
Starflit |

Starflit's eyes grow a little glassy as Tristain expounds on Lowls's notes. Though her superiors in the Black Butterfly's earthly order had given her a decent amount of background information about the Great Old Ones and the King in Yellow in particular, there's a lot here she doesn't understand. The star stelae she's heard about but doesn't yet fully comprehend their powers. Xhamen-Dor may have been mentioned to her once or twice, but she recalls little of the details about that being (understandable, as it was supposed to be destroyed). Kaklatath, the yithians, and their battle against the Great Old Ones is news to her as well. It's all a bit much for the young inquisitor to comprehend.
At some point, she realizes that Lothan's tongue is running on again, and that he's actually addressing her. Starflit's jaw drops at the man's outlandish words--even though she'd politely averted her eyes while the man changed clothes--and she begins mentally searching for the perfect comeback to use in response.
Lothan's another thing I just don't understand! she thinks as she forms her retort.
"As if!" is the best her flustered brain can come up with.
Turning to the others, she regains her composure and asks, "Are we certain this is what we should do now? It seems to me like we'll be doing a lot of the same bad things Lowls has been trying to do himself...."
Starflit Knowledge (planes) Check: 1d20 + 12 ⇒ (18) + 12 = 30

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

As you are trying to read through all the notes in what Starflit thinks is probably the actual Necronomicon, Kyffin begins to check out the well. As he gets close, however, the stone well cover shatters and a translucent worm covered in screeching maws and bloodshot eyes springs up from deep below the city. As it does, the tents begin to tear free of their anchors and papers fly about, blown by the intense winds that gutter from the well in the creature’s wake.
It flies up about 15 foot above the broken well surface and lets loose a blast of wind that scours your flesh! 49 hp bludgeoning, DC 26 Reflext save for half; you're also pretty sure if any of you were actively flying, it might send you spinning away.
It's a flying polyp, a horrific aberration from beyond the stars.
Albert: 1d20 + 5 ⇒ (1) + 5 = 6
Kyffin: 1d20 + 1 ⇒ (11) + 1 = 12
Lothan: 1d20 + 9 ⇒ (5) + 9 = 14
Starflit: 1d20 + 7 ⇒ (6) + 7 = 13
Tristain: 1d20 + 4 ⇒ (13) + 4 = 17
Antagonist: 1d20 + 6 ⇒ (14) + 6 = 20
14d6 ⇒ (4, 3, 1, 2, 2, 5, 5, 6, 3, 1, 2, 5, 6, 4) = 49
1d4 ⇒ 3
Party is up. I need a DC 24 Will save from everyone or be shaken for the duration of the fight (this is a fear effect). Also, the gray well cover is broken and now leads to a drop. The creature is 15 feet above the ground.

Tristain the Chalker |

1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 Reflex
1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21 Will +4 if close to ol’ Al’s aura of senility
1d20 + 23 + 2 ⇒ (17) + 23 + 2 = 42 Know (Dungeoneering)
As he is flying, Tristain is sure to tumble back a few squares. When he regains his composure, he will examine the creature. He is clearly shaken up from the attack (maybe might be saved by Al).
DRs? Special Attacks? Weaknesses?
He will chatter out what he thinks might be useful against the foe.

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

Al was right next to you.
These things are really, really dangerous.
DR 10/magic and slashing. They're also immune to precision damage. They have a number of other defensive abilities, he's sure, though the exact details escape him at the moment.
In addition to the wind blast you all just experienced, they can create a sucking wind: This attack allows the flying polyp to send an eerie wind out to slow and eventually stop a creature's escape. The wind itself isn't particularly strong, but it creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp. Activating this ability is a full-round action, and it must concentrate each round to maintain the effect. The sucking wind manifests as a 100-foot-radius spread, with the flying polyp at the center. Each round the polyp maintains concentration, the sucking wind's radius increases by 100 feet, to a maximum radius of a mile. A flying polyp can detect creatures within this area via tremorsense. As a free action, it can increase the effects of the sucking wind on up to five different creatures within the area at one time. Each targeted creature must succeed at a DC 26 Fortitude save each round it remains in the area of the sucking wind or it is slowed until it leaves the area. A creature already under the effects of any slowing effect (such as from this sucking wind or a slow spell) that fails this save is held in place for 1 round—it is not helpless, but cannot move via any means. Freedom of movement protects against the effects of the sucking wind, and control winds negates its effects in the area of effect of the control winds spell. Natural windstorms or other powerful winds have no effect on a sucking wind. A flying polyp can activate a sucking wind once per day, and can maintain concentration on the effect for up to an hour. The save DC is Constitution-based.
The one bright thing? They're vulnerable to electricity -- though of course they do resist magic in general.

Starflit |

Starflit tries to squat low and cover up within her cloak but is a second too slow: the intense wind pounds her like a giant's fist and begins to sear the skin off her face. She at least fights off the natural inclination to flee before this terrible foe. Not certain she can withstand another blast like that, Starflit invokes some judgements to pump up her saves and give her fast healing, then casts her most powerful cure spell on herself as she listens to Tristain describe how to best deal with this beastie.
Starflit Reflex Saving Throw: 1d20 + 9 ⇒ (13) + 9 = 22
Starflit Will Saving Throw: 1d20 + 14 ⇒ (12) + 14 = 26
Starflit Knowledge (dungeoneering) Check (Monster Lore): 1d20 + 16 ⇒ (12) + 16 = 28
Starflit cure serious wounds (self): 3d8 + 13 ⇒ (3, 5, 8) + 13 = 29 (34 total healing with fast healing 5)
Judgments: #3 of 5; healing (fast healing 5), purity (+3 sacred bonus on all saving throws (+6 against curses, diseases, and poisons));
Buff Spells: life bubble?, air walk
hp (current): 90/107; fast healing 5; (49 damage this round; 34 healed);
AC (Normal): 28, touch 17, flat-footed 25 (+8 armor, +3 deflection, +3 Dex, +1 insight, +3 shield);
AC (CURRENT): same;
Saving Throws (Normal): Fort +12, Ref +9, Will +14; Immune disease; stalwart
Saving Throws (CURRENT): Fort +15, Ref +12, Will +17; stalwart; purity judgment (+3 sacred bonus on all saving throws (+6 against curses, diseases, and poisons))
Greater Bane (none yet); 15/18
Conditions: none

