
Miriani |
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"Oh, Grandfather Winter took me away last night." she says, beaming with pride. "He saw how I had a talent for storm magic. He took me and threw me into the deepest storm there was. Colder than I had ever known, with winds that threw me around like a leaf. It was far too big to tame with magic. I simply had to go with the storm, learning its ways from the inside. I was there for what felt like years, seeing it in a new way. I then rode the winds back to Grandfather Winter, and he nodded and put me back into my body. Now I no longer cast spells. The storm is within me, always waiting."
Grandfather Winter would be their version of Gozreh. His storms are a challenge for man and beast. Some are killed, but those who survive are stronger for this. He is not worshipped with the same love given to Sister Cinder, but he is respected for his great power.

Hurik |

Hurik nods as if understanding, though in truth he would admit there is much he does not know, "Better from Grandfather Winter than a dragon's heart, of that I have no doubt. I am nervous of this storm you speak of, but I trust YOU so..." A thin smile, "Let us move on, and put your new gifts to the test"

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Kheyji takes a look at the painting, trying to decipher it.
What sort of roll would this be? Her religion is a +8, if it applies.
Following Diurn's lead, Kheyji casts light on her crying angel pendent.

DM DoctorEvil |

Hurik and Kheyji move over toward the ring of stones to examine the cave painting more closely. As they both approach, you are all surprised to see the cat in the painting roars to life and leaps from the wall, attacking both with its semi-solid claws.
Both the scouts take 18hp dmg (can be reduced with basic Will saves). The spectral cat then disappears back into the wall, looking normal again for all intents and purposes.
Hurik: 1d20 + 8 ⇒ (10) + 8 = 18
Kheyi: 1d20 + 8 ⇒ (7) + 8 = 15
Slashing Dmg to Kheyji and Hurik: 4d8 ⇒ (5, 1, 8, 4) = 18

DM DoctorEvil |

Both Kheyji and Hurik react quickly enough to the startling appearance of the ghostly sabre-cat to avoid full damage, thought each takes wounds from the claws which seem real enough to draw blood.
As quickly as the image appeared, it re-apparates back into the wall, and the painting looks seemingly normal enough.
Diurn looks at the image carefully, but can't see anything triggering about it just from observation.
Possible skills are Nature and Religion to perhaps know a bit more about this marking, how it behaved, and how to disable/destroy it, if that's what you intend. Provide your modifier, if you want me to make secret checks for you.

DM DoctorEvil |

Hurik is too hurt and surprised to be able to recall anything about the painting, but Miriani remembers hearing about items like this -- they are called haunts -- which are the remnant of some curse or magical incantation. It's clear this protective ward is triggered when someone gets close to it. She does think she could destroy the painting given the right ritual, but its easy enough to avoid, if you wish to enter the cave and just leave it alone.
Hurik Nature: 1d20 + 6 ⇒ (7) + 6 = 13
Miriani: 1d20 + 6 ⇒ (12) + 6 = 18

Miriani |

"I can release the spirit, but it was placed here as a guardian. We should go around it."
She then cocks her head and steps over to Hurik. She gathers up some soft snow and places it on his wound. The cold immediately soothes the pain. She turns to Kheji and does the same.
healing for Hurik: 2d8 ⇒ (1, 5) = 6
healing for Kheji: 2d8 ⇒ (4, 1) = 5
I guess she's still getting used to this.

DM DoctorEvil |

Miriani's use of Ocean's Balm makes each of you immune to future uses for 10 minutes. I have Kheyji at 31/35hp and Hurik at 50/53.[/ooc]
With some light sources to show the way, the party avoids the sabre-cat painting and eases into the cave mouth itself, leaving the overhang and the outside world behind.
The tunnel is narrow, only about 5' wide, allowing for the group to pass single file inside. At first there are rough-hewn steps leading down for about 10' then the passage continues. The smell is dank and earthy, and there is soothing rhythmic murmur to be heard, a faint sound, but easily audible.
At the bottom of the stairs, the passage turns to the north, leading deeper into the cave, while another passage runs to the south, looking like it might open into a larger cavern of some kind after short while.
Which way to do you proceed? And please provide a marching order, or arrange tokens on the map so that it is clear.

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Kheyji blinks, looks down at the healing snow, and smiles. ”That is fantastic. Thank you, Miriani!”
While exploring, she will Search. Perception +8. She will place herself either 2nd from the front or 2nd from the back.

DM DoctorEvil |

The southern passage ends in cavern that is roughly 20x25'. Something wooden is smashed on the floor of the room at the far end, but its too dim in the extreme ends of the chamber to make out what it is/was. Also in the chamber are a pair of stubby humanoids with oversized, frog-like heads and bulbous eyes. Their eyes emit a faint light when they turn to look at you, and you see they each blink twice at each other, as if signaling something, then they make aggressive noises and motions to attack the intruders.
Feel free to make your own initiative rolls as we set up for combat. See the cave map linked at top margin. I will roll for any who have not yet, when I get next post up.

DM DoctorEvil |

Cavern - Round 1
29 Red Creature
27 Kheyji
26 Diurn
25 Blue Creature
13 Hurik
9 Miriani
The Red Creature hisses loudly and aggressively. It turns its gaze on the party, its eyes suddenly flaring up with brilliant white light. The spotlight-like eyes make seeing difficult after the dim light of the cavern. The creature then leaps to attack Hurik who is in the lead. The barbarian is just able to fight off the snapping jaws of the creature wi with a quick shove.
Everyone needs a DC18 Fort save or have their eyesight impaired. After that, Kheyji and Diurn are up next.
Red Bite: 1d20 + 10 ⇒ (4) + 10 = 14
Miriani: 1d20 + 5 ⇒ (20) + 5 = 25
Red Blind: 1d20 + 9 ⇒ (16) + 9 = 25
Blue Blind: 1d20 + 9 ⇒ (1) + 9 = 10

Diurn Selestro |

Will: 1d20 + 9 ⇒ (6) + 9 = 15
Diurn motions for Kheyji to let him start the combat. His light senses overloaded.
inspire courage with lingering composition -- hard to start with anything else
inspire courage performance: 1d20 + 11 ⇒ (9) + 11 = 20

Diurn Selestro |

As the bard inspires himself and others he casts a spell putting a series of biting words in play!
attack: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 222d6 + 1 ⇒ (4, 6) + 1 = 11
The song lasts inspiring his comrades as the biting words impose discordant sonic daage!!
+1 to attack and damage for 3 rounds

Diurn Selestro |

Diurn had attacked before assessing the creatures, an impetuous act.
Biting words target red -- no flat check rolled for the light Spell attack is +9 not +11 Total of 20 rolled with inspire courage
flat check if needed on attack: 1d20 ⇒ 11

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Fortitude Save: 1d20 + 8 ⇒ (6) + 8 = 14
Embarrassingly for a cleric of the goddess of the sun, Kheyji finds herself blinking away spots after the creature's light attack.
Kheyji certainly waits until after Diurn begins his song to act, letting the bard take the lead.
Once Diurn has acted, Kheyji throws up a Shield (1 action).
Can she prepare to sling a fire bolt at it once her eyesight clears up? I don't want to risk hitting any of my teammates.