Seoni

Treshiell's page

908 posts. Alias of Patrik Ström.


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When morning comes the first light of the sun shines down on Treshiell's empty bedroll. Usually a mess of twigs, grass and leaves the young witch's sleeping area is unusually tidy. The miscellaneous trinkets are still there but placed tidily in sorted piles. Next to the bedroll a message scribed into the dirt.

We have been summoned for another calling.
Sun Dancer is a good horse. Take care of her.

Last Treshiell post :)


Treshiell hoovers around Prazil as the kobold dotes on the owlbear cub. The orbs of light who had been circling around the witch now circle the small knight and his new pet. Once in a while one orb will float in towards the pair as if to take a closer look. "What does it do?", Treshiell asks finally.


Treshiell remains next to the deseased supposed owlbear trainer studying the magical properties of his gear. Three orbs of light circle the witch in a slow hypnotic orbit (Dancing lights). Now and again the orbs stop when she holds an item up to the light to study it closer. The chain shirt doesn't seem to interest the young woman as it is tossed aside and ignored. The sword soon follows. The ring manages to keep her attention longer as she considers the item's possibilities. Eventually it joins the disgarded armor and sword on the cavern floor. In order to make the most of the ring a potential enemy would first have to be befriended and persuaded to try and tame a wild beast. Far to much work than she would consider worth it. But looking at the dead body in front of her someone apperently thought it worthwhile.

Treshiell is ready to continue, but she won't take any initiative to explore the cavern further.


motteditor wrote:
There are also other magic items...

Ah, misread your earlier post.

Spellcraft to ID the chain shirt: 1d20 + 13 ⇒ (6) + 13 = 19
Spellcraft to ID the longsword: 1d20 + 13 ⇒ (14) + 13 = 27
Spellcraft to ID the ring: 1d20 + 13 ⇒ (14) + 13 = 27


Treshiell sits down next to the unidentified body and starts to rifle through his things. She studies his equipment for magical properties and then the map for any notes other than the owlbear lake.

Spellcraft to identify potion #1: 1d20 + 13 ⇒ (6) + 13 = 19
Spellcraft to identify potion #2: 1d20 + 13 ⇒ (19) + 13 = 32
Spellcraft to identify jar of ointment: 1d20 + 13 ⇒ (16) + 13 = 29


Initiative 2
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell gathers some dust from one of her pouches as she switches from curses to arcane magic. A quick incantation sends the dust spiralling to lull the beast to sleep.

Standard action to cast Deep Slumber (DC17 will save) on the Owlbear keeping the rest out of the area of effect. Hope that the owlbear doesn’t have more than 10 HD….


Initiative 2
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

”That would be something akin to the shambling mound but Kereek stuck it down”, Treshiell tells Orin apparently taking the half-elf literally. Next she works her magic to weaken the will of the creature, setting it up for her next spell.

Standard action to use Evil eye (DC17 will) on the owlbear to give it a -2 penalty to will saves.
Move action to Cackle in order to extend all hexes within 30ft.


Owlbears don’t mess around!

Initiative 2
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Recognising the force of nature in front of her Treshiell opts for her most powerful magic to try and contain the beast as fast as possible..

Standard action to use Slumber hex (DC17 will) on the owlbear.


"So it is time for revenge then", Treshiell says and applies the Ward hex on Prazil. Then she waits for her companions to follow Kereek down the tunnel.


Treshiell will use her magic to draw some of the wounds out of Prazil and Orin.

Healing hex on Prazil: 2d8 + 6 ⇒ (6, 3) + 6 = 15
Healing hex on Orin: 2d8 + 6 ⇒ (7, 4) + 6 = 17

"Are there more inhabitants sharing a nest with the owlbear?"


Initiative 19
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell’s smile disappears when the creature proves immune to her sleeping hex. She regathers her efforts into her most reliant hex.

Standard action to use Evil eye (DC17 will) on the Shambling mound to give it a -2 penalty to attack rolls
Move action to Cackle in order to extend all hexes within 30ft.


Woops, I thought I posted Treshiell's actions last night but appearently I forgot.

Initiative 19
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

The hint of a smile touches Treshiell’s lips when her hex takes effect. Strengthening her magic with a slow melody she throws more of her magic against the creature..

Standard action to use Slumber hex (DC17 will) on the Shambling mound
Move action to Cackle in order to extend all hexes within 30ft.


Initiative 19
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

The shadows grow darker around Treshiell as she gathers her magic and sends it flowing towards the shambling mound.

Standard action to use Misfortune hex (DC17 will)
If it hits I’ll use my move action for Cackle to extend the duration of the hex for one round, otherwise I’ll use the move action to back up two steps down and to the left and then three steps back.


