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Devaan, you should have started this encounter closer to full. You are life linked and will heal 5 hp a round until you are down less than 5. Plus Al has tons of healing so you had better be asking for healing if you are down at all.

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Reflex:1d20 + 5 ⇒ (10) + 5 = 15
So he does nothing for one round.

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Sorry, forgot lifelink.
Devaan stays standing, but otherwise does nothing except share his information about the haunt.

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Allanen's turn everyone who is down more than 5 heals 5 and Allanen takes 5 damage from each of you. I think he takes 25 points of damage so on his turn he will heal himself with that wand. Please keep your healh bars up to date so I can make good dealer calls.
Al moves away from the wisp and towards the haunt as he heals himself.
Cure Mod: 3d8 + 5 ⇒ (7, 5, 3) + 5 = 20
If he can stop in a pool of water he gains fast healing 2 while there. I think where he is counts.

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Rogarch attempts to resist the Spectral Arms but fails to do so. Her hybrid form absorbs most of the damage (Rogarch only takes 2 points of damage).
Reflex Save, Guidance: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
While unable to move forward immediately she is still able to act. She draws forth her Lucerne Hammer and flies into a controlled rage. She attempts to pummel the creature with her now enchanted hammer.
To Hit,Rage,Power Attack,Battle Spirit: 1d20 + 8 + 2 - 1 + 1 ⇒ (19) + 8 + 2 - 1 + 1 = 29
Damage,Blunt,Cold Iron and Magic,Rage,Power Attack, Battle Spirit: 1d12 + 6 + 1 + 3 + 3 + 1 ⇒ (2) + 6 + 1 + 3 + 3 + 1 = 16
Miss chance, Low is miss 1-50%: 1d100 ⇒ 8
According to the description of the effect everyone still gets their actions but simply cannot leave their square. So act.

Helping Hand |

Helping Hand keeps safe in his protective box for now.
(Total Cover is provided by the Familiar Satchel)

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If most everyone is in hybrid form and only takes 2 damage then Al does not have much incoming damage from his Life Link. If this is the case he still moves as indicated but will try to deal with the haunt by casting the cure Moderate Woulds spell and let his hawk familiar, move 60, deliver it.

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If I am mathing right, Al took a total of 20 points from Devaan before this encounter (from -9 to 11), and will take another 5 this round as he goes from 9 to 14.

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CMW: 2d8 + 5 ⇒ (8, 1) + 5 = 14
The Haunt blinks out.
The Wisp isn't too happy about that. It reappears, moves up, and zaps Beshmet with a necromantic shock.
zap: 1d20 + 19 ⇒ (14) + 19 = 33 electricity: 2d6 ⇒ (4, 6) = 10 negative energy: 2d6 ⇒ (5, 3) = 8 plus a surge of primal terror (frightened for 1 turn Will DC 17 negates)
Everyone is up

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@phaeton_nz - Is the wisp now fully visible so that there is no miss chance?

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Waiting to hear the answer to this. Please remember at the start of the player's action, if you are wounded more than 5 heal 5 and tell me. I knoi Beshmet is healing 5. Anyone else?

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It is visible - yes

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The wizard reloads and fires.
Pistol +1, Battle prayer: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage, flaming:1d6 + 2 + 1d6 + 1 ⇒ (2) + 2 + (5) + 1 = 10

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Devaan casts paranoia on the wisp, then backs away.
DC 18 Will. The only useful bit is -2 to everything when adjacent to multiple creatures.

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As Rogarch is now able to see the wisp she shifts her weapon to a one-handed grip. She then draws a wand of magic missile and unloads three bolts of force energy into the creature.
Magic Missile CL 5: 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13
Free action to remove one of her hands from her weapon, move action to draw a weapon-like item (wand) which does not provoke and a standard action to activate the wand which does not provoke. She is still raging as using a wand does not require concentration.

