Pirate Queen

Nesica's page

112 posts. Alias of Garbage-Tier Waifu.


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Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Know. Nature: 1d20 + 4 ⇒ (3) + 4 = 7

"I...guess. The wind is going to blow them away though. I've got lots of wind to use though, so I'll keep them out of the camp! But we'd best back up first!"

Nesica, with a flick of the wrist and loudly yelling her verbal components, calls forth a great torrent of wind through the crowd of ants.

Nesica casts Gust of Wind through into the ants, up to 60 feet long. However many swarms there are must make a Fortitude save or be blown backwards and take damage. They still can't move forward in the wind without making a DC 15 Strength check. I think. Up to you since the spell doesn't outline exactly what the Fortitude save negates and some of these effects don't make sense to be negated.

Feet Movedx10: 1d4 ⇒ 2
Nonlethal Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8

Obviously the damage is increased by half again due to it being a swarm.

Nesica moves back 30 feet, whistling as she does to get the sleeping party awake.


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Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

With a whoosh, the horrible bits of gore disappear. Nesica tries to make sure Adi is comfortable by tucking her back into her bedroll. Maybe Adi should stick to secretarial work...

Seriously, why did Nesica let an intern come along on this extremely unsuccessful mission of vengeance for a man who literally stabbed her friends and had her arrested.

Nesica really misses Ilisa...


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica focuses, and suddenly the creature's body distorts as magical force punches into it's form.

Nesica casts magic missile.

Magic Missile: 1d4 + 2 ⇒ (2) + 2 = 4Magic Missile: 1d4 + 2 ⇒ (2) + 2 = 4Magic Missile: 1d4 + 2 ⇒ (4) + 2 = 6Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5

19 force damage, if relevant.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Fort: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23

Nesica watches the storm and claps merrily when lightning strikes. While the rest of the party appears to not be having a good time in the stormy weather, Nesica seems utterly bemused with herself. She feels a pretty strong urge to greet the rain.

"How heavy do you think the downpour will be? Or are the clouds saving it for the waves?"


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Fort: 1d20 + 6 + 4 + 2 ⇒ (2) + 6 + 4 + 2 = 14Fort: 1d20 + 6 + 4 + 2 ⇒ (17) + 6 + 4 + 2 = 29Fort: 1d20 + 6 + 4 + 2 ⇒ (10) + 6 + 4 + 2 = 22

She's Fatigued


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Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica summons a breeze regularly throughout the day to keep cool.

Fort: 1d20 + 8 ⇒ (11) + 8 = 19
Fort: 1d20 + 8 ⇒ (17) + 8 = 25
Fort: 1d20 + 8 ⇒ (10) + 8 = 18
Fort: 1d20 + 8 ⇒ (4) + 8 = 12
Fort: 1d20 + 8 ⇒ (14) + 8 = 22

She only gets a little flustered, but is still huffing later in the day regardless. The breeze certainly puts in work, as does the occasional happy miniature rain cloud that drifts nearby, completely unexplained.

It definitely isn't Nesica summoning them. Nope.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Done


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica continues her readied action, while also saying 'I guess we've chased it off...'


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica tries to determine if the creature is simply circling or if it is attempting to flee.

1d20 ⇒ 15

Unable to really read its motives, she prepares for a spring attack from the water, readying an action to cast another magic missile if it appears within view.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Seriously, was this really necessary?"

Nesica waves her hands and launches the small motes of force towards the already injured lizard.

5-foot step away if within AoO range, casting magic missile, will cast defensively if in range

Magic Missile: 1d4 + 2 ⇒ (4) + 2 = 6
Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5
Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5
Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5

21 force damage


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Fort: 1d20 + 6 + 2 + 4 ⇒ (11) + 6 + 2 + 4 = 23

Fort: 1d20 + 6 + 2 + 4 ⇒ (14) + 6 + 2 + 4 = 26

Nesica seems to be weathering the heat thanks to the cool breeze. Which only seems to be affecting her.

"That's fine...it's just that we don't have a stable to house it in...or somewhere to put the cart..."


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Nothing stopping you from getting one Juno..." Nesica rubs her temples and groans a bit. A few people feel rain drops spatter them despite the current lack of clouds.

Yes, Nesica asks Sunt to carry the armor back.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Fort+Breeze: 1d20 + 6 + 2 + 4 ⇒ (3) + 6 + 2 + 4 = 15

Apparently I can't seem to roll well at all lately


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica nods. "We're going to need to find a trapbreaker."


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica, seeing the smoke, summons up a breeze around her. Breeze cantrip for a +2 to the Fort save

Fort: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

The smoke gets into her lungs never the less. She holds her breath.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"I'm a bit worried she'll sick the bison on us...maybe we should just leave a note in the room the others are resting in. I'd rather not disturb her more than we have."