Knowledge (nature) roll: 1d20 + 13 ⇒ (4) + 13 = 17 vs DC16 => Success! \o/

Initiative 18
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

"No, it is not. We belive that is a shambling mound", Treshiell says and with hands coated in spider webs she writes an arcane symbol in the air. A large spider web spurts forth from the cave floor and ceiling to encase the mound.

Cast Web (reflex DC 16) to encase the entrance and the shambling mound.


Prazil wrote:
Turning to Treshiell he nods, "You am ok now, just stay behind Prazil. Prazil and Spike am for making sure you are not for getting hurt by nasty mushroom monsters or other angry cave things."

Treshiell looks at the kobold a few moments, then at Thaal sitting curled up on her shoulder. "Gallant. We hope that you fare well against the owlbear." Then turning to the two hunters she asks "Will the owlbear stay passive or seek us out, now that it knows that we are here?"


Initiative 18
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell moves into position and starts to unleash her magic.

Move action within range of a mushroom man.
Use Evil eye (will DC 17) hex on the mushroom man for a -2 penalty to attack.


Woops. For some reason I was convinced that I was waiting for a post. Sorry about that.
There’s only Kereek and Orin inside the cave, right?

Initiative 19
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell had occupied herself with drawing symbols in the dirt while waiting for Orin and Kereek to emerge with the owlbear. The unexpected shirek immediately gets her attention and she enters the cave to investigate.

Move action into the cave.
If I can see something I’ll use the Evil eye (will DC 17) hex on a mushroom for a -2 penalty to attack. If I can’t get far enough in I’ll make another move action to go deeper into the cave.


Treshiell will cast Mage armor. I will also switch out two three level spell slots for two lightning bolts, and one level two spell slot for another web.

"Should we hide?" Treshiell asks.


"Do as you wish", Treshiell tells Orin absently before returning to the map. She tracers her fingers over the map before taking it down and folding it into a more transportable package. Before leaving she scans the circle for magic.

Treshiell is ready to go


I can't remember. Have the trolls done anything to Tig and Pevrivash (can't remember the spelling)?

"Perhaps a deal was struck and they where not included. Which makes us wonder, who talks for the fey? Does the notes hold anything of the other enteties Hargulka tried to recruit. The lizard folk? The sooth scales?"


Treshiell looks at the decapitated body of Hargulka. "What if they get a strong leader? One of the two heads seemed willing to take Kereek up on his offer. Are the trolls easy to organize or was Hargulka special?"

Is this the end of the module, by the way?


Initiative 20
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell reaches out into the air to pluck the eyes from Nagrundi from afar. All while humming an unsettling tune.

Cast Blindess/Deafness (fort save DC16)
Move action to use Cackle to extend all hexes by 1 round.


Initiative 20
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell summons another piece of magic to hurl at the two headed troll but delays to see his reaction to Kereek’s suggestion.

Delay
Should he not run, then cast Misfortune (DC17 will save) on the troll
Then a move action to use Cackle to extend the duration


Initiative 20
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Engulfed in the shadows Treshiell floats away from the two headed troll, eventually ending up at the stone throne, next to the lifeless body of Hargulka. From there she emerges with her eyes fastened on Nagrundi and spits out a curse.

Move action to put some distance between me and the troll.
Cast Slumber hex (DC17 will save) on Nagrundi to put him to sleep for 6 rounds.


A Slumber would have been better :)

Initiative 20
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell ducks under Nagrundi's claws and attempts to cast a spell to conceal her, unfortunately the attack breaks her concentration and the spell fails.

Concentration check to cast Invisibility defensively: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18 vs DC19 => fail


motteditor wrote:
That's probably it for me until Friday/Saturday. Happy Thanksgiving everyone. Yes, even you still, Patrik.

Thanks! :)

Initiative 20
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Feeling there is no time to loose Treshiell tries some of her most potent magic against the Hargulka, hoping to free up the fighters to engage the two headed troll..

Cast Slumber hex (DC17 will save) on Harulka to put the troll king to sleep for 6 rounds.


Initiative 20
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell strikes at the air in front of her and releases a wave of magic that descends upon the two headed troll.

Cast Deep Slumber (DC17 will save) on the two headed troll.
Move action to back up into the cave


Initiative 20
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell uses her magic to probe into Hargulka's inner thoughts to plant seeds or doubts.

Cast Evil eye to give Harulka a -2 penalty to will saves for 7 rounds. A successful DC17 will save reduces the duration to 1 round.
Use Cackle to extend the duration for 1 round should Harulka succeed on his save roll.


Woops! Sorry, sorry, sorry! For some reason I read “everyone but Agnar and Kereek is up” as “Agnar and Kereek” is up, so I was waiting for my turn to come up. I didn’t check the initiative rolls until now.

Initiative 20
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell remains silent in the background, testing her magic on the troll in small bursts.