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The magic missiles hit but the bullet does not. Fluffy also misses. (-13)
will: 1d20 + 9 ⇒ (17) + 9 = 26
The wisp fires another necromantic shock at Beshmet before backing off a square and disappearing.
zap: 1d20 + 19 ⇒ (3) + 19 = 22 electricity: 2d6 ⇒ (3, 5) = 8 negative energy: 2d6 ⇒ (4, 1) = 5 plus a surge of primal terror (frightened for 1 turn Will DC 17 negates)
Everyone is up

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Beshmet heals 5 and so does anyone else that is down 5 or more. Let me know so I can adjust my health and know when to heal
Allanen activates his fly hex to gain more mobility but sits in his pool and continues to fast hea. He has taken 10 points from Life link but healed 4 from fast healing. He can heal 10 this way.

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@phaeton_nz - I think that the map needs to be updated considering that you said that the wisp moved back 5 feet. Also the bear should be adjacent to the wisp as he is attacking. This is important for my character who needs to know where creatures are to move around safely in combat and attack with her reach weapon. :)

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Map adjusted

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Perception: 1d20 - 2 ⇒ (20) - 2 = 18
Devaan gives flanking to someone.

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@Beshmet - If you could 5 foot step over to the left (west) on your turn then my character can flank with Devaan. The wisp is really tough to hit with weapons and my character has a reach weapon. :)

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As he doesn't know what to do as his bullets doesn't work the wizard does nothing this turn.

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As he doesn't know what to do as his bullets doesn't work the wizard does nothing this turn.
Bullets will hit it, it's just hard to hit. Also you could cast Blur on yourself or others for a miss chance...?

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We just have a party that is ill suited for this encounter.

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Beshmet moves to the left. Fluffy moves 1 step to the left and does a full attack on the wisp with flanking.
Attack: 1d20 + 10 ⇒ (18) + 10 = 28 Bite Dmg: 1d6 + 7 ⇒ (6) + 7 = 13
Attack: 1d20 + 10 ⇒ (6) + 10 = 16 Claw Dmg: 1d4 + 5 ⇒ (4) + 5 = 9
Attack: 1d20 + 10 ⇒ (5) + 10 = 15 Claw Dmg: 1d4 + 5 ⇒ (2) + 5 = 7

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miss chance hit=high: 1d100 ⇒ 14
I believe you're suited but you've been unlucky with it's high AC combined with the miss chance
The wisp invisibly moves, decloaks, and zaps Fluffy.
zap: 1d20 + 19 ⇒ (14) + 19 = 33 electricity: 2d6 ⇒ (1, 1) = 2 negative energy: 2d6 ⇒ (1, 3) = 4 plus a surge of primal terror (frightened for 1 turn Will DC 17 negates)
Everyone is up

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Not sure the two wizards doing next to nothing agree...
Devaan steps into a position where flanking with him will not involve the trap and actually uses his dagger.
Masterwork Dagger: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
It goes as well as expected.

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Al casts Resist Energy 10, electricity and has his familiar deliver it to Rogarch . Zap him. he says. He fast-heals two more. I never get to use this power. :)

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@phaeton_nz - You skipped my last turn so I will take two turns in a row if that is alright with you.
Turn 1 - Rogarch jams her wand back into a pocket, holds her hammer with both hands and then 5 foot steps into place with Devaan attempting to connect. Helping Hand comes up to slap her for luck.
To Hit,Guidance,Rage,Flanking,Battle Prayer: 1d20 + 8 + 1 + 2 + 2 + 1 ⇒ (4) + 8 + 1 + 2 + 2 + 1 = 18
Damage,Rage,Magic Weapon, Battle Prayer: 1d12 + 6 + 3 + 1 + 1 ⇒ (7) + 6 + 3 + 1 + 1 = 18
Miss chance,High hits: 1d100 ⇒ 65
Typical. My rolling is always poor and this is why I like automatic damage spells like Magic Missile. :)
Turn 2 - Rogarch remains raging, releases her hammer to a one handed grip, pulls out her wand of magic missile and then zaps the now visible wisp. Helping Hand slaps Rogarch for luck and then returns to his Familiar Satchel.
Magic Missile CL 5: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8

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The only thing that hits the Wisp is the magic missiles. (-21)

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For the pleasure of Allanen's player, I shot
He reloads and fires.
Pistol +1, Battle prayer: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 vs touch AC
Damage, flaming: 1d6 + 1d6 + 2 + 1 ⇒ (1) + (5) + 2 + 1 = 9

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My guess is you have a 1 in 4 chance to hit or so, not counting the miss chance, if it's invisible. On the bright side I can keep everyone healed for a long time. Can only life link my level of targets so will start healing the bear next round.