Albert Hazred |

DC 26 Reflex save: 1d20 + 18 ⇒ (4) + 18 = 22
Al grits his teeth against the blast and catches the important part of Tristain's words. Calling upon his god to smite the foul creature, he launches into the attack unafraid.
AC 30, HP 46/95
curve blade, power attack, smite: 1d20 + 20 + 5 ⇒ (11) + 20 + 5 = 36
damage: 1d10 + 5 + 12 + 13 ⇒ (1) + 5 + 12 + 13 = 31

Kyffin Rhees |

Weapon Equipped = Scimitar
Conditions = Magic Vestment (2/13h, +3), Air Walk (17/40m (30 for everyone else)), Magic Circle (17/130m), Sacred Armor (1/10r, +3), shaken
Scimitar: Attack: BAB +9/4, Str +5, Magic +2, Focus +2, (Power -3) Damage: Str +5, Magic +2, Specialization +4, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +9/4, Dex +2, Magic +1 Damage: Str +5 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (6/9, su) (Holy Strike (std), Battle Companion (std), Fast Healing (std, 3 for 1m), or Powerful Healer (sw))
Fervor (6/9, su, sw, DC 19, 5d6)
Sacred Weapon (11/13r, su, sw, +3)
Sacred Armor (10/13m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, burns like a torch)
Pearl of Power (1/1, first)(0/1, second)
Spells (Caster Level 13, Concentration +16)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Air Bubble,
Second (15):
Third (16): Dispel Magic, Invisibility Purge,
Fourth (17): Blade of Light, Blessings of Fervor,
Fifth (18):
- - -
Reflex: 1d20 + 11 ⇒ (8) + 11 = 19 vs DC 26 for 49hp
Will: 1d20 + 16 ⇒ (7) + 16 = 23 vs DC 24 for shaken (-2)
Kyffin starts by upping his armor as usual, with his sacred armor ability (1m, +3, swift). He then 5’ steps SE and swings mightily! (slashing & magic so should overcome DR)
Scimitar: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28
damage: 1d10 + 17 ⇒ (8) + 17 = 25
critthreat Scimitar: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31
damage: 1d10 + 17 + 2 ⇒ (10) + 17 + 2 = 29 (fire)
Scimitar: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
damage: 1d10 + 17 ⇒ (6) + 17 = 23

Tristain the Chalker |

Round 1, Init 16
Tristain casts Haste on the goon squad and moves back 60'.
Tristain's Haste: Round 1/13. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.
HP: 77/77+15 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1: 5/8 left (Bless*0,MM*3,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 6/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*1,Invis*0) dc 22
Spells: Lvl 3: 3/8 left (Fly*0,ForPun*0,MagVest*0,DazeMM,Haste*3,Hero*2) dc 23
Spells: Lvl 4: 8/8 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5: 4/6 left (Commune*0,Serenity*0,LifeBub*1,OverlandFly*1) dc 25
Spells: Lvl 6: 5/5 left (UnMake*0,EgoWhip*0,PsychSurg*0) dc 24
Cure Used: 0/4 used
Rod of Reach: 0/3 used
Rod of Extend (6th): 2/3 used
Rod of Extend (3rd): 0/3 used
Daily Prep: False Life 1d10 + 10 ⇒ (4) + 10 = 14 temp hp, Extended Heroism (Tris & Kyffin), Life Bubble (about 5 hours each), Overland Flight (13 hours).
"zee-NOO!”
Wand of Magic Missile (lvl9): 38/50 left
5d4 + 4 ⇒ (4, 1, 2, 1, 2) + 4 = 14 force damage.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 22 will)
Tristain's Haste: Round 1/13. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.

Lothan Robgard |

Lothan's another thing I just don't understand! she thinks as she forms her retort.
"As if!" is the best her flustered brain can come up with.
Lothan chuckles, chalking up another victory for himself.
Ref vs. 26: 1d20 + 17 ⇒ (14) + 17 = 31 HA! Evasion for the win! (Didn't know I had that until I looked). :P
Will vs. 24: 1d20 + 12 ⇒ (1) + 12 = 13
But his cocky grin vanishes quickly when a gigantic, freakish worm-like creature explodes from underground! "Seriously? I mean... seriously?" The next thing Lothan finds himself doing is diving out of the way to avoid the dastardly hot wind. "Whew! Blast, that was close! Time to die you big, freaking, um..., whatever the hell you are!"
Clustered Shots; -2 to all attacks is applied; If the creature is more than 30' away - I'm not entirely sure - then remove the Point Blank shot bonuses.
Studied target/Haste/Rapid shot/Deadly Aim/PB shot
+2 Adaptive composite longbow: 1d20 + 19 ⇒ (3) + 19 = 22
Damage: 1d8 + 16 ⇒ (5) + 16 = 21
(Rapid Shot)+2 Adaptive composite longbow: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d8 + 16 ⇒ (4) + 16 = 20
(Haste)+2 Adaptive composite longbow: 1d20 + 19 ⇒ (3) + 19 = 22
Damage: 1d8 + 16 ⇒ (6) + 16 = 22
+2 Adaptive composite longbow: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 1d8 + 16 ⇒ (1) + 16 = 17
+2 Adaptive composite longbow: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 16 ⇒ (2) + 16 = 18
Crit confirm
+2 Adaptive composite longbow: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d8 + 32 ⇒ (2, 2) + 32 = 36
What a bunch of garbage rolls. AGAIN. Boy, they just won't quit. Ugh.
AC 28; Hp's 109/109