Nesica gets out her rope and preps the grappling hook, handing it over to Juno's more accurate hands to put into place. She stuffs the very heavy armor into her backpack. "We'll need to pull this up by the rope and drag it back. I hope Sunt can carry this in her hipposhape."

While Juno does that, Nesica pulls out some chalk and draws a small diagram on the wall pointing towards the pedestal room, demonstrating which steps have what auras. The one she didn't get she simply puts as a question mark. She adds a note "was filled with skeletons, now they're skeledones.", snirking to herself at her dumb pun.

She also puts a big 'whoops' in the burned room.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Yeah. And I suppose we can't reach it...I have no way to deal with the traps, if any." Nesica looks down at the sword and holds it up again.

"I can't hold it. And this is a pretty powerful blade. I'd rather you hold onto it. I'll take your old sword if you can't carry it." Nesica, whether Juno takes the sword or not, walks back into the burnt office and pulls out her grappling hook.

"I think we're unprepared here. We nearly died. Lets get the scraps we can and magically repair them later, then send some of the explorers to have a look through here. You know, the ones who are actually trained for dealing with trapped madhouses. That we hired."


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Maybe. Hang on, I'm forgetting something. There is the writing on the pedestal...and the summons had no idea what it said..."

Nesica pats her chin with her finger as Ruchon drops the sword in her hand. She is immediately toppled over from the weight.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica pokes her head out and says "Neat, wonder what the wards are then...oh well, head on over Ruchon. We're outta here.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Thanks Ruchon. Now, roll down the stairs and hit each ring!" Nesica pulls Juno from the room and closes the door partially.

"They have wards. Could blow up."


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

With the situation thoroughly under control, Nesica instructs the Archon to scout ahead while she inspects the area for magic. Detect magic

The archon drops an aid spell onto Juno before wisking away to grab the sword.

Aid THP: 1d8 + 3 ⇒ (3) + 3 = 6


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

The ruchon is entirely unperturbed by these launched projectiles. It continues its laser assault.

Laser@3 o'clock: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 ⇒ 2
laser@3 o'clock: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 ⇒ 3

Nesica launches a series of small air bolts towards the last skeleton, striking unerringly. magic missile

Magic Missile: 1d4 + 2 ⇒ (4) + 2 = 6
Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5
Magic Missile: 1d4 + 2 ⇒ (2) + 2 = 4
Magic Missile: 1d4 + 2 ⇒ (4) + 2 = 6


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

As the elementals gurgle their farewells, Nesica completes her spell, bringing forth RUCHON.

It seems to come flying from the corridor into the room, letting out a deep droning noise and firing lasers from its eyes at the nearest skeleton. It sits readily between the skeletons and the party.

Nesica, meanwhile, casts another spell.

LASERS@7 o'clock: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 ⇒ 5
Lasers@7 o'clock? 5 o'clock?: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 ⇒ 5

Scorching Ray@8 o'clock: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 4d6 + 4 ⇒ (3, 2, 1, 4) + 4 = 14
Scorching Ray@3 o'clock: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 4d6 + 4 ⇒ (2, 3, 1, 2) + 4 = 12


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

The water elementals begin blubbing aggressively. They're not very good at fighting when there isn't water on the ground. They begin swinging tendril arms at the skeletons in a blind panic. The one with the sword attempts to...swing the sword...

Nesica pinches the bridge of her nose. She forgot the water spirits are hopelessly silly...

Power Attack Melee@Skeleton 12 o'clock: 1d20 + 5 - 4 - 1 ⇒ (11) + 5 - 4 - 1 = 11
Slam: 1d6 + 3 + 3 - 4 ⇒ (5) + 3 + 3 - 4 = 7

Power Attack Melee@Skeleton 9 o'clock: 1d20 + 5 - 4 - 4 - 1 ⇒ (9) + 5 - 4 - 4 - 1 = 5
Longsword?: 1d8 + 3 + 3 - 4 ⇒ (6) + 3 + 3 - 4 = 8

She prepares to bring in more reinforcements. This time, she's calling in...

Ruchon.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica replies via gurgling some water from her waterskin.

Aquan:
"You'll need to go first. You are sorta invincible after all and this place wants to kill us. You...uh...Nessie. Try and pick up that sword."

Meanwhile, Nesica walks back into the hallway, draws out the wand, and tries to activate it.

UMD: 1d20 + 9 ⇒ (11) + 9 = 20
CLW: 1d8 + 1 ⇒ (3) + 1 = 4


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Elemental Two: 1d20 + 2 ⇒ (4) + 2 = 6
Nesica: 1d20 + 1 ⇒ (20) + 1 = 21
Elemental Two: 1d20 + 2 ⇒ (6) + 2 = 8

With one final tug, suddenly Nesica and the twin elementals find themselves flung backwards. Picking herself up, Nesica finds the broken piece of the lock on her. The three look at each other and raise their hands in joint excitement.

