
Alexis Kirmoon |

OK, I'm done with spell changes now.
0th (DC 15):
detect magic, detect poison, launch bolt/item, mage hand, message, prestidigitation, resistance
1st (DC 16):
feather fall, protection from evil, scatterspray, scatterspray, shield
2nd (DC 17):
flaming sphere, fly (swift), fly (swift)
After Quist turns into a butterfly, we'll have 3 minutes until all hell breaks loose.
Alexis' shield and protection from evil spells will only last 3 minutes, so I'll have to delay casting them until the enemy is fairly close. With that in mind, I think it would be best to have Biter close to Alexis. (Ben already has him near the tree she'll be in.) Since he does more damage in melee than anyone else, I really don't want him getting charmed or dominated.
So, after about 2 minutes have passed Alexis will...
- cast Protection from Evil on Biter. That will ward him against mind control and give him a +2 deflection bonus to AC and a +2 resistance bonus to saves vs. evil creatures.
- get herself up into her tree using a fly spell
- cast Shield on herself
- cast Resistance on herself
- cast greater mage hand and keep her concentration on it
Just before Pupa would be in range of AoOs, Alexis will then either open the cage door via GMH, or simply move the whole damn thing out of the way to get Pupa out of harm's way.
There's not much offense I can provide after that other than crossbow bolts, a single scatterspray AoE burst, and flaming sphere. However, I could still use GMH to move equipment on the battle field, pull triggers for traps, or anything else like that (up-to 30lbs).

Nazard |

Actually it's fifteen minutes after he turns into a butterfly (roughly), not three, but I get the idea. You want to try to count off 14 minutes, or wait until the baddies are actually in view.
Basically, the witches show up 1d6+12 minutes after Quist turns into a butterfly, to reflect that they don't walk at exactly the same speed every time.
It's my mother-in-law's birthday tonight, but I hope to have a map posted and the first round going late tonight after the festivities are over.

Nazard |

Burnsten Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Biter Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Rath Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Alexis Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Gregor Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Abbas Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Pete Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Elorin Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Tracant Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Griselda Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Witches Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Sigh, being called away. The map is updated, so have a look and make sure that that's where you want people (ignoring where I have the witches, no meta-gaming!!).

Nazard |

Pupa Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
You get yourselves ensconced in your hiding places, the faerie dragons helping you by flitting about, making a game of spotting you and turning whatever body parts they spot bright orange, until you have yourselves so well hidden, you might never find yourselves again (adding 5 to all your take 20s).
By the time you're all starting to get a bit stiff, a butterfly flits over and lands on Alexis' nose. It stays there a moment, and then moves off.
Tell me how many minutes after Quist signals you you wait before casting spells on people.

Nazard |

Initiative Order:
Biter
Witches
Gregor
Griselda
Elorin
Tracant
Rath
Alexis
Pete
Pupa
Burnsten
Abbas (in his usual place in the initiative order)
Alexis just finishes casting her spell on Biter when Quist returns to hover in front of Rath's face. A moment later, he sees 4 shadowy forms manifest out of the darkness of the deep brush to the south west of his position. Three of them are human women with long hair and clothes fashioned from animal skins. In the fading sunlight, Rath catches glimpses of facial piercings of large bones and animal teeth. The women all have short spears strapped to their backs, and carry foot-long reeds in one hand. Amidst the women walks a taller, more unseemly woman, with long hair knotted and matted, long bony arms, and a sickly green hue to her skin. Long wicked claws extend from the ends of her fingers. In one hand, she carries a cage woven of tree branches.
The witches walk right past Rath's hiding spot (and one of the witches nearly steps into the third pit, but she just misses it), and into the little clearing where Pupa bravely waits. She sits up as they approach and stop at their current positions on the map.
Pupa fluffs her wings.
The hag laughs and gestures at two of the witches, handing one of them the cage. The two women advance on Pupa with wicked smiles. One witch makes it up to the stump easily, but the other steps onto the covering of the pit trap. Reflex save: 1d20 + 1 ⇒ (20) + 1 = 21 She nimbly leaps back as the ground under her foot gives way to reveal a 10 x 10 hole in the ground.
Pupa leaps off the stump as the agreed signal. Everyone can have 1 surprise round action before the official combat begins.
SURPRISE ROUND
Up next: Biter, Gregor, Elorin

Biter |

Charge the hag (w rage) to DS-158.
Raging, charging, sneak attacking Power Attack 1d20 + 8 ⇒ (20) + 8 = 28;
damage 1d10 + 1d6 + 9 ⇒ (7) + (4) + 9 = 20.
Crit confirm 1d20 + 8 ⇒ (16) + 8 = 24;
Total damage if confirmed 1d10 + 9 + 20 ⇒ (4) + 9 + 20 = 33.
As my good friend Rob Zombie would say... Let the bodies hit the floor!