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

Tristain: 17
Lothan: 14
Starflit: 13
Kyffin: 12
Albert: 6
Antagonist: 20
Tristain hastens the group and then speeds away to find a wall to bonk against as his companions go after the flying polyp. Unfortunately, the swirling winds seem to grab most of Lothan's arrows, flinging them about like matchsticks, though one does hit home.
Starflit heals herself as Al and Kyffin rush forward toward the monster, the air beneath their feet still granting them purchase. The monster's tentacles lash out as they get close -- Al takes a vicious slap 11 hp, while Kyffin's blade is knocked aside AoO missed, but so did Kyffin's attack. But while Al manages to avoid the next two tentacles, Kyffin isn't as luck. He ducks one, which seems to set him up for the next, as it slams into him and latches on. 14 hp, grabbed
AoO vs. Al: 1d20 + 21 ⇒ (15) + 21 = 36
1d8 + 9 ⇒ (2) + 9 = 11
AoO vs. Al: 1d20 + 21 ⇒ (5) + 21 = 26
Al Miss?: 1d100 ⇒ 21
Tentacle vs. Al: 1d20 + 21 ⇒ (5) + 21 = 26
Tentacle vs. Al: 1d20 + 21 ⇒ (5) + 21 = 26
Tentacle vs. Kyffin: 1d20 + 21 ⇒ (13) + 21 = 34
Tentacle vs. Kyffin: 1d20 + 21 ⇒ (19) + 21 = 40
1d8 + 9 ⇒ (5) + 9 = 14
Crit vs. Kyffin?: 1d20 + 21 ⇒ (6) + 21 = 27
Grab vs. Kyffin: 1d20 + 28 ⇒ (10) + 28 = 38
FP: 38
OK, let's see if I can get us some momentum for this game. I appreciate everyone's patience!

Tristain the Chalker |

Round 2, Init 16
Tristain casts Magic Missile on the bad thing and tries to find a spot that is out of line of effect for any more boom clouds.
5d4 + 5 ⇒ (1, 4, 3, 3, 2) + 5 = 18 force damage
Tristain's Haste: Round 2/13. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.
HP: 77/77+15 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1: 4/8 left (Bless*0,MM*4,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 6/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*1,Invis*0) dc 22
Spells: Lvl 3: 3/8 left (Fly*0,ForPun*0,MagVest*0,DazeMM,Haste*3,Hero*2) dc 23
Spells: Lvl 4: 8/8 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5: 4/6 left (Commune*0,Serenity*0,LifeBub*1,OverlandFly*1) dc 25
Spells: Lvl 6: 5/5 left (UnMake*0,EgoWhip*0,PsychSurg*0) dc 24
Cure Used: 0/4 used
Rod of Reach: 0/3 used
Rod of Extend (6th): 2/3 used
Rod of Extend (3rd): 0/3 used
Daily Prep: False Life 1d10 + 10 ⇒ (7) + 10 = 17 temp hp, Extended Heroism (Tris & Kyffin), Life Bubble (about 5 hours each), Overland Flight (13 hours).
"zee-NOO!”
Wand of Magic Missile (lvl9): 38/50 left
5d4 + 4 ⇒ (4, 3, 4, 2, 1) + 4 = 18 force damage.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 22 will)
Tristain's Haste: Round 1/13. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.

Albert Hazred |

Dirt scatters as Al quickly heals his wounds, then his blades whirls with haste as he slashes at the creature.
Dirt On It: 7d6 ⇒ (5, 2, 6, 2, 6, 4, 2) = 27
HP: 62/95
curve blade, power attack, smite, haste: 1d20 + 20 + 5 + 1 ⇒ (10) + 20 + 5 + 1 = 36
damage: 1d10 + 5 + 12 + 13 ⇒ (7) + 5 + 12 + 13 = 37
miss chance: 1d100 ⇒ 16
curve blade, power attack, smite, haste: 1d20 + 20 + 5 + 1 ⇒ (18) + 20 + 5 + 1 = 44
damage: 1d10 + 5 + 12 + 13 ⇒ (6) + 5 + 12 + 13 = 36
miss chance: 1d100 ⇒ 46
curve blade, power attack, smite, haste: 1d20 + 15 + 5 + 1 ⇒ (7) + 15 + 5 + 1 = 28
damage: 1d10 + 5 + 12 + 13 ⇒ (3) + 5 + 12 + 13 = 33
miss chance: 1d100 ⇒ 15
curve blade, power attack, smite, haste: 1d20 + 10 + 5 + 1 ⇒ (20) + 10 + 5 + 1 = 36
damage: 1d10 + 5 + 12 + 13 ⇒ (9) + 5 + 12 + 13 = 39
miss chance: 1d100 ⇒ 95
possible crits at attacks 2 and 4...
curve blade, power attack, smite, haste: 1d20 + 20 + 5 + 1 ⇒ (17) + 20 + 5 + 1 = 43
damage: 1d10 + 5 + 12 + 13 ⇒ (9) + 5 + 12 + 13 = 39
curve blade, power attack, smite, haste: 1d20 + 10 + 5 + 1 ⇒ (14) + 10 + 5 + 1 = 30
damage: 1d10 + 5 + 12 + 13 ⇒ (1) + 5 + 12 + 13 = 31

Starflit |
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Starflit again invokes Freedom's Call to make life easier for the frontliners. Then she cautiously approaches the beast so she can get in on the hasted action.
Judgments: #3 of 5; healing (fast healing 5), purity (+3 sacred bonus on all saving throws (+6 against curses, diseases, and poisons));
Buff Spells: life bubble?, air walk; Freedom’s Call 5/13
hp (current):107/107; fast healing 5; (0 damage last round);
AC (Normal): 28, touch 17, flat-footed 25 (+8 armor, +3 deflection, +3 Dex, +1 insight, +3 shield);
AC (CURRENT):
Saving Throws (Normal): Fort +12, Ref +9, Will +14; Immune disease; stalwart
Saving Throws (CURRENT): Fort +15, Ref +12, Will +17; stalwart; purity judgment (+3 sacred bonus on all saving throws (+6 against curses, diseases, and poisons))
Greater Bane (none yet); 15/18
Conditions: none