Then Nesica realizing she is dying and starts pointing towards the door.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica offers the water elemental clone a leg up, but is suddenly engulfed by it's form. Instead, she's lifted up instead.

Words in Aquan ripple in its form, only audible to Nesica's attuned tactile senses.

"Blub blub" "Grab the lock, silly!"

Realizing somewhat what the elemental intends, Nesica grabs onto the lock and shoves her quarterstaff in the lock's loop and holds on. The water elemental meanwhile begins to pull Nesica backwards in order to force the lock open. The force of its internal torrents allows it to use Nesica's aid to put greater force on the lock.

The second elemental looks into the corridor and seems to roll its foam eyes. Once it is done, it enters the corridor and aids.

Elemental Main: 1d20 + 2 ⇒ (2) + 2 = 4
Nesica Aid: 1d20 + 1 ⇒ (10) + 1 = 11
Elemental Aid: 1d20 + 2 ⇒ (6) + 2 = 8


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

This was meant to coincide with Juno's action, but

Nesica begins summoning some assistance from...literally nothing.

water elementals: 1d3 ⇒ 2

TWO watery copies of Nesica spring from nothing, one near the gate, one within the burning room. Nesica makes some sputtering gurgling noises to indicate for one to start moping up the fires while the other helps with the door.

Water elemental Strength check: 1d20 + 2 ⇒ (11) + 2 = 13

Nesica Strength aid check: 1d20 + 1 ⇒ (9) + 1 = 10

The water elemental in the room rushes around in every available space, seemingly putting out every fire they touch along the way. (Particularly the ones around the magic items and crate)


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"I...can just clear out the fire...let's just go up against the door, do that and...get out of here."


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica is going to wait for Juno to move forward before moving herself, but before doing so, she summons a gout of conjured wind towards the largest of the flames, leaving it to push against the flames and the smoke away from the corridor.

Nesica casts gust of wind

"Check if there isn't any more...traps. I'm...not doing very good."


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Reflex: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14 Well I guess my luck is running out.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Coughing and spluttering, Nesica batters off any loose embers still on her clothes. Seeing the carnage, she immediately looks to the crate of gunpowder and casts drench. A torrent of water pours from a miniature rain cloud into the box. The flames on the box are put out, and the contents run through with water.

"We *cough* can put out the fire. Just have to *cough* smother it. I have a way. Help me up. Down the hall."


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Reflex: 1d20 + 6 ⇒ (3) + 6 = 9

Nope.


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Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica claps and opens up the chest to look inside, pulling out and putting on the ground anything inside.

"No more scrolls, sadly. We might have to find another way around.

Nesica pulls out the helmet, frowns, and puts it aside. "Gonna need Sunt's help...but definitely magical, probably has some protective wards on it. Adi can help work out what.", she muses to herself as she pulls out the robes. Giggling from within the oversized fabrics, Nesica pops her head through the magical one and strikes a similar pose to the woman in the painting, wielding her quarterstaff in one hand, although the garb makes her look a toddler playing dressup rather than an intimidating hellknight.

She looks into the crate of black powder. "A little concerning. Must be for cannons. I bet we can get a lot for this on the market."


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"They certainly like their cramped spaces, huh..."

Nesica starts her investigation by casting detect magic across the room and on the interesting objects. If she doesn't find anything, Nesica looks at the lock of the chest and pulls out a scroll of knock.

"I figured a bunch of lawful fanatics would keep their stuff under lock and key. So I a brought a lockpick."

Knock: 1d20 + 13 ⇒ (12) + 13 = 25

She launches a bolt of arcane power towards the chest. It jostles slightly as the magic works into the locks, within and without.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Slightly kneeling alongside Juno, Nesica nods forward and pushes the light further into the tunnel. She calls back down

"Coming up, Sunt?"


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Hey, Juno, I'm going to toss up the grappling hook. Can you grab it and secure it somewhere? The ropes pretty long." Nesica bundles part of the rope and tosses up the grappling hook to have it land past the ledge.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica nods to Adi and calls up, "Coming Juno!"

Nesica, finding the table not quite high enough chooses to throw up a grappling hook to the first rung of the chute.

Nesica takes 10 to hit the rung (16) and climb the knotted rope of the grappling hook (11).

Once she has a bit of an angle, she shifts the conjured lights further up past Juno.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Nice. Lets see what we can find. Who wants to go first?"

Nesica speaks in Thassilonian, and her runic tattoos alight. Small motes of light flicker along the shaft to as far Nesica can see.

Nesica casts dancing lights


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

I don't think I can break a spell, but I think our friend Jort can definitely break that door.

