on your chest there, Hektir?!
Tsin flinches at the shadows in the nursery, and claustrophobia overtakes her. She starts reverse-engineering her defenses, her teeth bared in the strain of throwing off furniture and preparing to bolt out and into the darkness of the cold outside. Just so long as the witch doesn't lay hands on her as she runs past.
Frightened, 5/6

Malavarius King |

"Doddering old fool? I beg your pardon! I have tried to be quite civil with you, madam, but you have insisted on constantly trying to disappear and now you turn to name calling. Tsk tsk. How very disappointing."
Malavarius rummages around in one of his voluminous sleeves for a moment before producing a scroll. "And I'll have you know, madam, I do not need to 'do better than that'. I did precisely what I meant to, thank you very much." He keeps his eyes fixed on the witch's sparkly form, ready should she try to invoke another spell.
Dispel Magic (DC=11+CL): 1d20 + 5 ⇒ (13) + 5 = 18
Move action: draw scroll of dispel magic
Standard action: ready counterspell
*if Hektir's attack killed her, I'll turn the dispel toward Quinn to restore his voice
HP: 31/31
AC: 11 (11 T / 10 FF)
Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold
Cantrips (4): detect magic, message, prestidigitation, read magic
Level 1 (3+2+1): endure elements [X], feather fall [ ], magic weapon [ ], protection from evil* [ ] [ ], , snapdragon fireworks [ ]
Level 2 (2+2+1): glitterdust [X], resist energy* [ ] [ ], spontaneous immolation [X] [ ]
Level 3 (1+1+1): dispel magic [X], fireball [ ] [ ]
Protective Ward used: 1/8
Scorching Ray charges used: 28/42
Ongoing Effects:
protective ward: 4/6, +2 deflection bonus to AC
glitterdust: 2/6

Quinn Kestrel |

Round 5
Panic starts to grip the verbose cleric as the ability to create words escapes him. With desperation he continues jabbing at the creature, sure that Tsin will be along to save him at any moment.
rapier: 1d20 + 5 ⇒ (11) + 5 = 16
dmg: 1d6 + 2 ⇒ (2) + 2 = 4

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

Quinn: 12
Tsin: 12
Malavarius: 17
Pemsworth: 12
Hektir: 7
Antagonists: 14
Quinn jabs at the attic whisperer, but again, can't seem to find his mark, his confidence shaken by the sound of the creature's sobs. It bites him again, and he feels his breath grow short, though the wound barely hurts. 1 hp; DC 16 Will save or become fatigued for 1 hour
In one of the other rooms, Tsin continues to huddle, while in the other, Hektir permanently dispatches the witch, his blade seeming to strike true again and again.
Pems opens the door to the sight of Quinn still fighting the little undead.
Mal, I'm going to argue no action here, as you were in the other room and didn't realize Quinn had no voice yet. Plus, Hektir might try to stop you and he's vicious with that belt! You can save that roll, though.
1d20 + 9 ⇒ (14) + 9 = 23
1d4 - 1 ⇒ (1) - 1 = 0
AW: 4

Hektir the Tracksmage |

Round 5, Init 7
Hektir spits as the witchywitch falls, his righteous anger fading...until he remembers Quinn.
I wonder if he's in trouble...I bet he'd scream for help if he wasn't. I bet he's fine.
Hektir takes the round to coupe de belt the witch.
2d6 + 8 ⇒ (1, 6) + 8 = 15 coup damage
"There you go, witch. Your reward."

Tsin Windscar |

Round 6, Init 12
Beads of sweat riddle Tsin's brow and shoulders, as she stumbles through the overturned furniture. She stands upright, managing to fling the door open, and prays that her exit will be unfettered.
She takes in the scene before her, sees Hektir standing over the body of the witch, and at the very last moment, believes she sees the witch's hand try and reach upwards to grab at Hektir in her death knell.
Frightened, 6/6