Kyffin Rhees |

Weapon Equipped = Scimitar
Conditions = Magic Vestment (2/13h, +3), Air Walk (17/40m (30 for everyone else)), Magic Circle (17/130m), Sacred Armor (2/10r, +3), shaken, Divine Favor (1/10r, +4), Hasted
Scimitar: Attack: BAB +9/4, Str +5, Magic +2, Focus +2, (Power -3) Damage: Str +5, Magic +2, Specialization +4, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +9/4, Dex +2, Magic +1 Damage: Str +5 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (6/9, su) (Holy Strike (std), Battle Companion (std), Fast Healing (std, 3 for 1m), or Powerful Healer (sw))
Fervor (5/9, su, sw, DC 19, 5d6)
Sacred Weapon (11/13r, su, sw, +3)
Sacred Armor (10/13m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, burns like a torch)
Pearl of Power (1/1, first)(0/1, second)
Spells (Caster Level 13, Concentration +16)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Air Bubble,
Second (15):
Third (16): Dispel Magic, Invisibility Purge,
Fourth (17): Blade of Light, Blessings of Fervor,
Fifth (18):
- - -
Kyffin 5’ steps south, free of the grapple thanks to Starflit, ”Thanks Starflit!” He’ll swiftly pile on with a Divine Favor (+4 attacks/damage (luck)) to aid his swing, by the grace of god.
Scimitar: 1d20 + 15 + 3 ⇒ (16) + 15 + 3 = 34 (shaken, favor, haste)
damage: 1d10 + 17 + 4 ⇒ (5) + 17 + 4 = 26 (favor)
critthreat Scimitar: 1d20 + 15 + 3 ⇒ (15) + 15 + 3 = 33 (shaken, favor, haste)
damage: 1d10 + 17 + 4 + 2 ⇒ (1) + 17 + 4 + 2 = 24 (favor, 2hp fire)
Scimitar: 1d20 + 10 + 3 ⇒ (13) + 10 + 3 = 26 (shaken, favor, haste)
damage: 1d10 + 17 + 4 ⇒ (5) + 17 + 4 = 26 (favor)
hasted Scimitar: 1d20 + 15 + 3 ⇒ (4) + 15 + 3 = 22 (shaken, favor, haste)
damage: 1d10 + 17 + 4 ⇒ (4) + 17 + 4 = 25 (favor)

Lothan Robgard |

Lothan takes a step closer and launches another barrage of arrows at the gigantic beast. "Die, freakshow, die!!!"
5' step to the square directly below Starflit
Studied target/Haste/Rapid shot/Deadly Aim/PB shot
+2 Adaptive composite longbow: 1d20 + 21 - 2 ⇒ (12) + 21 - 2 = 31
Damage: 1d8 + 16 ⇒ (3) + 16 = 19
(Rapid Shot)+2 Adaptive composite longbow: 1d20 + 21 - 2 ⇒ (4) + 21 - 2 = 23
Damage: 1d8 + 16 ⇒ (3) + 16 = 19
(Haste)+2 Adaptive composite longbow: 1d20 + 21 - 2 ⇒ (18) + 21 - 2 = 37
Damage: 1d8 + 16 ⇒ (1) + 16 = 17
+2 Adaptive composite longbow: 1d20 + 16 - 2 ⇒ (3) + 16 - 2 = 17
Damage: 1d8 + 16 ⇒ (2) + 16 = 18
+2 Adaptive composite longbow: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Damage: 1d8 + 16 ⇒ (4) + 16 = 20
AC 28; Hp's 109/109

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

Tristain: 17
Lothan: 14
Starflit: 13
Kyffin: 12
Albert: 6
Antagonist: 20
Tristain blasts the flying polyp, while Lothan manages to sink another arrow home -- though one he thought was right on target flies by as the creature fades partly from sight.
With Starflit's help, Al and Kyffin press their attack, and the old man is able to strike it down with a series of devastating swipes.
SR: 1d20 ⇒ 14
Lothan Miss?: 1d100 ⇒ 80
Lothan Miss?: 1d100 ⇒ 9
Kyffin Miss?: 1d100 ⇒ 82
Combat over! As a reminder, you had a big info dump right before the fight began. You also know from the notes that one of the Star Selae you need to deal with was upstairs from where you emerged from the tower. You do also know the two archons are still out there, so need to decide what if anything you want to do about that.

Kyffin Rhees |

Weapon Equipped = Scimitar
Conditions = Magic Vestment (2/13h, +3), Air Walk (20/40m (30 for everyone else)), Magic Circle (20/130m)
Scimitar: Attack: BAB +9/4, Str +5, Magic +2, Focus +2, (Power -3) Damage: Str +5, Magic +2, Specialization +4, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +9/4, Dex +2, Magic +1 Damage: Str +5 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (4/9, su) (Holy Strike (std), Battle Companion (std), Fast Healing (std, 3 for 1m), or Powerful Healer (sw))
Fervor (5/9, su, sw, DC 19, 5d6)
Sacred Weapon (11/13r, su, sw, +3)
Sacred Armor (10/13m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, burns like a torch)
Pearl of Power (1/1, first)(0/1, second)
Spells (Caster Level 13, Concentration +16)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Air Bubble,
Second (15):
Third (16): Dispel Magic, Invisibility Purge,
Fourth (17): Blade of Light, Blessings of Fervor,
Fifth (18):
- - -
Kyffin takes a minute or two to heal (he’ll activate his blessings for a bit of fast healing). He offers the want do others, ”Anyone need any?” Just tap away and I’ll track charges.
”Let’s head upstairs first and finish this before we start drifting into another realm to chase our quarry. From past experience, those are tougher than the real world so we should be ready.”
He’ll help heal and then move ever upwards, relying on air walk to avoid any traps that might be on the stairs themselves.
"Are we sure we can give them the book to destroy? We don't need it for this ritual right?" He asks Tristain.