Nesica orders Jort to attack the trapdoor once Juno has a chance to leave the room.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Another trap!" Nesica moves behind a wall, away from the trap door. Stealth: 1d20 + 6 ⇒ (6) + 6 = 12

Nesica kicks an old cup.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Charisma Check: 1d20 + 4 ⇒ (3) + 4 = 7

The gorilla enters the room and sits next to the skeleton.

Nesica shrugs.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica frowns as Juno just strides through the area that a spectral force had attempted to assault the party previously.

"I don't have very much of this Juno...take your personal safety seriously. No need to be reckless."

Suddenly, the air swirls into a 10-foot wide tornado. From it, a large sky-bluish grey gorilla, which seems to have wispy smoke flowing from its body, leaps out and begins moving towards the gatehouse. Once the gorilla has safely reached outside the door, Nesica follows behind it and pokes her head in.

"Find anything?"


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica gives the charge to Adi unless Whimsy is unconscious from heat exhaustion, in which case it goes to him.

Nesica looks a bit more elated as she explains the situation, “You remember that fella we pulled out of the sewer and who ended up getting me arrested? Well, he was stabbed to death by someone with a flaming sword and in full plate. We’re convinced it’s hellknights, but the only hellknight order that ever existed around here was wiped out. Or so we thought.

”We found some evidence that they’ve been keeping up with their business in and around this area. They apparently killed a group of Pathfinders, and from the sounds of things they might be targeting relic hunters So obviously, we’re definitely on their hit list if we ever make a big score. So we’re heading up to their old fort again to see what we can find and any evidence of where they went. We met a hobgoblin inside and had a bit of an altercation. And from her, we learned there was a...’dragon’ in the fort. Turns out it was just that anticore. So we’re gonna go have a look in its tower I suppose.”

Additionally, Nesica is going to cast mage armor as they approach the fort today, and before entering the fort, Nesica will also want to cast Summon Monster to see if that weird supernatural stuff happens again.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica looks a bit sullen when Sunt brings up the demon cultists. She feels quite guilty about that, and she was dealing with some emotions at the time.

“I’m sure they’d get along great with Ruch. Maybe you should have a chat.”

UMD: 1d20 + 9 ⇒ (20) + 9 = 29
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Sunt recovers all her nonlethal damage.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica keeps up a cool breeze around herself to try and handle the heat.

Fortitude: 1d20 + 8 ⇒ (17) + 8 = 25
Fortitude: 1d20 + 8 ⇒ (13) + 8 = 21
Fortitude: 1d20 + 8 ⇒ (7) + 8 = 15
Fortitude: 1d20 + 8 ⇒ (6) + 8 = 14

The heat is still overwhelming later into the day, but it could be worse.

She gets out the wand when Juno first falls over from the heat.

UMD: 1d20 + 9 ⇒ (6) + 9 = 15
UMD: 1d20 + 9 ⇒ (7) + 9 = 16
UMD: 1d20 + 9 ⇒ (16) + 9 = 25
UMD: 1d20 + 9 ⇒ (15) + 9 = 24
UMD: 1d20 + 9 ⇒ (20) + 9 = 29
UMD: 1d20 + 9 ⇒ (15) + 9 = 24
UMD: 1d20 + 9 ⇒ (15) + 9 = 24
UMD: 1d20 + 9 ⇒ (16) + 9 = 25

Juno Healing
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Nesica Healing
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Healing for anyone else, otherwise Juno again.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

The obsidian wand begins to shatter more and more. With every use, the wand releases a burst of energy that seems through the cracks.

”This wands done me for nearly a year, and this job has nearly used all of it. How did we ever manage before Ilisa...”


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica attempts to use her wand once she knows the magic isn’t being blocked anymore.

Use Magic Device: 1d20 + 9 ⇒ (11) + 9 = 20
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Use Magic Device: 1d20 + 9 ⇒ (9) + 9 = 18
Use Magic Device: 1d20 + 9 ⇒ (3) + 9 = 12
Use Magic Device: 1d20 + 9 ⇒ (2) + 9 = 11
Use Magic Device: 1d20 + 9 ⇒ (15) + 9 = 24
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

She manages to get some healing into Juno in reasonable time.

Kn.Nature: 1d20 + 4 ⇒ (7) + 4 = 11

She at least notices the significance of the fog, however. Taking note, she chooses to probably keep away from the trees...


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica tries to wrap some bandages over a gash on Juno’s hip.

heal aid: 1d20 ⇒ 7

It doesn’t really seem that effective....


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Well, now that's over, but since we're all up, lets plot out our way back to the fort once everyone is nice and awake. Maybe we can see if that anticore was guarding any secrets..."


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica launches a bolt of lightning close to the snake, but doesn't really pursue it or try to hit it. She just wants to keep it running.

Nesica casts Jolt, firing on a nearby square. Short of a 1, she can't miss, so I won't bother rolling.