Gregor Trevian |

Gregor will delay until his companions that are going to move into melee are at their targets, so as to not impeed their movements, then cast his entangle.
When cast the entangle will be centered at the intersection of DP,DQ - 157,158

Nazard |

Biter charges in, ignoring the human witch to his left as he plunges his sword towards the hag, piercing one of her thighs and passing through into the other, causing large spurts of sickly green blood to spray over the battlefield. The hag shrieks in anger and pain.
Gregor delays.
Up next: Elorin, Tracant, Rath

Alexis Kirmoon |

"Griselda not come alone. Griselda have three Kawacatoose women with her. They not as powerful as she is, but she use them to make her own magic very strong. She only need two for her magic to be powerful. Kill them first and Griselda easier to hurt."
"Abbas 'ere be right on thar, 'n ifn we kin drop one o' them, it be weakening th' others. That be our goal."
"If'ing we are to fight Kawakatoose dhal'kaan-drakaar ... spell-chanters, needing to killing them out-right."
Given the way the conversation was going, I thought it was simply understood that we needed to take down the human witches first.

Nazard |

Oh, did Biter have instruction not to attack the hag first?
Quite a few of you have stated that you're going for the hag first. You got surprise, and may take the hag out before she can act if you're lucky. Also, the cooperative stuff all have full-round casting times, so while they're surrounded by you folks, those big nasties aren't a problem. What you really don't want is for her and two of her witches to escape off into the brush, where they can prepare all sorts of surprises for you.
By the way, has anybody made a Knowledge Nature check to remember useful stuff about hags?

Alexis Kirmoon |

Gregor did with an AA from Burnsten
K: Nature checks
Burnsten 1d20 + 6 ⇒ (8) + 6 = 14
Gregor 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 AA

Biter |

Sorry, I didn't realize everyone thought that was the plan. And my comment wasn't about taking them out first so much as not leaving any alive to preserve our 'no native contact' order. Either way, I can switch targets when Biters turn comes up... He has first initiative, so they'll still be flatfooted against his attack. Just let me know.

Alexis Kirmoon |

At this point, it might be best for Biter to continue hacking away at the hag and making AoOs on her if she attempts to flee. As tenacious as he is, I don't see him switching targets anyway. Perhaps everyone else can grant him flanking advantage and keep the other witches from helping Griselda get away.

Nazard |

Gregor did with an AA from Burnsten
Alexis wrote:K: Nature checks
Burnsten 1d20 + 6 ⇒ (8) + 6 = 14
Gregor 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 AA
Okay, that's enough for two pieces of information. I've found 6 likely candidates, so I'll roll randomly...
1d6 ⇒ 21d6 ⇒ 1
Gregor and Burnsten remember beforehand that if this main witch is an actual "hag", then she will be able to see in the dark like a dwarf, only half again as far away. Also, these creatures are naturally resistant to magic from sources other than themselves.
Up next: Elorin, Tracant, Rath

Ravarath |

Rath sprints from the bushes noting that the faerie dragons have left him with a leafy head of hair. Using Biter's attack as a distraction he attacks from the other side.
Standard Action - Charge (to DS 156) w/ normal move and strike at the HAG.
To Hit: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Elorin |


Nazard |

Elorin readies, drawing a bead on the hag.
Tracant slithers out of the tree and bullrushes the witch that nearly fell into the pit. Bullrush attempt: 1d20 + 4 ⇒ (4) + 4 = 8 The linnorm fails to get its body into proper position to push the witch over the brink.
Rath bursts from the shrubbery launching a vicious punch at the hag's head. His fist bounces off some invisible energy field less than an inch from the hag's skin.
Alexis suddenly takes off from the ground, like a single graceful, slow-motion leap, landing lightly on a tree branch.
Up next: Pete, Pupa, Burnsten, Abbas

Nazard |

Pete moves up, taunting the witch in DP161.
Pupa casts a spell, conjuring a square of grease from DQ 156 to DR 157.
Hag reflex save: 1d20 + 7 ⇒ (3) + 7 = 10 The hag shrieks, slips, and falls to the ground.
Burnsten steps forward and summons a celestial warrior into square DQ162. The warrior attacks the witch in that square.
Celestial warrior attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10
The warrior whiffs on his swing.
Abbas' spiritual weapon appears and slashes at the same witch, nearly landing a lethal blow, yet still inflicting a serious wound on the woman.
Gregor casts his readied spell, and the plants rise up to entangle the four women.
Hag Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Witch 1 Reflex: 1d20 + 1 ⇒ (3) + 1 = 4
Witch 2 Reflex: 1d20 + 1 ⇒ (2) + 1 = 3
Witch 3 Reflex: 1d20 + 1 ⇒ (1) + 1 = 2
All four women are held fast by the plants.
ROUND 1
Up next: Biter, Witches, Griselda
Okaaaay, not turning out to be so lethal after all...