Tristain the Chalker |
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Tristain flies back in to get healed (-34 damage, had 15 temp hp) to look around for magics and will recast his False Life.
1d8 + 1 ⇒ (8) + 1 = 9 CLW
1d8 + 1 ⇒ (8) + 1 = 9 CLW
1d8 + 1 ⇒ (5) + 1 = 6 CLW
1d8 + 1 ⇒ (6) + 1 = 7 CLW
"Nice wand," he remarks as 4 charges really hit the spot. And now that he has time to think, he tries to remember what happened before the monster attack.
The key things you take away seem to be:
• Lowls is obsessed with one or more eldritch masters, whom he seeks to serve by completing a number of occult rituals. He has planned to take Xhamen-Dor into his body and journey to Carcosa to offer himself to Hastur so that the King in Yellow can gain enough power to become an Outer God.
• Much like Thrushmoor, the accursed city of Neruzavin holds three Star Stelae that the count awakened in order to perform a ritual he learned from the Necronomicon: the path to the black star occult ritual.
• Upon completing the ritual, Lowls planned to travel to the unholy domain of the King in Yellow, where he hoped to attune its Star Stelae and offer Golarion to his new master.
Kaklatath -- who you may have forgotten is present because I haven't mentioned its name in ages -- expresses great dismay and corroborates everything you have learned. As it explains, the King in Yellow is an immensely powerful demigod served by aberrant beasts of all kinds, and Xhamen-Dor was his most powerful weapon: a foul fungus entity that consumed entire worlds and siphoned their essence to grow the Unspeakable One’s realm.
The yithians have fought the Yellow King’s servants throughout time and space since time immemorial, and believed Xhamen-Dor destroyed and its remains obliterated. If the name Xhamen-Dor is known on Golarion, Kaklatath believes it likely that the Great Old One may lie here dormant, yet still dangerous—perhaps in this very city!
It continues to explain that the Great Race of Yith won a victory on Golarion eons ago, when snakes strode on legs and humanity was young. They destroyed most of the King in Yellow’s servants and sealed others deep beneath the earth. A few of the Great Race remained behind as guardians—among them Kaklatath—slumbering in wait should Golarion come under attack once more. That Kaklatath is unable to return to its natural body suggests something has destroyed the slumbering yithians. That leaves you few allies in pursuing Lowls, whose scheme could corrupt this world.
If you are to intervene, you will need to follow Lowls by performing the same ritual he did. The count’s notes are sufficient to identify where the three Star Stelae in Neruzavin stand, and he has marked several pages in the Necronomicon that present occult rituals of note. Of course, the writing appears to be in Necril, which may present a problem please let me know if any of you read that; if not you'll need to find some way to translate. From his notes you also discover the only way to stop Thrushmoor from being forcibly drawn into Carcosa: you must activate three Star Stelae in Carcosa and defeat whoever is in control of the reflection of Thrushmoor already forming in that alien city!

Albert Hazred |

Albert gets the handoff from Tristain and uses a few charges from the wand.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
HP: 94/95
Though he doesn't mention it, the old man is fully aware that another blast from the flying polyp could have been his demise and he feels fortunate to still be breathing.
"I don't like none of the business of completing ancient rituals, but I'll leave those decisions to the better minds. Seems unlikely Lowls could do any of this by himself, we make a good team and we barely stand up to the forces before us, he must have someone, or something else helping him."

Starflit |

"I agree with Al--I don't like the thought of completing any ritual that someone as messed up as Lowls would take part in, but...my knowledge of all this is limited, and I've grown to trust you all."
Turning to Kaklatath, Starflit asks, "Do you think we should proceed with this ritual?"
May as well burn a round or three of discern lies here to be safe.

Tristain the Chalker |
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Combat over! As a reminder, you had a big info dump right before the fight began. You also know from the notes that one of the Star Selae you need to deal with was upstairs from where you emerged from the tower. You do also know the two archons are still out there, so need to decide what if anything you want to do about that.
When the party is ready, and if the party has no further use for the Necronomicon (not sure if we still need it), Tristain will summon the archons and offer the book, a deal completed. He would have copied out the information he needs.
Tristain continues to gather and store information for later review, but also wants the Necronimicon out of his hands.

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

So, as a reminder, you can't read the Necronomicon yet, because it's in Necril. Without it, you can't figure out the rituals. So I'm going to assume you don't want to call the archons yet.
"I think you will have to," Kaklatath replies to Starflit, who doesn't detect any lies. "The only way to stop Lowls is to find him, which will require retracing his footsteps even farther than you have already."
It's words remind you of one more think you were able to puzzle out from the notes: the only way to stopThrushmoor from being forcibly drawn into Carcosa -- you must activate three Star Stelae in Carcosa and defeat whoever is in control of the reflection of Thrushmoor already forming in that alien city. I think I missed that in my earlier recitation of the notes.
Kaklatath continues to express its alarm, punctuating its statements by pointing at the dead polyp. "If one flying polyp is free, others are sure to follow in time," the yithian posits. Kaklatath seems very concerned about this development and explains the various dangers that flying polyps present to the world.

Kyffin Rhees |

”I can cast comprehend languages tomorrow and decipher the book. Until then, we gotta keep it. Let’s finish this tower shall we? Sounds like we have our work cut out for us.” He nods to Kaklatath.
Kyffin gestures upward, and begins to air walk up.

Starflit |

Starflit's been more worried about the Should we? part about reading through the Necronomicon that she temporarily fails to even consider the Can we? part of the equation.
"I can cast that spell now," she tells Kyffin and the others, "though I must admit I'd prefer not to--bad things can come from people blindly doing something without fully understanding the potential consequences. And the spell's personal, so I can't just cast it on someone else to take those risks."
Starflit seems torn on the issue but at last relents. "But I trust you all, and if Kaklatath believes it's the only way to stop Lowls, I'll do it."
With one last deep and fearful exhale, Starflit casts the spell and starts translating the relevant sections of the Necronomicon.
EDIT: She'll hold off casting comprehend languages for now if folks would rather finish exploring first.

