
GM_Almonihah |

Maka jets over faster than her companions can keep up with, looking over the wall to see a huge siege tower being slowly pushed towards the wall. Even in this area, the gentlest slope outside the walls of Spurhorn, the ground is sharply angled, meaning it's no surprise the two multi-headed beasts behind the tower are struggling laboriously to move it upward.
A ballista bolt fires from one of Spurhorn's towers and strikes the approaching siege tower. Runes carved into its wood flash, and the bolt's head penetrates less than an inch before coming to a stop.
In the air, just out of range of the walls, a number of frost drakes fly evasively, wary eyes watching the moving tower.

Maka Na'Shota |

Maka flew through the air like a comet, her flames standing in bright contrast to the dark night sky. Her draconic eyes unbothered by the weathered, the approaching tower stood as a clear target in the chaos of the battlefield. With multiple targets and unclear how long it would take for her allies to join her, Maka began gathering energy for a powerful attack, sending waves of fire rolling off of her.
Full round action gather power to remove 2 burn from next attack

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Chest Thumper looks from where Kalchine is pointing and back at the tiny pseudo frost ape. He gives a growl and a whuff of annoyance then just snatches the Triaxian up and scrambles down the tower then across the courtyard, running on both legs and one arm while holding Kalchine tucked up against his chest like a baby with the other arm.

GM_Almonihah |

The siege tower continues to inch closer to the walls. A few frost drakes dart closer, only to fall back outside of range when fired on.
From the level of the walls, Maka doesn't have a very good angle on the hydras pushing the tower (they have improved cover).
Maka can act, then those who took five rounds to arrive--Fin, Selena, and Sakitu, in other words--will arrive.

Maka Na'Shota |

Previous full round gather power -2 burn, standard action Blue Flame Blast +2 burn, Eruption Infusion +2 Burn, Infusion Specialization -2 Burn. Move action flame jet to get a better angle on the hydras. Should let her get around their cover
The flames continued to grow in intensity. More and more until they burned a bright blue. Maka drew an impossible big breath as she sucked up all of the flames. Her chest swelled and her neck and jaw glowed with energy. In a blast Maka shot through the air. With a deep growl, Maka breath a small, blue ball of flame that was as bright as the sun. In struck the ground between the tower and hydras, erupting into a huge pillar of blue flame.
Eruption, fire DC21 Reflex for 1/2 dmg; EO: 10d6 + 2 + 6 ⇒ (4, 2, 5, 4, 4, 5, 4, 2, 4, 4) + 2 + 6 = 46
All creatures in a 10ft radius, 60ft high, centered to get both hydras and the tower. If she can't get the tower and hydras, she'll target the back to just gt both hydras without cover.

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Seeing the siege tower inching closer to the walls, Fin fires at the northernmost hydra…
I think Improved Precise Shot should negate the standard cover of the hydra…
To Hit Mods: BAB+Dex, Magic, Weapon Focus, PBS, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Shot, Clustered Shots, Manyshot, Rapid Shot, Elven Ranger Racial Confirmation Bonus
Damage Mods: Magic, Strength, PBS, Deadly Aim
Magic Longbow (Manyshot/Confirmation): 1d20 + 16 + 2 + 1 + 1 - 2 - 3 + 3 ⇒ (10) + 16 + 2 + 1 + 1 - 2 - 3 + 3 = 28
Magic Longbow (Perfect Strike): 1d20 + 16 + 2 + 1 + 1 - 2 - 3 ⇒ (20) + 16 + 2 + 1 + 1 - 2 - 3 = 35
Magic/Cold Iron/Critical Damage: 3d8 + 6 + 3 + 3 + 18 ⇒ (5, 2, 6) + 6 + 3 + 3 + 18 = 43
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 6 ⇒ (2) + 2 + 1 + 1 + 6 = 12
Magic Longbow (Iterative): 1d20 + 11 + 2 + 1 + 1 - 2 - 3 ⇒ (2) + 11 + 2 + 1 + 1 - 2 - 3 = 12
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (3) + 2 + 1 + 1 + 4 = 11
Magic Longbow (Rapid Shot): 1d20 + 16 + 2 + 1 + 1 - 2 - 3 ⇒ (19) + 16 + 2 + 1 + 1 - 2 - 3 = 34
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 6 ⇒ (2) + 2 + 1 + 1 + 6 = 12
Clustered Shot/Total Damage (assuming first & third shots hit/confirm): 67
Perfect Strike: 2/5