Biter |

Through Biter's battle roaring, he shouts out, "Is'ing something else on the ground!" But he doesn't have time to point, levelling a round of attacks on the prone hag.
Attack 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12;
damage 1d10 + 1d6 + 9 ⇒ (8) + (2) + 9 = 19.
Power Attack Bite 1d20 + 6 - 5 + 2 ⇒ (4) + 6 - 5 + 2 = 7
damage 1d4 + 1d6 + 2 + 1 ⇒ (4) + (1) + 2 + 1 = 8.

Nazard |

The witch Biter and Rath are flanking (he's not actually flanking the hag) glares through the swirling mists at Biter with hypnotic eyes. He feels himself get sleepy. Will save DC 14 or fall asleep for two rounds.
The hag attempts to get to her feet. Acrobatics: 1d20 + 1 ⇒ (2) + 1 = 3
and break free of the entangle. Strength: 1d20 + 4 ⇒ (9) + 4 = 13 She fails at both. She calls out with a shrill whistle.
Up next: Elorin, Tracant, Rath
The light green area is the entangle spell. The grey area over top of that is the mist. The yellow area is the grease. A lot of the tokens have been hidden because there are no PCs within 5 feet to see them. If you are planning on moving through the mist, I need a square by square list. Also, I allow the entangle spell to ignore allies because I figure the druid controlling the plants can tell them to. Gregor can't do that if he can't see them due to obscuring mist cover, so if you are within the entangle at the end of Gregor's turn and he can't see you, you'll need a reflex save against the entangle.

Ravarath |

Rath sends a flurry of kicks at the downed Hag. His second kick is aimed at her head, hoping to stun her.
Full Round Action - Flurry of Blows:
To Hit: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
To Hit: 1d20 + 5 ⇒ (10) + 5 = 15 + Stunning Fist
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Stunning Fist - Fort Save DC:15

Nazard |

Like Biter, Rath is unable to land a solid blow against the hag.
Alexis' spell ignites the grease in its square (will ignite the rest of the grease next round).
Hag reflex save: 1d20 + 4 ⇒ (9) + 4 = 13
The fire ignites the hag as well as the grease, and she screams in further pain and rage.
Additional damage: 1d6 ⇒ 2
Up next: Pete, Pupa, Burnsten

Nazard |

As Pete prepares to throw, Pupa flies out of the mist at speed, turns mid-air, and looks back at the cloud, readying a spell.
Warrior attack miss chance: 1d100 ⇒ 44; attack: 1d20 + 5 ⇒ (12) + 5 = 17; damage: 2d6 + 5 ⇒ (6, 1) + 5 = 12 You hear another female cry of pain and a gurgle from within the cloud.
Burnsten draws his own sword and moves toward the edge of the cloud, making sure to keep in line of sight with Gregor.
Up next: Abbas, Gregor, Biter

Gregor Trevian |

Reflex Save DC 17 if the sphere contacts someone or target takes 3d6 ⇒ (2, 4, 6) = 12 fire damage.

Biter |

Raging Power Attack 1d20 + 6 ⇒ (12) + 6 = 18;
damage 1d10 + 9 ⇒ (9) + 9 = 18.
Raging Power Bite 1d20 + 6 - 5 ⇒ (3) + 6 - 5 = 4;
damage 1d4 + 3 ⇒ (3) + 3 = 6.

Nazard |

Initiative Order:
Biter
Witches
Griselda
Elorin
Tracant
Rath
Alexis
Pete
Pupa
Burnsten
Abbas (in his usual place in the initiative order)
Gregor
Abbas and Gregor move forward. A ball of fire appears in front of Gregor and moves through the mist, burning a patch of fog away and barely revealing Biter to him at the end. Everybody but Biter who's within the entangle effect and fog needs to make a reflex save versus the entangle as Gregor can no longer see you to control the plants away from you.
ROUND 2
You all hear growls and barks of what must be very large dogs or wolves coming from the west. They are close, but none of you can see them yet.
Miss chance 20+ is okay: 1d100 ⇒ 59 (Success)
Biter brings his sword down hard on the hag. She claws at the steel, shoving it out of her stomach.
The witch next to Rath and Biter hisses in frustration and turns her slumber hex on Rath instead. Will save DC 14 or fall asleep for two rounds
The hag attempts to free herself of the entangle. Strength: 1d20 + 4 ⇒ (18) + 4 = 22 Success! The hag tears the plants off herself. Acrobatics check: 1d20 + 3 ⇒ (7) + 3 = 10 The hag stands up, looking like somebody just helped her up. She steps off the greased area to DQ158 (the flaming sphere is in DR 158).
Up next: Elorin (still can't see anybody), Tracant, Rath