Tristain the Chalker |

"I dunno. We don't need to know Necril to copy what it says. Or, if you're worried, Starflit, you can cast it and read it backwards, and I'll scribe it backwards to nothing can be released," Tristain offers, willing to copy the book as is and without knowing what it says...it might even be better and safer that way.

Lothan Robgard |

Shaking his head, "Nah, that takes too much time. Just read it, Butterfly. Let's just get this over with. You all worry too much. We got this. Go ahead, Butterfly." Lothan awaits the reading, curious to know what it all says and why it's so important.

Kyffin Rhees |

"Look, spells are spinning and we can't air walk forever. If we're going to finish this tower, lets do it now. Then we'll go somewhere quiet and decipher the tome. Then we give it up for destruction."
Kyffin heads upward and hopes the others will follow.

Starflit |

Starflit gives Kyffin a nod, Lothan a shrug, and then follows the half-orc.

Albert Hazred |

Al nods sagely along with Starflit and also follows along with Kyffin. The impatient side of him sides with Lothan and Tristain, but in his years he's learned the art of patience and wisdom, sorta, well, not really at all, but it seems like a wise approach.

Lothan Robgard |

Rolling his eyes in utter annoyance, "Fine." Snazza frazza rashin' fashin', Rig Ruy. I mean, Big Guy. With a confused look about him, "Wow... that was weird."

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

Again, my apologies for taking so long. I appreciate everyone's patience.
Deciding to make your way back inside, you head up the stairs, nearly 200 feet from your previous heights (despite the fact that you were just recently back on the ground on the other side of the door). The iron fittings here have crumbled to rust, and desiccated scraps of wood mark where furniture once stood in the nearly square chamber at the top of the stairs. Broad, short windows provide a commanding view of the city, indicating that this room is at the top of one of the tallest towers. At the room’s center stands a 12-foot-tall column with a single flat face inscribed with dozens of runes.
This is clearly one of the star selae Lowls wrote about and that you'll need to attune if you hope to follow and stop your erstwhile employer. You could try a ritual now, based on what you've learned, but you know that if you use the Necronomicon, it will likely be much easier. Though that would require translating it.
PATH TO THE BLACK STARS
School conjuration (teleportation); Level 6
Casting Time 60 minutes
Components V, S, F (the Necronomicon and three attuned Star Stelae), SC (up to 4)
Skill Checks Knowledge (arcana) DC 40, 3 successes; (dungeoneering) DC 40, 2 successes; Knowledge (nobility) DC 40, 1 success
Range touch
Target primary caster, secondary casters, and up to one creature per character level of the primary caster
Duration instantaneous
Saving Throw Will negates; SR no
Backlash The primary caster takes a –2 penalty on Will saving throws against the spells and special abilities of creatures whose patron deity is Hastur. This effect lasts until the primary caster fails a Will saving throw against such an effect and for 24 hours thereafter.
Failure All casters gain 1 permanent negative level and are exhausted.
EFFECT
The casters draw and stand within a ritual circle, tracing eldritch symbols within the air to attune their current location to Carcosa’s cosmic coordinates. Upon this ritual’s completion, the carved runes on each of the focus stelae glow with eldritch power and shine beams of energy toward the primary caster. These beams cast a circle of sickly yellow light in a 100-foot radius around the caster and teleport all of the targets to a random destination on the distant world that holds Carcosa. Performing this ritual in the same place always transports the targets to the same region of Carcosa. If a creature used this ritual to travel to Carcosa, performing it again always transports the target back to its original point of departure.
The Necronomicon serves as a powerful focus and tool when performing the path to the black star occult ritual. Referencing the tome while performing the ritual grants the primary caster a +10 insight bonus on all associated skill checks and grants all secondary casters a +5 insight bonus on those checks.
A caster can increase his bonus on one of these checks by 5 by consulting even darker chapters of the Necronomicon and taking 1d2 points of Wisdom drain in the process. He can instead take 1d4 points of Wisdom drain to increase the bonus by 10.

Kyffin Rhees |

Kyffin reaches the top chamber, somewhat surprised there are no further foes. He shrugs and listens as Tristain explains how things work.
"I dunno if I can help in this at all. I have none of those skills..."
As I cannot make any DC over 10 as an untrained user, I presume I cannot even aid the rolls. If I can however, I will try...
Knowledge Arcana: 1d20 + 0 ⇒ (11) + 0 = 11 vs DC 10 to aid
Knowledge Arcana: 1d20 + 0 ⇒ (10) + 0 = 10 vs DC 10 to aid
Knowledge Arcana: 1d20 + 0 ⇒ (18) + 0 = 18 vs DC 10 to aid
Knowledge Dungeoneering: 1d20 + 0 ⇒ (20) + 0 = 20 vs DC 10 to aid
Knowledge Dungeoneering: 1d20 + 0 ⇒ (12) + 0 = 12 vs DC 10 to aid
Knowledge Nobility: 1d20 + 0 ⇒ (18) + 0 = 18 vs DC 10 to aid
- - -

Tristain the Chalker |

If Starflit can read, then Tristain can do the ritual. Do we need to get all the checks, or just one set?
1d20 + 24 + 2 ⇒ (2) + 24 + 2 = 28 Dungeoneering (+10 if Starflit help)
1d20 + 24 + 2 ⇒ (20) + 24 + 2 = 46 Dungeoneering (+10 if Starflit help)
1d20 + 24 + 2 ⇒ (6) + 24 + 2 = 32 Dungeoneering (+10 if Starflit help)
1d20 + 24 + 2 ⇒ (20) + 24 + 2 = 46 Dungeoneering (+10 if Starflit help)
Tristain attempts the ritual.

Starflit |

Starflit doesn't look 100% sure this is the right course of action, but she nonetheless casts comprehend languages and translates the unspeakable evil that is the Necronomicon.