Selena Snoe Yelizaveta |

Selena smirks as she finds a better use for tentacles, and with a laugh a bunch more tentacles erupt from the ground in front of the siege tower.
As the tentacles are difficult terrain, it should stop the tower for the moment, buying us more time. If it doesn't work and should be obvious to my character, then she'll do something else instead.
Status
HP: 47/47
Spells; -/5/5/4/0
of;-/5/5/4/2
A Pool; 7 (7/11)

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How large are the multi-headed beasts that are pushing the tower?

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Sakitu stays with Quasit until they get to the tower. Somehow that tower needs to be stopped. She focuses her energy on the two hydra pushing it and a few seconds later a swirl of twisting colors appear before them.
HD affected: 2d4 + 10 ⇒ (4, 3) + 10 = 17
Casting Hypnotic Patter right between the two hydra but only if that hits both. If not, then I pick just one. Looks like I get 17 HD worth of creatures so I don't know if that's enough HD for both either. In any case, any affected hydra must pass a DC 18 will save or be fascinated.

GM_Almonihah |

Yes, the hydras are huge. Yes, Selena thinks the tentacles will at least slow the tower down. Is Maka changing her actions since she arrives with others, or is she still gathering power the round she arrives?
Also realizing I hadn't rolled this yet...
Bulvi Init: 1d20 + 2 ⇒ (14) + 2 = 16
Findurel Init: 1d20 + 9 ⇒ (13) + 9 = 22
Maka Init: 1d20 + 5 ⇒ (3) + 5 = 8
Quasit Init: 1d20 + 7 ⇒ (4) + 7 = 11
Sakitu Init: 1d20 + 2 ⇒ (16) + 2 = 18
Selena Init: 1d20 + 3 ⇒ (16) + 3 = 19
Kalchine Init: 1d20 + 1 ⇒ (7) + 1 = 8
Hydras: 1d20 + 3 ⇒ (2) + 3 = 5
Drakes: 1d20 + 5 ⇒ (5) + 5 = 10
Will: 1d20 + 6 ⇒ (7) + 6 = 13
Will: 1d20 + 6 ⇒ (19) + 6 = 25
Fin badly wounds one of the hydras, though he can see it healing before his eyes. Then the other one sees the shifting patterns of colors and stops, all seven heads darting around to try to catch them.
The drakes, seeing the tower threatened, surge forward. Spurhorn's defenders fire on them, bringing a couple down and forcing others back, but two break through and spit frost at the tower, catching both Fin and Sakitu in their breath.
Cold Damage: 7d6 ⇒ (6, 6, 6, 2, 6, 5, 2) = 33
Cold Damage: 7d6 ⇒ (6, 3, 2, 1, 4, 1, 2) = 19
Reflex DC 18 for half, both of you get hit by both breath weapons.

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reflex: 1d20 + 6 ⇒ (7) + 6 = 13
reflex: 1d20 + 6 ⇒ (6) + 6 = 12
I avoid neither of the breath weapons but I have cold resist 10. So I take 23 and 9 = 31 total dmg (unless I'm doing that wrong).
Sakitu is happy to see one of the hydras stop pushing the tower to stare at her rainbow pattern. She is so distracted that she fails to notice the approaching frost drakes until it is too late. She is blasted by their breath attacks.