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I believe Beshmet still has a turn to take. If so ...
Beshmet moves to flank with Devaan and uses a spear
spear: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 piercing: 1d6 ⇒ 6
The wisp moves across the explosive area before disappearing, hoping to lure you over the unstable ground. ((Beshmet, Deevan and Fluffy may take AOOs)
fluffy: 1d20 + 10 ⇒ (3) + 10 = 13
Beshmet: 1d20 + 5 ⇒ (14) + 5 = 19
deevan: 1d20 + 3 ⇒ (9) + 3 = 12
Unluckily, none of those hit. Everyone is up.

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Masterwork Dagger, Attack of LOLportunity: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Technically better than the last one.
Devaan casts haunted fey aspect and moves around the unstable ground to help flank once more.

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Rogarch uses up her last ounce of rage to race after the wisp. She moves forward, drops her wand, grips her hammer in both hands and accepts a bit-of-luck from Helping Hand as well as the flank from Devaan to attempt to hit their elusive enemy.
All d20 rolls are roll twice and take the better roll for this round.
Roll 1:
To hit,Guidance,Flank,Rage,Power Attack: 1d20 + 8 + 1 + 2 + 2 - 1 ⇒ (7) + 8 + 1 + 2 + 2 - 1 = 19
Roll 2:
To hit,Guidance,Flank,Rage,Power Attack: 1d20 + 8 + 1 + 2 + 2 - 1 ⇒ (20) + 8 + 1 + 2 + 2 - 1 = 32
Crit Confirm on Roll 2: Again roll twice and take the better roll.
Roll 1:
To hit,Guidance,Flank,Rage,Power Attack: 1d20 + 8 + 1 + 2 + 2 - 1 ⇒ (16) + 8 + 1 + 2 + 2 - 1 = 28
Roll 2:
To hit,Guidance,Flank,Rage,Power Attack: 1d20 + 8 + 1 + 2 + 2 - 1 ⇒ (8) + 8 + 1 + 2 + 2 - 1 = 20
Damage Rolls:
Damage,Rage,Power Attack,Oil of Magic Weapon: 1d12 + 6 + 3 + 3 + 1 ⇒ (1) + 6 + 3 + 3 + 1 = 14
Critical damage if hitting AC 28 is a critical: 1d12 + 6 + 3 + 3 + 1 ⇒ (12) + 6 + 3 + 3 + 1 = 25
To bypass concealment I will roll a d20 twice assuming the GM agrees. I have included a d100 roll assuming the GM does not agree.
Roll 1 - High is a Hit.
Bypass Concealment: 1d20 ⇒ 5
Roll 2 - High is a Hit.
Bypass Concealment: 1d20 ⇒ 11
D100 roll in case the GM does not allow it. High is a hit.
Bypass Concealment: 1d100 ⇒ 13

Helping Hand |

Helping Hand taps Rogarch with a bit of luck and then returns to his familiar satchel.

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He reloads and fires.
Pistol +1, Battle prayer: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Damage, flaming: 1d6 + 1d6 + 2 + 1 ⇒ (3) + (5) + 2 + 1 = 11
Miss chance:1d100 ⇒ 30

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Rogarch actually hits the invisible wisp with a mighty blow (-60) [crit and crit confirmed - wisp's AC is 23] causing it to materialise one more time, looking more like a pancake than a sphere.
It then just lies there while it's internal light goes out, the skull crushed and smashed. Congratulations, you killed it. Combat over.
Tulvhatha had stacked the statues and holy relics she has corrupted from the Glade of Silver Sparks. In their tarnished state, they have little monetary value, though the PCs receive a reward of 400 gp for returning the defiled relics to a good-aligned temple or group of priests for purification. While the remains of Luvyire’s former companions have faded away, one of their starknives—a +1 returning starknife that emits a faint glow reminiscent of moonlight—remains, waiting for a champion of Ashava.

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Rogarch pants a relieved sigh with the destruction of the wisp. She retrieves her wand of magic missile suspecting that it might be needed again.
"That was a worthy battle."
@phaeton_nz - I think we are done here and not too soon either. The next game day is almost here. :)