"War was all that was meant for me to learn and not peace and growth. And the decades that follow have only more trouble. Would be nice if it ended. " You get the impression Azote is a war child. Seem she feels that war hasn't ended for her although she wishes it would. You also feel Azote is on the run and perhaps she joined here to do just that. There is an unwritten bond between the two. Both understand the need for healing.
Act II, Chapter One: Between Stone and Snow
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Jul 20, 2025 3:52 pm
BEFORE COMBAT, WHEN AZOTE AGREES TO HEALING:
"War was all that was meant for me to learn and not peace and growth. And the decades that follow have only more trouble. Would be nice if it ended. " You get the impression Azote is a war child. Seem she feels that war hasn't ended for her although she wishes it would. You also feel Azote is on the run and perhaps she joined here to do just that. There is an unwritten bond between the two. Both understand the need for healing.
"War was all that was meant for me to learn and not peace and growth. And the decades that follow have only more trouble. Would be nice if it ended. " You get the impression Azote is a war child. Seem she feels that war hasn't ended for her although she wishes it would. You also feel Azote is on the run and perhaps she joined here to do just that. There is an unwritten bond between the two. Both understand the need for healing.
Last edited July 20, 2025 5:28 pm
Jul 20, 2025 5:13 pm
ALSO BEFORE COMBAT, WHILE WALKING IN DARKENED SNOW.
Seelah keeps Bladeguard drawn, maintaining steady warrior-minded readiness. She glances at the blade’s pommel, gripped tightly in gauntleted grip. Perceptive friends can perhaps hear her utter, amidst fast-falling snow,
Acemi…
It is only when wolves make malelovent canine appearance, that our ebony erelander eventually falls into action!
Seelah keeps Bladeguard drawn, maintaining steady warrior-minded readiness. She glances at the blade’s pommel, gripped tightly in gauntleted grip. Perceptive friends can perhaps hear her utter, amidst fast-falling snow,
Acemi…
It is only when wolves make malelovent canine appearance, that our ebony erelander eventually falls into action!
OOC:
FYI, Seelah has Bladeguard drawn, rather than Dawn-Ward. Doesn’t change her spot in initiative really. Thx.Last edited July 20, 2025 5:26 pm
Jul 20, 2025 5:45 pm
It's been a day for the Sarcosan and with the way that he shaking it's unlikely that he's going to be much use in a fight. He can't even feel his fingers, let alone be relied upon to draw his bow. But this is why he practices, why he's always drawing sigils in the air and working his fingers through the movements that allow him to draw on magic. A scintillating pattern of colors burst forth from his fingers in a cone that washes over Wolf 3.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
OOC:
Casting Color Spray. Will save DC 17 to negate. Effect depends on HD.2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Jul 20, 2025 6:26 pm
The air shivers with a sudden flare of impossible color. Jasir’s arcane syllables cut the air, and a fan of searing hues blooms across the nearest wolf’s muzzle. The beast recoils, but a snarl of will snaps its eyes clear, the spell washes off like morning light on hoarfrost. The wolf jerks at the wire‐snare Ulfr planted moments before. It slings snow as it thrashes about but the trap holds, its legs still tangled.
Ahead, the dire wolf’s breath plumes in white gusts while another pack-mate breaks from its flank, bounding toward the giant-blooded hunter. Ulfr pivots; the lunging jaws clap shut on empty air, scattering rime from his cloak.
A low, rolling growl rumbles from the dire wolf as it lowers its head and readies to advance, amber eyes fixed on the party. The mist swirls, carrying the scent of wet fur and old carnage.
Ahead, the dire wolf’s breath plumes in white gusts while another pack-mate breaks from its flank, bounding toward the giant-blooded hunter. Ulfr pivots; the lunging jaws clap shut on empty air, scattering rime from his cloak.
A low, rolling growl rumbles from the dire wolf as it lowers its head and readies to advance, amber eyes fixed on the party. The mist swirls, carrying the scent of wet fur and old carnage.
Rolls
Will Save - (1d20+1)
(20) + 1 = 21
Strength Save - (1d20+1)
(11) + 1 = 12
Wolf 1 Bite - (1d20+2)
(5) + 2 = 7
Jul 20, 2025 7:50 pm
Varin charges through the snow, breath steaming in the frigid air. He leaps at the nearest wolf, bringing both fists together overhead and slamming them down toward the beast’s skull with all his weight behind the blow.
I would like to move to O14. If Wolf two moves past me, I would like to use an AoO to use Stand Still on it.
GM: Wolf Saved.
@WanderOne,@Greemology You're both up.
OOC:
Stunning Fist DC14 Fort save for Wolf 1. I would like to move to O14. If Wolf two moves past me, I would like to use an AoO to use Stand Still on it.
GM: Wolf Saved.
@WanderOne,@Greemology You're both up.
[ +- ] Stunning Fist DC 14
Only usable once per round
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per Defender level + 3 you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per Defender level + 3 you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Rolls
Varin: Unarmed - Atk/Dam - (1d20+5, 1d4+2)
1d20+5 : (17) + 5 = 22
1d4+2 : (1) + 2 = 3
Fort Save - (1d20+5)
(12) + 5 = 17
Jul 20, 2025 8:47 pm
WanderOne says:
BEFORE COMBAT, WHEN AZOTE AGREES TO HEALING:"War was all that was meant for me to learn and not peace and growth. And the decades that follow have only more trouble. Would be nice if it ended..
"Born into this, not FOR this. This endless war gets in the way of all we were truly meant to be. We can only make the best of whatever circumstance we find ourselves in but we must also hope for better and try to bring it about."
Jul 20, 2025 9:03 pm
Úlfr takes a step, grabs a large rock engaging his mighty thews, and launches it with a roar at a nearby wolf.
Rolls
Rock Attack - (1d20+7)
(16) + 7 = 23
Rock Damage - (1d10+4)
(5) + 4 = 9
Jul 20, 2025 10:36 pm

Azote to use naturefriend to cast 'entangle' at P4. It should radius out and effect wolf 3 & the dire wolf with hopes to keep both of them out of the combat and not entrap any party members.
DC14 to save.
[ +- ] Pathfinder Entangle Spell.
Entangle
School transmutation; Level druid 1, ranger 1, shaman 1; Domain plant 1; Bloodline fey 1; Elemental School wood 2
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
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
DESCRIPTION
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.
School transmutation; Level druid 1, ranger 1, shaman 1; Domain plant 1; Bloodline fey 1; Elemental School wood 2
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
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
DESCRIPTION
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.
Last edited July 20, 2025 10:40 pm