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Reflex: 1d20 + 18 ⇒ (19) + 18 = 37
Reflex: 1d20 + 18 ⇒ (7) + 18 = 25
While Fin avoids the worst of their drakes’ breath, he winces at the chill and then gets angry as he sees Sakitu get hammered…
”Saki, drop back! Maka, light up the other drake, I’ll take the near one! Selena and Saki have slowed down the hydras…”
The enraged Elf then unloads at the nearest drake…
To Hit Mods: BAB+Dex, Magic, Weapon Focus, PBS, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Shot, Clustered Shots, Manyshot, Rapid Shot, Elven Ranger Racial Confirmation Bonus
Damage Mods: Magic, Strength, PBS, Deadly Aim
Magic Longbow (Manyshot): 1d20 + 16 + 2 + 1 + 1 - 2 - 3 ⇒ (20) + 16 + 2 + 1 + 1 - 2 - 3 = 35
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 6 ⇒ (2) + 2 + 1 + 1 + 6 = 12
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 6 ⇒ (5) + 2 + 1 + 1 + 6 = 15
Magic Longbow (Iterative): 1d20 + 11 + 2 + 1 + 1 - 2 - 3 ⇒ (17) + 11 + 2 + 1 + 1 - 2 - 3 = 27
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 6 ⇒ (7) + 2 + 1 + 1 + 6 = 17
Magic Longbow (Rapid Shot): 1d20 + 16 + 2 + 1 + 1 - 2 - 3 ⇒ (11) + 16 + 2 + 1 + 1 - 2 - 3 = 26
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 6 ⇒ (8) + 2 + 1 + 1 + 6 = 18
Confirmation (Manyshot): 1d20 + 16 + 2 + 1 + 1 - 2 - 3 + 3 ⇒ (6) + 16 + 2 + 1 + 1 - 2 - 3 + 3 = 24
Extra Critical Damage if Confirmed: 2d8 + 4 + 2 + 2 + 12 ⇒ (4, 5) + 4 + 2 + 2 + 12 = 29
Clustered Shots Total Damage (if all hit/confirm): 91
Perfect Strike: 2/5

Maka Na'Shota |

No let's go ahead and have her double move instead of charging and attacking.

Maka Na'Shota |

Okay if we are in Round 7 then Maka will standard action eruption, empower metakineses +1 burn, Move Action gather power -1 burn
Eruption, fire DC21 Reflex for 1/2 dmg; EO: 5d6 + 2 + 6 ⇒ (5, 5, 3, 2, 5) + 2 + 6 = 28
Empower Dmg: 14 = 14

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The hypnotic pattern requires concentration and since I took dmg that means I need to make a concentration check. The DC is 31+10+ 2 = 43. Since my mod is +16 it's not possible for me to make it but I'll roll anyway. The spell's duration is concentration + 2 rounds so it will only last two more rounds.
concentration: 1d20 + 16 ⇒ (15) + 16 = 31
Being blasted by the frost drake shakes Sakitu and she loses focus on the hypnotic pattern spell. The magical energies slip from her fingers. The pain in her body is almost overwhelming. She flies back and away from the monster then fires a salvo of magic missiles at it.
magic missile dmg: 1d4 + 1 ⇒ (2) + 1 = 3
magic missile dmg: 1d4 + 1 ⇒ (3) + 1 = 4
magic missile dmg: 1d4 + 1 ⇒ (2) + 1 = 3
magic missile dmg: 1d4 + 1 ⇒ (4) + 1 = 5
magic missile dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Total: 17

GM_Almonihah |

Will: 1d20 + 5 ⇒ (20) + 5 = 25 Wow, what a wasted natural 20 XD
Fin downs one of the drakes in a vengeful volley, while Sakitu injures the other with her missiles. It shrugs off Selena's spell, however.
Reflex: 1d20 + 10 ⇒ (13) + 10 = 23
Reflex: 1d20 + 10 ⇒ (4) + 10 = 14
Maka's blast of flames finishes off the wounded hydra just as the remaining members of the party catch up.
The remaining drake goes for Maka.
Bite: 1d20 + 13 ⇒ (6) + 13 = 19
Tail: 1d20 + 8 ⇒ (6) + 8 = 14
But the evasive fire monk proves a difficult target for it.
Everyone is up! The remaining hydra can't do much right now...

Maka Na'Shota |
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With a few small bursts of flame, Maka easily evaded drake's attacks. In a flash Maka flanked behind the drake, using the built up momentum to delivery a fiery kick with enough force to send the drake crashing to the ground.
Full attack flame blade against drake
Flame Blade vs Touch AC; Defensive, EO: 1d20 + 14 + 2 - 2 ⇒ (20) + 14 + 2 - 2 = 34
Fire: 5d6 + 2 ⇒ (2, 4, 2, 4, 6) + 2 = 20
Crit Threat vs Touch AC: 1d20 + 14 + 2 - 2 ⇒ (7) + 14 + 2 - 2 = 21
Crit Dmg: 5d6 + 2 ⇒ (2, 5, 3, 3, 5) + 2 = 20
Flame Blade vs Touch AC; Defensive, EO: 1d20 + 9 + 2 - 2 ⇒ (20) + 9 + 2 - 2 = 29
Fire: 5d6 + 2 ⇒ (2, 1, 6, 2, 4) + 2 = 17
Crit Threat vs Touch AC: 1d20 + 9 + 2 - 2 ⇒ (18) + 9 + 2 - 2 = 27
Crit Dmg: 5d6 + 2 ⇒ (1, 6, 3, 5, 1) + 2 = 18