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

As you begin to start translating the Necronomicon, there's suddenly a dreadful scream, and a spectral figure appears, sword leveled at Lothan. Fortunately for the archer, he and Starflit, on edge and ready for any intrusions, react before it can strike!
Albert: 1d20 + 5 ⇒ (4) + 5 = 9
Kyffin: 1d20 + 1 ⇒ (17) + 1 = 18
Lothan: 1d20 + 9 ⇒ (13) + 9 = 22
Starflit: 1d20 + 7 ⇒ (15) + 7 = 22
Tristain: 1d20 + 4 ⇒ (13) + 4 = 17
Antagonist: 1d20 + 9 ⇒ (10) + 9 = 19
1d5 ⇒ 3
Lothan and Starflit are up. Combat map is updated.

Starflit |

Starflit temporarily ceases translating the vile book as the spirit appears. She reflexively invokes protection and purity judgments on herself before casting communal protection from evil on her nearby friends.
Spells: 5th 0/1; 4th 4/4; 3rd 5/5; 2nd 5/6; 1st 5/6
Judgments: #4 of 5; protection (+3 sacred bonus to Armor Class (+6 against attack rolls made to confirm critical hits against the inquisitor), purity (+3 sacred bonus on all saving throws (+6 against curses, diseases, and poisons));
Buff Spells: life bubble?, air walk, communal protection from evil
hp (current):107/107; (0 damage last round);
AC (Normal): 28, touch 17, flat-footed 25 (+8 armor, +3 deflection, +3 Dex, +1 insight, +3 shield);
AC (CURRENT): 31, touch 20, flat-footed 28 (+3 sacred from protection judgment; potential +2 to AC vs. evil
Saving Throws (Normal): Fort +12, Ref +9, Will +14; Immune disease; stalwart
Saving Throws (CURRENT): Fort +15, Ref +12, Will +17; stalwart; purity judgment (+3 sacred bonus on all saving throws (+6 against curses, diseases, and poisons); potential +2 vs. evil, enchantments)
Greater Bane (none yet); 15/18
Conditions: none

Lothan Robgard |

"Whoa! What the...?!" Lothan exclaims, firing away like crazy at the intruder.
Attack! Clustered Shots
Studied target +3/Rapid shot/Deadly Aim/PB shot
+2 adaptive composite longbow: 1d20 + 20 ⇒ (17) + 20 = 37
Damage: 1d8 + 16 ⇒ (2) + 16 = 18
(Rapid Shot)+2 adaptive composite longbow: 1d20 + 20 ⇒ (20) + 20 = 40
Damage: 1d8 + 16 ⇒ (4) + 16 = 20
+2 adaptive composite longbow: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 1d8 + 16 ⇒ (8) + 16 = 24
+2 adaptive composite longbow: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d8 + 16 ⇒ (3) + 16 = 19
Crit confirm
(Rapid Shot)+2 adaptive composite longbow: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 2d8 + 32 ⇒ (2, 8) + 32 = 42
AC 27; Hp's 109/109

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

Kyffin: 18*
Tristain: 17*
Albert: 9*
Lothan: 22
Starflit: 22
Antagonist: 19
It takes a moment, but Starflit reacts with a quick spell of protection, while Lothan unloads arrows. The shafts fly true to the ghost, but simply pass through it, trailing bits of ectoplasm most hit, but they do half damage.
Furious, the spectral figure follows the elven archer, her own sword flashing as it strikes home and a spell flies from her lips. You all just barely get a glance of massive wounds -- that look like they would be fatal on a lesser man -- appear on Lothan's body. 99 hp damage; that was an unfortunate crit! Then a cloud of green mist fills the area, blocking your view and choking you. The entire room is now filled with a cloudkill; 4 Con damage; DC 20 Fort save for half The cloud immediately begins sinking down the stairs, but you fear it's thick enough that it will last at least another round.
Concentration: 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33
Sword: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30 Oof!
Crit?: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27
28d6 + 8 ⇒ (2, 4, 1, 1, 2, 6, 1, 1, 1, 2, 1, 3, 2, 3, 6, 6, 6, 6, 6, 6, 1, 4, 6, 5, 4, 3, 1, 1) + 8 = 99
1d4 ⇒ 4
Ghost: 52
That crit was bad for Lothan. I think regardless of his save he's going to be unconscious (he had 10 HP left after the attack, I think, but the Con damage his max HP will be reduced by 13, which means he'd be at -3 hp). I think a failed save would be fatal. And he'll remain in the cloud for at least another turn.

Tristain the Chalker |

Daily Prep: False Life 1d10+10 temp hp, Extended Heroism (Tris & Kyffin), Life Bubble (about 5 hours each), Overland Flight (12 hours).
Tristain doesn't worry about the bad air, as his (and everyone's) clean air is protected by very nice mind magics.
"Wow, sucks to be you, Lothan...again...wow...seems like something, *someone* really, has it out for you. Why do you think that is, exactly? Any idea?" Tristain asks as he preps to fight the ghostly attacker.