Cast Evil eye to give Harulka a -2 penalty to attack for 7 rounds. A successful DC17 will save reduces the duration to 1 round.


Treshiell frowns. "Troll food", she says with a grimace. "We should continue to find Harulka. If he's here."

That tunnel is as good as any :) Forward!


"Where do you think he keeps the heads?"

Anyone need healing?
I've also forgotten that I have the Ward hex. +2 AC until you get hit. Any takers?


Initiative 4
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Satisfied that she's found a hex that the troll succumbs to Treshiell keeps her focus, this time twisting the magic to dull the creature's claws.

Cast Evil eye to give the troll a -2 penalty to attack for 7 rounds. A successful DC17 will save reduces the duration to 1 round.


motteditor wrote:
Doesn't look like you have EPS prepared, especially based on your first comments, so I'm assuming you're going with evil eye.

Yes, the ear piercing scream part was supposed to be the Cackle.


Bah, I knew I should have prepared at least one dmg spell for just such an occation!

Initiative 4
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Frustrated that her magic is not effecting the troll focuses her rage into a glare and then underscores her frustration with a ear piercing scream.

Cast Evil eye to give the troll a -2 penalty to AC for 7 rounds. A successful DC17 will save reduces the duration to 1 round.
Use Cackle to extend the duration of the Evil eye hex with 1 round.


Initiative 20
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Frowning that her magic failed to effect the troll Treshiell tries another hex.

Cast Misfortune (DC17 will save) on the troll.
Move action to use Cackle to extend the duration for one more round.


Initiative 20
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell tries the will power of the troll with one of her hexes.

Cast Slumber (DC17 will save) on the troll to to put it to sleep for 6 rounds.


Treshiell follows Kereek down the tunnel.


Initiative 4
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell grimaces when her spell fails. She screams an ear piercing scream and focuses all her attention on the remaining troll.

Cast Misfortune (DC17 will save) on the troll.
Use Cackle to extend the duration for 1 round.


Initiative 4
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell smiles as the troll succumbs to her spell. She looks at the remaining one and snaps her fingers one more time.

Cast Slumber (DC17 will save) on the troll to to put it to sleep for 6 rounds.


Initiative 16
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell looks at the troll that raised the alarm and snaps her fingers.

Cast Slumber (DC17 will save) on the troll to put it to sleep for 6 rounds.


Treshiell stands at the edge of the corridor leaning lazily against the wall. "Our intrusion hasn't woken them yet. What makes Kereek's fire any different?"


Leave them


Treshiell moves up to the corridor entrance end watches Kereek skulk down the hallway. "How many do you think he will bring back?"


Initiative 2
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects: mage armor

Treshiell clenches her fists into a ball to concentrate the ominous energy of the room into bad luck funneled at the troll hound.

Cast Misfortune hex (DC17 will save) on the trollhound.
Move action to use Cackle to extend the duration of all hexes by one round

Prazil wrote:
Treshiell, isn't misfortune the hex where the target rolls twice and takes the lower result while evil eye applies a penalty?

Wooops, copy+paste error :) Fixed now


Initiative 2
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell moves into the room and gathers ill fortune from the negative energy in the room then sends it circling round the trollhound.

Move action to move into view
Cast Evil eye hex (DC17 will save) on the trollhound to give it a -2 penalty to attack rolls for 7 rounds. A successful will save reduces the duration to 1 round.


Prazil wrote:

"Kereek! Move out of way!"

Presuming his red-scaled companion makes room for him, Prazil spurs Spike into a sudden charge! "Trollface! You am not for hurting people no more!"

Knowledge (arcana) roll: 1d20 + 13 ⇒ (1) + 13 = 14

"It's a trollhound", Treshiell informs the kobold as he charges.


"Should we all join the hunt for the rest of the trolls or do we see how far Kereek's luck stretches?"


Initiative 4
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

With a series of gentle pushes Treshiell builds on the hex that dulled the troll's claws encouraging it to spread. A thin mist of washed out colors begin to seep from it's nails and move to engulf the creature. Treshiell accompanies her magic with humming melody both out of tune and rythm.

Cast Misfortune (DC17 will save) on the troll.
Move action to use Cackle hex to extend the hex for 1 round.


Initiative 4
ac 16, touch 11, fleet-footed 15
fort +3, ref +3, will +6
cmd 13
hp 35/35
effects:mage armor

Treshiell moves up next to Kereek and weaves her magic of ill luck around the troll, dulling its claws.

Move action to move into view
Cast Evil eye hex (DC17 will save) on the troll to give it a -2 penalty to attack rolls for 7 rounds. A successful will save reduces the duration to 1 round.


”We shouldn’t let him sneak ahead. The trolls can spot him”, Treshiell says as the roar carries through the chamber. And then the tunnel light up with Kereek’s fire. ”They know we are here, what do we have to gain by sending him off by himself?”

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