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Quasit finally reaches the tower where the battle is taking place, sliding into the battlement wall to stop herself. She pants heavily in the freezing air, throwing out clouds of mist from her mouth, and peers with squinting eyes into the dark and the blowing snow. For a moment things become clear as Maka's fire sword lights things up.
"Is that the tower? What's going on?" she shouts over the wind and the mayhem of the battle. She lifts her crossbow to her shoulder and looks around wildly for something to shoot. "I can't see anything!"

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I’m thinking Maka’s double crit took down the drake with its fire vulnerability but, if not, he’d target the drake first before firing on the hydra…
Fin unleashes another barrage, this time against the remaining hydra…
If the hydra has improved cover from my current position, improved precise shot should negate it…but if it has total cover, Fin will move east to get a better LOS so you’d only count the first attack and damage rolls (17 damage only)…
To Hit Mods: BAB+Dex, Magic, Weapon Focus, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Shot, Clustered Shots, Manyshot, Rapid Shot
Damage Mods: Magic, Strength, Deadly Aim
Magic Longbow (Manyshot): 1d20 + 16 + 2 + 1 - 2 - 3 ⇒ (13) + 16 + 2 + 1 - 2 - 3 = 27
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 6 ⇒ (8) + 2 + 1 + 6 = 17
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 6 ⇒ (7) + 2 + 1 + 6 = 16
Magic Longbow (Iterative): 1d20 + 11 + 2 + 1 - 2 - 3 ⇒ (17) + 11 + 2 + 1 - 2 - 3 = 26
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 6 ⇒ (6) + 2 + 1 + 6 = 15
Magic Longbow (Rapid Shot): 1d20 + 16 + 2 + 1 - 2 - 3 ⇒ (8) + 16 + 2 + 1 - 2 - 3 = 22
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 6 ⇒ (1) + 2 + 1 + 6 = 10
Clustered Shot Total Damage: 55 if all shots hit, 48 if the last shot misses
Perfect Strike: 2/5

Kalchine |

Kalchine and Chest Thumper finally catch up. The frost ape dumps the triaxian like a discarded doll before growling in frustration at the lack of opponents close enough to bash.
Kalchine dusts himself off and grumbles in his native tongue before taking stock of the situation. His ears flick as he looks at the swirling winds then he reaches up and the clouds swirl more before a bolt of lightning suddenly erupts, striking one of their enemies.
Casting Call Lightning the bolt is directed at the drake if it's still up or the hydra if the drake is down.
Lightning Bolt DC18 for Half: 3d6 ⇒ (1, 2, 2) = 5
If this is a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado then -
Lightning Bolt DC18 for Half: 3d10 ⇒ (3, 4, 10) = 17

GM_Almonihah |

Maka's flames burn through the drake's neck, sending head and body tumbling separately to the ground, while Fin's arrows and Kalchine's bolt of lightning (even if it managed to save) finish off the other hydra.
For the moment, this area of the battlefield is quiet. You briefly see a few pairs of eyes poke up over the edge of the plateau before quickly ducking back down.
The siege tower remains in place on the steep slope outside the walls of Spurhorn.

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GM: I think Bulvi is the only one of us that’s trained in Knowledge (Engineering) with +6…can he take 10 on that check?

Maka Na'Shota |

Maka will cover the party and keep blasting any enemies. If no enemies are within 500ft Maka will keep blasting one of the wheels until it turns to slag.

GM_Almonihah |

Sure
Selena, after a bit of fiddling with opening the back, slips into the tower... and finds it empty. A series of platforms and ladders leads up to where the bridge on top would drop, but other than that the only sights inside are the wheels, which seem to have some sort of mechanism attached to them.
Maka, the wheels are protected by the outer wall of the siege tower. This thing has pretty low clearance.

