Human (Kellid) Witch 9.0
Dartenelles will 5-foot step (I'll move him when I get to a computer). He will then use his misfortune hex (dc16 will save) as a standard action. ( i assume Dartenelles used his slumber hex on the first round which means he can't use it again on this enemy). Then he will cackle as a move action to extend the hex. misfortune hex: Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Human (Kellid) Witch 9.0
With Terramor on guard facing the door, Dartenelles will stow his net as a move action and retrieve the silk rope out of Terramor's backpack as a second move action. "Sorry lad, I find myself unprepared. I need to borrow this in order to fully subdue our prisoner. Hanspur's sleep is powerful but will not last forever."
Human (Kellid) Witch 9.0
Dartenelles wonders to himself if the bear traps will slow the intruders down. That train of though is broken as he remembers the other stairwell. Chai Kai be mindful of the back stairwell! Make sure you are not come upon unawares! Dartenelles double moves behind Sir Terramor in the stairwell drawing his net as he moves.
Human (Kellid) Witch 9.0
Dartenelles directs the swarm on the soldiers. (This is the swarms last round before the spell exspires.) swarm: 1d6 ⇒ 2 Two DC 11 Fort saves needed. (Distraction & Poison) "Behold the power of weak things that work together! The unit is greater than the individual." If the soldiers don't move, Dartenelles doesn't need an action to command the swarm. If that is the case, he will use his standard action for his misfortune hex on one of the soldiers. (DC 16 Will Save) (Failure means the soldier must roll twice on all d20 rolls and take the worst.) Move action to Cackle and extend the Misfortune Hex duration by 1 round.
Human (Kellid) Witch 9.0
If the soldiers are under the murder holes, then Dartenelles will pour oil on them as a standard action and drop the torch as a free action to set them on fire. fire: 1d6 ⇒ 5 If they are still out 30-40 ft. He will read a casting of Vomit Swarm from his scroll and direct the spider swarm to stop on the soldiers. Vomit Swarm:
Vomit Swarm
School conjuration (summoning); Level alchemist 2, witch 2 CASTING
EFFECT
DESCRIPTION
You can move the swarm or change the swarm's direction by spending a standard action to concentrate on the swarm, otherwise it continues moving in its current direction. If your caster level is at least 7th, you can vomit forth a swarm of wasps instead. Finally, if your caster level is at least 13th, you can vomit forth a swarm of army ants. spider swarm:
Spider Swarm CR 1 N Diminutive vermin (swarm) Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
swarm: 1d6 ⇒ 2 Two Fort saves needed by all soilders in a ten foot space. DC 11 for Distraction and DC 11 for Poison. Sorry for the two courses of action. I'm confused where the soldiers are at exactly.
Human (Kellid) Witch 9.0
As his one action in the surprise round, Dartenelles will draw a scroll of Vomit Swarm out. This scroll has multiple castings (x4) of this spell on it. In round one, He will delay until after the three soldiers act. If they continue to advance, he will come back into the initiative order and act.
Human (Kellid) Witch 9.0
Dartenelles leans side to side and interjects, “With a fighting force so small perhaps we shouldn’t split the party. But on the other hand a knight, such as yourself, is never going to truly be happy unless he is daring and on horseback. So you must do what you feel you must" (To the party) 'With that light that approaches, I believe those devils may intend to burn us out."
Human (Kellid) Witch 9.0
Dartenelles ponders over Tsuneo’s questions and then replies, “The Glyph of Open Road says it all. The Society’s symbol reveals its great appeal; The open road, what lies ahead, freedom. The Society brings together those who embrace the road and steers them to explore, cooperate, and report of what they experience along the way. I am but a pilgrim that has won over dissidents in Jalmeray, found brotherhood among the natives of northern lands, and put down an undead uprising in Kaer Maga. But those are just points along the river of life, yet I continue along the way like the noble eagle. Faction mission stuff ahead, disregard if not appropriate now. Let me know if I need to make a roll of some kind. “You know of this majestic bird? It soars in the heavens as a symbol of liberty, unfettered by the bonds of tyranny or oppression. I know your order reveres the mighty Karin. Perhaps there is a link between these two regal animals. Why do your people hold them so dear?”
Human (Kellid) Witch 9.0
Dartenelles will grab a candle or lamp from the wall and have Strat spark it when he gets back. He'll leave this near but not too near the whale oil upstairs. He will investigate the ceiling of the great room to see what would have to be done to bring it down in a worst case scenario. knowledge engineer: 1d20 + 5 ⇒ (3) + 5 = 8 He'll also re-up his Mage Armor after all the preparations are made. [48 charges remain] For a smart guy, he has been rolling some sucky skill checks :)
Human (Kellid) Witch 9.0
Dartenelles would like to drill/cut "murder holes" in A5 upstairs and move the whale oil from the lighthouse storage to that room. He will need an unlit touch there as well.He would like to hide the two bear traps underneath the 2 bay windows downstairs.And if any time is left work on the catapult . craft boatwright: 1d20 + 11 ⇒ (16) + 11 = 27 If that doesn't translate to creating holes:
For the bear traps:
For the catapult:
Feel free to use these item in another fashion if you have a better purpose for them.
Human (Kellid) Witch 9.0
"The Elders say, ‘Calvary is indispensible in battle, but the first rule of the march is never follow directly behind the horses.’” Dartenelles grins with a wry smile. He then moves offset of Morningstar as he follows (if the path will allow it.) Seeing the Blue Knight’s and Strat’s focus on safety over humor, Dartenelles loses the grin and subtly expends a charge from his wand of mage armor. (AC now 15 and FF 14 for the next hour.) (49 charges remaining) perception: 1d20 + 3 ⇒ (18) + 3 = 21 I’m good with my spot in the order. Pepper, my polecat(skunk) familiar is on my shoulder.
Human (Kellid) Witch 9.0
An old man seated leans forward on his trident and begins to speak: “The old folks used to say, ‘Fear any endeavor that requires a change of clothes.’, but I look forward to your fancy shindig tea party. In the meantime, what more can you tell us about the Way of the Kirin.” Any knowledge check I can make of what I might remember that pertains to our mission? |