Kyffin Rhees |

Weapon Equipped = Scimitar
Conditions = Magic Vestment (2/13h, +3), Air Walk (20/40m (30 for everyone else)), Heroism, Life Bubble, Magic Circle (20/130m)
Scimitar: Attack: BAB +9/4, Str +5, Magic +2, Focus +2, (Power -3) Damage: Str +5, Magic +2, Specialization +4, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +9/4, Dex +2, Magic +1 Damage: Str +5 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (4/9, su) (Holy Strike (std), Battle Companion (std), Fast Healing (std, 3 for 1m), or Powerful Healer (sw))
Fervor (4/9, su, sw, DC 19, 5d6)
Sacred Weapon (11/13r, su, sw, +3)
Sacred Armor (10/13m, su, sw, +3)
Dawnflower Sash (1/1, std, feather fall)(1/1, im, cure light wounds)(std, burns like a torch)
Pearl of Power (1/1, first)(0/1, second)
Spells (Caster Level 13, Concentration +16)
Zero (13): Create Water, Detect Magic, Light, Mending, Stabilize
First (14): Air Bubble,
Second (15):
Third (16): Dispel Magic, Invisibility Purge,
Fourth (17): Blade of Light, Blessings of Fervor,
Fifth (18):
- - -
Love the Life Bubble!
Kyffin fervently casts Divine Favor (+4 attacks/damage (luck)) swiftly to prepare himself for battle with the ghost. Then he tries to give the woman a reason to turn his way as he 5’ steps (SE) and swings!
Scimitar: 1d20 + 15 + 6 ⇒ (13) + 15 + 6 = 34 (favor, heroism)
damage: 1d10 + 17 + 4 ⇒ (2) + 17 + 4 = 23 (favor)
Scimitar: 1d20 + 10 + 6 ⇒ (19) + 10 + 6 = 35 (favor, heroism)
damage: 1d10 + 17 + 4 ⇒ (4) + 17 + 4 = 25 (favor)
critthreat Scimitar: 1d20 + 10 + 6 ⇒ (12) + 10 + 6 = 28 (favor, heroism)
damage: 1d10 + 17 + 6 ⇒ (1) + 17 + 6 = 24 (favor, 2hp fire)

Albert Hazred |

Al moves around to the ghosts' backside as he prepares again to deliver a holy smiting. "Back to the grave with you!"
smite evil on the ghost, AC 30 vs it
curve blade, power attack with focus, smite: 1d20 + 20 + 5 ⇒ (17) + 20 + 5 = 42
damage: 1d10 + 5 + 12 + 26 ⇒ (4) + 5 + 12 + 26 = 47
possible crit...
curve blade, power attack with focus, smite: 1d20 + 20 + 5 ⇒ (7) + 20 + 5 = 32
damage: 1d10 + 5 + 12 + 26 ⇒ (5) + 5 + 12 + 26 = 48

Tristain the Chalker |

Round 1, Init 17
Tristain casts Magic Missile on the bad thing and backs away if he can (30').
"zee-NOO!”
Wand of Magic Missile (lvl9): 37/50 left
5d4 + 4 ⇒ (4, 4, 4, 3, 4) + 4 = 23 force damage.
HP: 77/77+15 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1: 4/8 left (Bless*0,MM*4,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 6/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*1,Invis*0) dc 22
Spells: Lvl 3: 3/8 left (Fly*0,ForPun*0,MagVest*0,DazeMM,Haste*3,Hero*2) dc 23
Spells: Lvl 4: 8/8 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5: 4/6 left (Commune*0,Serenity*0,LifeBub*1,OverlandFly*1) dc 25
Spells: Lvl 6: 5/5 left (UnMake*0,EgoWhip*0,PsychSurg*0) dc 24
Cure Used: 0/4 used
Rod of Reach: 0/3 used
Rod of Extend (6th): 2/3 used
Rod of Extend (3rd): 0/3 used
Daily Prep: False Life 1d10 + 10 ⇒ (8) + 10 = 18 temp hp, Extended Heroism (Tris & Kyffin), Life Bubble (about 5 hours each), Overland Flight (13 hours).
"zee-NOO!”
Wand of Magic Missile (lvl9): 37/50 left
5d4 + 4 ⇒ (1, 4, 1, 4, 1) + 4 = 15 force damage.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 22 will)
Tristain's Haste: Round 1/13. You feel an urgent need to bonk your head on a wall, this can be overcome by acting quickly and decisively. If you choose to act quickly and decisively, then get +1 to attx/reflex yadayadayada. Otherwise, choose to enjoy a nice wall bonk, which is also lovely.

Starflit |

Starflit silently gives thanks for Tristain's spell that protects the group from the green mist. Leaving the spirit to the others for now, she does her best to keep Lothan alive and upright. Moving to the beleaguered archer, she tries to cast cure serious wounds on him defensively.
"No dying on us just yet!" the inquisitor growls as she heals Lothan. The corners of her mouth twitch into a slight smile as she adds, "I'm pretty sure half our crew would prefer to kill you themselves!"
Starflit Concentration Check: 1d20 + 17 ⇒ (20) + 17 = 37 Just for the record, would a Nat 1 fail in this instance?
Starflit cure serious wounds (Lothan): 3d8 + 13 ⇒ (5, 6, 6) + 13 = 30

Lothan Robgard |

Lothan roars in pain as the majority of his blood finds itself free from his body as it sprays everywhere... most of it pooling upon the ground below him.
"Wow, sucks to be you, Lothan...again...wow...seems like something, *someone* really, has it out for you. Why do you think that is, exactly? Any idea?" Tristain asks as he preps to fight the ghostly attacker.
Snapping his blood-covered face in Tristain's direction, "Hey, bonk boy, why don't you bonk your head against the pointy end of this stupid spirit's sword several times? If nothing else, it'll at least improve your looks," he says, glaring furiously at the mage.
"No dying on us just yet!" the inquisitor growls as she heals Lothan. The corners of her mouth twitch into a slight smile as she adds, "I'm pretty sure half our crew would prefer to kill you themselves!"
He then turns his bloodied face toward Starflit and responds with, "Well, I'll try not to bleed completely to death then. Wouldn't want to deny the anticipatory 'half' a future golden opportunity." Lothan gives a slight chuckle, albeit a painful one considering the blood spilling out of his mouth, before firing away at the destructive spirit!
Studied target +3/Rapid shot/Deadly Aim/PB shot/ & Clustered Shots
+2 adaptive composite longbow: 1d20 + 20 ⇒ (2) + 20 = 22
Damage: 1d8 + 16 ⇒ (6) + 16 = 22
(Rapid Shot)+2 adaptive composite longbow: 1d20 + 20 ⇒ (14) + 20 = 34
Damage: 1d8 + 16 ⇒ (1) + 16 = 17
+2 adaptive composite longbow: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d8 + 16 ⇒ (4) + 16 = 20
+2 adaptive composite longbow: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d8 + 16 ⇒ (2) + 16 = 18
Well... those all sucked. Ugh.
AC 27; Hp's 40/109