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Thanks, GM
After talking with Bulvi, Fin yells out to Selena. ”Selena! Bull says to look for some sort of ratcheting wheel inside the tower keeps it from sliding back. Maka should be able to help you break it…but be ready to abandon the tower quickly once it’s broken!”
Fin then hurries to Sakitu’s side, gently putting his hand on her chin, lifting it up to look in her eyes. ”Hlao-roo…you’re hurt badly…you were very brave…but, for my sake, you must not fight so far forward…”
Waving down the Triaxian, he says, ”Kalchine, my friend, Saki is hurt badly and needs your healing skill before we’re called away again…and, to be honest, I could use a little myself…we both got a little too close to the drakes’ breath…”

Maka Na'Shota |

Maka ran inside the tower, ready to fight any foes still inside. "Selena, is there a spot I should focus on or just blast everything?"

Kalchine |

Kalchine is a little disappointed his first bolt of lightning is enough. He sighs and lowers his fist but then looks up and snaps his fingers, bringing a small jolt of lightning crackling through the clouds.
"Of course," he replies to Fin. He gestures for Chest Thumper to watch for the bodies attached to the heads that peeked then gets to work. "Love will keep us alive but magic helps sometimes, right?"
He keeps pulling down some of the electricity, his fur (and there is a lot of it) standing on end and small crackles arcing between him and his wards as he heals them.
Cure Critical Wounds (Sakitu: 4d8 + 10 ⇒ (3, 7, 1, 5) + 10 = 26
Cure Moderate Wounds (Sakitu): 2d8 + 10 ⇒ (3, 4) + 10 = 17
Cure Light Wounds (Fin)x2: 2d8 + 10 ⇒ (5, 6) + 10 = 21
"How's that?"

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Quasit huddles close to Chest Thumper. He seems warm and like decent cover from the wind and stray arrows.

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Fin nods to Kalchine, smiling. ”Much better, my friend; we’re in your debt…”
He gently nudges Sakitu, giving a sheepish grin. ”Better now, Saki? You fought well…but next time we face drakes, remember to duck. You had me worried…”
Looking up, asking no one in particular, the Elf queries, ”Wonder where they’ll send us next?”

GM_Almonihah |

Without enemies to oppose them, it's not long before Selena and Maka are able to break the mechanism keeping the wheels from sliding back... at which point they have to beat a hasty retreat as the siege tower starts to roll down-slope towards the edge of the plateau. A few seconds after they fly out of it the tower topples over the edge and falls out of view.
You regroup in the fortress (I put you all on the tower, feel free to say you regrouped somewhere else), and for a few minutes the fury of the battle seems to wane.
Soon enough, though, you can make out the sounds of ballista fire from the north, and Commander Pharamol's voice comes to you on the winds. "Northern blockhouse. Hurry!"

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Murmuring, ”No rest for the weary,” Fin quickly brushes his lips against Sakitu’s and takes off at a dead run…
Running, it’d take Fin 3 rounds to get to the position where his icon is on the north tower; I’ll await word from the GM before I act once there…

Maka Na'Shota |

"Hahaha take that you stupid jerks!" Maka laughed and roared a taunt in draconic as Selena and she escaped from the run away tower.
Maka will take 3 rounds to get into position as well, will stay in the air for now.

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Quasit also takes off running for the northern blockhouse, though she has only a dim awareness of where precisely it is or even what direction is north.
"Kalchine! Which way?" she shouts at the druid as she hurries down the steps.

Selena Snoe Yelizaveta |

Selena didn't even wait. She started patrolling around the wall to the next tower straight from dropping the siege machine, though she had been on foot, as one minute of flight ended about then.
I have no idea which towers we just defended, but she's moving around away from where they started. No idea if that makes me closer or farther from the next battle.
At the call for the north tower, Selena once again flies, bundling Winter close as she takes to the air once more.

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Sakitu takes a deep breathe and lets it out again. "Yes, I feel much better now." But then she glares at Fin. "What do you mean stay out of the fight? You seriously expect me to stand back here and watch you guys get beat up? Like, do you think that you're just a big strong man and I'm just a little weak woman?" She crosses her arms over her chest and continues to glare. After a moment she huffs. "You know what? It doesn't matter. It's not like I tried to get hit." Her face softens and she smiles.
"I just can't stay mad at you. It's impossible." She reaches to embrace Fin. As she embraces him her lower body, still under the influence of the flying spell, floats off the ground, raising her legs behind her. She accepts his brief kiss then let's go as he runs off. She floats for only a moment before spotting Quasit who is already running to the new tower. "Hey! Wait up for me!" Sakitu races through the air and quickly catches up.
"Are we headed the right way?"

