Probably too late but... "I beg you to reconsider. We have fought our way this far, and do not intend to stop. We are just trying to get home to figure out what really happened. I am sure Micenta is behind all of this. She is using you for her own agenda."
diplomacy:1d20 + 13 ⇒ (7) + 13 = 20
"But if it is too late to try to settle this with our words, then we will be forced to defend ourselves, yet again."
Aira raises her staff high in the air, once again summoning a flaming sphere to drop down on the raven across the bridge.
fire dmg:2d6 ⇒ (5, 3) = 8 dc17 ref negates.
Flaming Sphere rounds remaining 3/4
If the GM would be so kind as to drop a flaming sphere again for me, on the raven, that would be fantastic. If there is a way I can do this myself, please let me know. Thanks!
Listening to Mith's suggestion, Aira rushes in to get close to her allies, before attempting to swipe at the lower witchcrow with her staff.
she shouts out to her allies "They took my component pouch! I can't cast more spells today without it!"
will:1d20 + 5 ⇒ (12) + 5 = 17
Seeing the tree burned and smashed to bits, Aira's now turns her attention towards the witchcrows. With a little bit of energy left in her flaming sphere, she directs it straight towards the Red witchcrow, having it hop up into the air to strike the creature.
Sorry, no K:Nature for me :(, and luckily I got my flaming sphere out already
Shaken from the trees waving arms, Aira continues to focus on her current flaming sphere, ignoring the crows, and what they stole, for now. She focuses to keep her sphere burning the tree for as long as she can.
"Wahh! Why is a tree attacking us?!? This place. It is always something!"
Aira focuses just like before, and drops another burning sphere directly on the tree.
dmg:3d6 ⇒ (4, 4, 1) = 9 DC 17 ref negates
vs SR if needed:1d20 + 4 ⇒ (4) + 4 = 8
If the gm would be so kind as to drop that nice flaming sphere on the map again for me, that would be awesome. If there is a way I can do it myself, please let me know?
Aira is left a little disappointed in her own effectiveness in the last encounter, but she keeps her head up knowing that things can change if she just practices more.
Following the party along, she watches as the witchcrows vanish. "I am sorry, but I do not feel any magic in me that can help see invisible creatures. We must keep ourselves alert."
She follows along with Mith, hoping to see if she can spot any other clues as to why the witchcrows were here.
Prior to this encounter...
Waking up refreshed after their trials at the scriptorium, Aira once again tries to identify the remaining magical items, casting a spell to boost her own knowledge.
Leaving the Scriptorium, Aira feels her powers grow, new magic seems to flow through her veins as her trusty staff to grows with a new light.
She follows the others along through the gardens, seeing the status come alive, she ponders if this is a new opportunity to try out her new magic.
"I don't always agree with some of your methods Thras, but you did say my favorite word." She holds out her staff, summing a massive orb of fire that seemingly drops from the sky right into the statues square.
The flaming sphere can be summoned anywhere within its initial range of 140 ft. It will occupy that space until I move it again. It can only roll 30' per move action, and only in a straight line, so we will need to work together on positioning for multiple hits. It deals damage when it enters a square occupied by any creature.
She looks a bit disappointed in herself. "I am pretty sure that is a belt of constitution, which will sturdy up your overall stamina for sure for whomever wears it. The other two, well I am having difficulty concentrating today. I can also try again tomorrow. "
Aira blinks repeatedly, as she snaps out of the phase she was locked in. Her vision returns, and she slowly regains control of her lmbs.
"Ugh! It is as if I could still hear everything going on, but I could not control myself, I could not even move! Thank you, to everyone."
She gags a little bit and turns her head away at the sight of Thras removing Pedipalps head. "Bleh. I suppose we each deal with our anger and frustrations differently. Here Sarela, Let me see if I can give you a hand"
will:1d20 + 4 ⇒ (12) + 4 = 16
Aira is taken back by the shapeshifting creature, so much so it causes an unnerving fear inside of her. She tries to keep herself focused and support her team. Seeing Thras disappear and reappear up top she shouts. "Thats a neat trick!"
Aira's spells not very effective from this range, she starts to make her way up the stairs, taking some cover behind the stair corner.
Spotting her trying to back off, Aira shouts "Thats far enough!" She reaches out and summons Grease all over where Pedipalp is standing, hoping to stop her in her tracks.
Aira casts Grease. Marked on the map. DC 16 reflex to avoid falling prone
Glad to hear you are feeling better. Hoping for your wife to make a full recovery as well. I absolutely would agree on keeping your spot here for when you are ready to return.
I am late to the party, and definitely flexible for whatever brings enjoyment to everyone. Additionally I am spoiled by the pf2 casters, so the underwhelming feeling of low level casters in 1e is not helping for me either :D
Don't sweat it. Aira's in a similar position. I have few offensive choices right now without blowing all my L1 spells on burning hands. My cantrips are pretty lackluster. Hopefully soon Aira will learn some new tricks as well.
