Act II, Chapter Two: Memories of Dawn
She holds all six out to Jasir, the only companion so far who vocally accepted her offer.
"I will lead this ritual," she offers, feeling a personal connection to combating the curse upon the Fell from her shared memory that seems to have hushed her fellows into silence on the matter.
When everyone seems ready (to either join in, or defend the perimeter), she begins the Norther chant in a steady voice.
Spend 1 more spell energy point for the ritual, new daily total 3/8. Yes, 8....I keep finding my character sheet did not save certain Level 5 updates like I thought.
He then makes ready to join in the ritual.
Petra interprets that to mean the elfling would accept her ammunition as well, so she blesses six more stones and hands them to him.
The dwarrow blinks away a spot of dizziness and her gut gurgles once. Channeling Aryth leaves her a bit more peckish and off balance, especially multiple spell workings in a row. But she hasn't actually even begun to push herself beyond her usual limits, not yet.
She's ready to begin, and nods to her companions before letting their combined words build in the frosted air.
They can be thrown 20 feet or a sling can send them 50 feet (or 60 feet if it is a Great Sling from the Midnight setting).
Each stone deals 2d6+2 damage to undead. Or 1d6+1 to a regular target.
For an instant that rune flares pale silver, as if recalling the watch, it once kept… then gutters out. Silence hangs.
A low groan answers from beneath the snow. Another. Powder sloughs off nearby cairns as shapes heave upward: gaunt figures in Dorn battle-mail, flesh frost-burnt, eye sockets glowing a hungry blue. One, broader than the rest, snaps the last crust of ice from its limbs and fixes on the warmth of living blood. The ridge itself seems to shudder with their waking.
Rolls
Ulfr: Initiative - (1d20+3)
(4) + 3 = 7
Jasir: Initiative - (1d20+8)
(6) + 8 = 14
Petra: Initiative - (1d20+2)
(20) + 2 = 22
Varin: Initiative - (1d20+4)
(12) + 4 = 16
Azote & Tork: Initiative - (1d20+3)
(13) + 3 = 16
Seelah: Initiative - (1d20+7)
(13) + 7 = 20
Kaelith - (1d20+5)
(12) + 5 = 17
F1 - (1d20+2)
(17) + 2 = 19
F2 - (1d20+1)
(3) + 1 = 4
F3 - (1d20+1)
(4) + 1 = 5
Ulfr: Damage - (1d6)
(6) = 6
Jasir: Damage - (1d6)
(1) = 1
Petra: Damage - (1d6)
(3) = 3
Varin: Damage - (1d6)
(6) = 6
Azote & Tork: Damage - (1d6)
(4) = 4
Seelah: Damage - (1d6)
(3) = 3
Kaelith: Damage - (1d6)
(6) = 6
Rolls
Seelah: Cold-Iron Light Hammer - Atk/Dam - (1d20+9, 1d4+4)
1d20+9 : (8) + 9 = 17
1d4+4 : (2) + 4 = 6
150 ft range, 50 ft radius, plants entangle undead only; no Spell Resistance; Ref DC 15 or ENTANGLED (-4 atk rolls, -4 Dex, no moving) till can succeed as Full Round at DC 20 Strength Check OR Escape Artist Skill check ; if undead tries to cast spell then while Entangled must make DC 20 Concentration Check ((A concentration check is 1d20 + your caster level for that spell + your casting ability modifier for that spell.))
IF PASS SAVE, then speed halved anyway; lasts 5 rds at current level AND on the last round deals 3d6 positive energy to undead (no save listed against damage) and the roots crumble to ash.
Petra’s reply is word and will. She thrusts her staff outward; the rune-scarred vines sleeping beneath the snow leap skyward, twisting into a sudden thicket of living snares. The undead are the only prey they heed Fell 1 and Fell 3 are caught fast, thorned creepers cinching wrists and ankles. The creatures writhe, frozen sinew cracking as the plants drink their stolen warmth. Fell 2 manages to stagger clear of the worst tangles but now wades knee-deep through grasping roots, its pace halved. With a brutish roar, Fell 1 tears a vine loose and stumbles free, but the mire still drags its movements.
Kaelith pivots a careful five paces back, arrow of frost-veined ice-wood already nocked. The shaft flies toward Fell 3 but glances off a cairn stone with a dull, frozen clack, scattering white chips into the gloom.
Snow swirls, vines creak, and the trapped dead snarl within their living cages.
Rolls
F1 Reflex Save - (1d20-2)
(10) - 2 = 8
F2 Reflex Save - (1d20-2)
(17) - 2 = 15
F3 Reflex Save - (1d20-2)
(5) - 2 = 3
F1 Strength Check - (1d20+2)
(19) + 2 = 21
Longbow, Icewood - Atk/Dam - (1d20+10, 1d8+2)
1d20+10 : (5) + 10 = 15
1d8+2 : (4) + 2 = 6
Rolls
Rock Attack - (1d20+8)
(16) + 8 = 24
@Greemology Hit.
Rolls
Rock Damage - (2d10+18)
(67) + 18 = 31

School transmutation; Level druid 1, ranger 1, shaman 1; Domain plant 1; Bloodline fey 1; Elemental School wood 2
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw Reflex partial; see text; Spell Resistance no
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
@Itami 2 hits, One piece of information.
Rolls
Magic Stone Throw 1 - (1d20+6)
(12) + 6 = 18
Magic Stone Throw 2 - (1d20+6)
(18) + 6 = 24
Magic Stone 1 Damage - (2d6+2)
(35) + 2 = 10
Magic Stone 2 Damage - (2d6+2)
(35) + 2 = 10
Knowledge (Spirit) - (1d20+10)
(7) + 10 = 17
The moment the shot leaves his hand, he strides forward through the snow, placing himself squarely between the creature and his companions. His eyes lock onto the fallin, muscles tense, ready to meet its charge head-on and keep it from reaching the others.
Moving to O10
@Smiley Hit.
30/44
Rolls
Varin: Sling - Atk/Dam - (1d20+10, 2d6+2)
1d20+10 : (12) + 10 = 22
2d6+2 : (21) + 2 = 5
Close to her, Jasir invokes his Heroic Path, moving with unnatural quickness. Two fist-sized pebbles ignite with pale sigils and streak forward like sling bullets guided by unseen hands. Both strike Fell 2, bursting in flashes of silver light that sear undead flesh. The maelgral bellows, frozen gore sizzling where the stones struck true.
Reeling, Fell 2 wheels on Varin, the defender's earlier magic-stone strike still smoking on its shoulder, and retaliates with a wild, crushing blow. The undead’s club-like arm connects; Varin’s breath hitches as the numbing impact bruises bone. Snarling, the Fell 3 claws at the vines clutching its calves, but the living cords hold fast; its brute strength finds no purchase.
Snow spirals around stone and sinew; the vines creak with green fury while undead jaws clack in answer.
Rolls
F1 Reflex Save - (1d20-2)
(3) - 2 = 1
F2 Attack - (1d20+6)
(12) + 6 = 18
F3 Strength - (1d20+2)
(11) + 2 = 13
F2 Damage - (1d6+4)
(6) + 4 = 10
@WhiteDwarf Good news, undead are inherently evil, unlike wolves. Hit.
Rolls
Seelah: Cold-Iron MW Longsword - Atk/Dam - (1d20+14, 1d8+12)
1d20+14 : (16) + 14 = 30
1d8+12 : (5) + 12 = 17