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"Are we headed the right way?"
"I dunno! Probably!" yells Quasit over her shoulder as she continues running. "Golly, this is way more fun than sleeping!"

Kalchine |

"This way!" Kalchine says, running off counterclockwise around the battlements.
His declaration ends in a yelp as he is once more scooped up by Chest Thumper.
He seems to be protesting once more but the frost ape just gives him a good shake and his arguments subside into a scowl.
[ooc]Can we get a time count? I've got a spell or 2 that I cast at the beginning that last 10 minutes.

GM_Almonihah |

Call it two minutes between each of the events, plus the number of rounds each combat took.
You rush to the location indicated by the Commander just in time to see a number of drakes diving from out of the cloud layer above. Crossbow and ballista bolts fly up to meet them, slaying several before they can reach the ground, leaving the passengers each was carrying to free-fall to their deaths. Three are able to land their passengers, however, four warriors and a sorcerer, before rising and breathing at the nearby crossbow-armed soldiers.
You think the drakes will be handled, but the warriors on the ground are probably trouble.
Bulvi Init: 1d20 + 2 ⇒ (3) + 2 = 5
Findurel Init: 1d20 + 9 ⇒ (17) + 9 = 26
Maka Init: 1d20 + 5 ⇒ (6) + 5 = 11
Quasit Init: 1d20 + 7 ⇒ (5) + 7 = 12
Sakitu Init: 1d20 + 2 ⇒ (1) + 2 = 3
Selena Init: 1d20 + 3 ⇒ (17) + 3 = 20
Kalchine Init: 1d20 + 1 ⇒ (4) + 1 = 5
Sorcerer: 1d20 + 6 ⇒ (4) + 6 = 10
Warriors: 1d20 + 2 ⇒ (15) + 2 = 17
So looks like Fin and Selena first.

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Fin quickly peels off a barrage of arrows at the sorcerer, before yelling to his friends, ”Take out the sorcerer first!”
To Hit Mods: BAB+Dex, Magic, Weapon Focus, Deadly Aim, Precise Shot, Improved Precise Shot, Point Blank Shot, Clustered Shots, Manyshot, Rapid Shot
Damage Mods: Magic, Strength, Deadly Aim
Magic Longbow (Manyshot): 1d20 + 16 + 2 + 1 - 2 - 3 ⇒ (16) + 16 + 2 + 1 - 2 - 3 = 30
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 6 ⇒ (3) + 2 + 1 + 6 = 12
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 6 ⇒ (8) + 2 + 1 + 6 = 17
Magic Longbow (Iterative): 1d20 + 11 + 2 + 1 - 2 - 3 ⇒ (16) + 11 + 2 + 1 - 2 - 3 = 25
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 6 ⇒ (8) + 2 + 1 + 6 = 17
Magic Longbow (Rapid Shot): 1d20 + 16 + 2 + 1 - 2 - 3 ⇒ (11) + 16 + 2 + 1 - 2 - 3 = 25
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 6 ⇒ (4) + 2 + 1 + 6 = 13
Clustered Shot Total Damage (assuming all shots hit): 59
Perfect Strike: 2/5

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Quasit double moves toward the enemies.

Selena Snoe Yelizaveta |

As Selena flies towards the next tower, she casts light on a dagger, making it glow a cool icy blue. Then once reachs the tower, she lets go of it and it starts floating around erratically towards the soldiers.
Selena's movement is towards the one soldier that is different from the rest, but also up high to avoid melee from the groundbound.
she casts unseen servant and commands it to wave the dagger around erratically near the soldiers while avoiding getting hit. Should provide light to see by.

GM_Almonihah |

Fin's arrows find their mark, badly injuring the sorcerer.
The warriors spread out. One approaches and hurls a javelin at Fin.
Javelin: 1d20 + 10 ⇒ (2) + 10 = 12
But the hurled projectile gets nowhere close to him.
Another moves to intercept the party members approaching on the ground, readying an attack against the first one to draw close.
Readied attack: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
The other pair head towards the entrance to the blockhouse. You can see that one bears a large hammer rather than a sword like the others.
Maka is up of those who have reached the area.