Excited that her sands were helpful to the party, Aira gains some much needed confidence and rushes over next to Sam to get a better line of sight to the Wyrwood next to Mith. She takes aim and launches a magicl orb of acid at the creature.
Seeing the ranged attackers, Aira tries to 'encourage' them to come a bit closer. She raises her staff and suddenly the area engulfing the wyrwood's is engulfed in shifting hot sand.
Aira casts Burning Sands - Duration 3 rounds
Burning Sands:
You cause sheets of hot sand to spread over the ground in the area of effect. This layer of sand is 1 foot deep and constantly shifts and churns, transforming the ground in the area into difficult terrain. The sand itself burns, and periodic flames rise from the grit. While these flames cannot ignite objects, they deal 1d4 points of fire damage to any creature that ends its turn in contact with the ground within the area of effect. At the end of the duration, the sand vanishes, leaving no aftereffects (other than damage dealt).
The map is only showing some space to me. Not sure why a bunch of it is still covered, but the area is 20' radius, so I set it to end right where they are. They can either retreat through difficult terrain, or move forward out of it.
Aira looks up at the crossbows pointed directly at them "Ummm, I think we took a wrong turn somewhere. We are sorry! We are just trying to pass through, looking for Pedipalp. We do not mean any harm to you"
Aira shrieks almost in stereo with Sarela as a spider starts crawling up her, biting into her flesh.
fort:1d20 + 3 ⇒ (11) + 3 = 14
The pain initially stings her, but at least she is able to withstand the poison.
Following Mith a few times, Aira shouts "What is this trickery!" will?:1d20 + 4 ⇒ (20) + 4 = 24
She focuses for a while, attempting to detect the presence of magic that might be affecting the team's senses. She concentrates if shedetects any auras.
OK with Aira taking the glyph. Probably makes sense for another person to have healing support so I am fine with it
Seeing the creature vanish after Thras' threat, Aira cries out. "Oh please sir, let me apologize on behalf of my rather large friend here. See since we have been here he has been unable to find suitable ale to quench his thirst, and I bet you can tell it is certainly getting to him. I assure you we mean no harm. We just want to talk. "
"The ones, but not the ones? Who was it you were anticipating to see here? Are there more of us trapped trying to get home?" Aira pleads with Salighara for more information.
diplo:1d20 + 12 ⇒ (8) + 12 = 20"And what of Pedipalp and this staff? What secrets does she, and the staff possess, so that we may be best equipped to defend ourselves?"
She inquires with Salighara, but steps to the side to allow one of the other folks to accept the glyph.
Oh no! I am so sorry to hear you suffered through that, but glad to hear that you are on the up and up. Take as much time as you need to take care of yourself. We will still be here when you are good and ready!
Aira blinks in amazement at what is happening with the staff in Thras's hands. First it consumes the creature, only to spit out another one in its place. She looks at her staff, then back to the one in Thras' hands. "I suppose I need more training to learn that trick" She lets out a soft giggle, trying to lighten the mood in the otherwise very apparent stressful situation.
She turns to Sarela "I am sorry. I could see what I was doing, but it is as if I had no control over my actions. I hope I did not cause too much pain on your part" She then runs over and gives Sam a big hug. "Thank you as well for tending to my wounds. I am growing used to your warm energies keeping my spirits high."
Nodding in agreement with Thras "Yes, I suppose its time to move on. Thank you Kishokish for your stamp. I am glad we could come to your aid."
will vs fear:1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 shaken:1d4 ⇒ 2
Aira's body shutters as she is attacked on two front, both from her allies and not her foe. She shakes her head and blinks a few times before shouting. "Keep your wills strong friends! He is turning us against each other!"
Aira moves up to try to position herself safely. Her body trembling as the sight of him, she raises her staff and engulfs the area in glazing flames.
Burning Hands:3d4 ⇒ (2, 4, 1) = 7dc16 Ref Half
Sam - Yes I have been updating my stat block after each round, so the 14 was accurate. I'm healed 6 from you, and down another 4 from Aralah, putting Aira now at 16
Struck by Sarela's blow, Aira cannot control her thoughts as she once again strikes back. Her mind is so torn she swings completely wildly as if she was swinging purely at the air around her.
Not much help vs this beast, Aira stays in the back and attempts to hit it from range, while encouraging her allies "You got this guys! I know you can do it!"
She lobs a magical ball of acid, from her safe distance, though still rattled from her previous blow, the attack flies way off course.
acid splash:1d20 + 3 ⇒ (6) + 3 = 9 Range and fireing into melee penalties have not been applied dmg:1d3 ⇒ 1
Aira flinches at the phantom quickly approaches her, swiping and tearing at her insides. In the blink of an eye she felt like she was about to lose consciousness when a small boost of warmth took over. She felt Sam calling out inside "Its not over yet dear friend! We need you!"
Doubling over in pain, but still standing, Aira retreats from the reach of the fiend, and takes cover behind Aralah.