
Wultram Denka |
Well nobody suggested anything else I think. My suggestion was to hide in east and west sides, hopefully to get some flanking going on. Wultram Q-32, Skellie K-28.
Wultram: 1d20 + 1 ⇒ (6) + 1 = 7
Skellie: 1d20 + 5 ⇒ (3) + 5 = 8
Let's hope actual combat rolls will be better...

Nalverren |

Yeah, don't get carried away, you've got five hours and stone age tools, you ain't going to be doing lots of tree-felling and stump-sharpening any time soon. You can get line of sight, that's about it.
too late! i've already carried myself away!
init: 1d20 + 3 ⇒ (8) + 3 = 11
most importantly, do we get preparation rounds by virtue of scouts warning of kalaktua's approach?
T49 for Nalverren, the rest of the lizards will be around the catapults, 5 lizards each (assuming someone gave me some spares), which i seem to recall they did.

Rehil Ecraish |

Rehil crouches at the corner of a hut, watching for the turtle's approach.
Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Stealth: 1d20 + 11 ⇒ (20) + 11 = 31
J20. Aubrey can Rehil have cut a 5' gap in the palisade directly to his left? Guys, what's the plan to deliver the alchemist's fire?

Nalverren |

... Guys, what's the plan to deliver the alchemist's fire?
I have no plan to that end, but I would add that it would be a good thing for the less-combat-capable NPCs to do (throw globs at Kalaktua, having been instructed to wait until just after it does a breath attack). Or it could be thrown after Kalaktua falls in a pit. Or could have been spread on the bottom of the pits, but that would make it's effectiveness halved (since it is unlikely kalaktua will fall in two pits, unless melee folks lure her to that end carefully).

Aubrey the Demented/Malformed |

OK, I did my sponsored walk over the weekend, so I was a bit busy - sorry for the delay. Not heard from Tal and Cole - someone please determine their initiative and position in their absence.
Kalaktua's initiative check 1d20 + 4 ⇒ (20) + 4 = 24
Kalaktua's Stealth check (yes, she's actually quite stealthy in water) 1d20 + 15 ⇒ (3) + 15 = 18
Initiative
Kalaktua 24
Rehil 18
Vaard 13
Nalverren 11
Skellie 8
Wultram 7
Cole?
Tal?
Ashshar?
As the others wait nervously, Rehil (and, so far, only Rehil) notices the tell-tale wake approaching.

Nalverren |

so did kalaktua make it past the scouts?

Rehil Ecraish |

"Here she comes. Straight out from the banyan. "
Rehil slides his curve blade from its sheath and edges back slightly so that the smallest portion of his face and head is exposed while he watches the ripple of Kalaktua's wake.
Tal initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Put Tal in Z26 next to Cole.
Aubrey, can I get that break in the palisade at G21? We can stash the alchemist fire bearers outside the palisade. They can dash in and toss the fire then, exit.

Aubrey the Demented/Malformed |

so did kalaktua make it past the scouts?
You aren't surprised - your chief scout noticed her.
Initiative
Kalaktua 24
Ashshar 19
Rehil 18+
Cole 18-
Vaard 13
Nalverren 11
Tal 9
Skellie 8
Wultram 7
Kalaktua skulks forward, still largely submerged as she creeps up on the village.
Double move in Stealth mode at half-speed.
Ashshar.

Nalverren |

so our scout just kept us from surprise, or did they give us X number of rounds of preparation?

Ashshar |

Ashshar raises his spear in a threathening gesture, screaming taunts in draconic all the while.
"Tonight you die, Kalaktua! Tonight WE will feast with your flesh!"
Move action to Studied Target her. Ready Standard Action to attack if she approaches me.

Aubrey the Demented/Malformed |

so our scout just kept us from surprise, or did they give us X number of rounds of preparation?
You are in combat - she crept up on you. You've had five hours to prepare so anything you need done other than casting spells with maybe minutes and rounds of duration you have done by now.
Rehil.

Rehil Ecraish |

Delay. It's not even worth a bowshot with K submerged.
Rehil glances back through the gap in the palisade at the first of the five fire bearing lizardfolk.
"Remember, just run in. Toss the fire, and get out. Stay out of our way."

Tal'Va'Nocht |

Sorry everyone, I'm back again, things are finally calmed down. Sorry for the vanishing. As I said, work was a major thing.
Init: 1d20 + 3 ⇒ (7) + 3 = 10
Perception: 1d20 + 8 ⇒ (1) + 8 = 9 LOL, good to be back
Tal maintains a link to Ashshar, and Wultram, faint blue glows in each ally's eyes as they wait for the dragon turtle to appear. "If we have any magic to prevent heat damage, it might be useful to cast it now."
Tal would likely wait at S28 instead, to be more easily able to keep multiple people in his link.

Aubrey the Demented/Malformed |

Nalverren |

Nalverren tells his crews to load the catapults and Nalverren casts the first of his preparatory infusions. i forget which i was gonna do first but i'll re-look it up tomorrow

Rehil Ecraish |

Vaard, Ashshar, and Tal standing in the open. We salute you.

Nalverren |

they could run back to draw kalaktua into a chase.

Tal'Va'Nocht |

I was away, so maybe I missed something, but I thought the black squares were pit traps? Therefore, people standing on the other side of the pit traps to lure the thing into them seems the right play? What am I missing (and yes, I know it has steam breath, someone cast protection from elements yes? Again, I was slammed last two weeks).

Vaard |

they could run back to draw kalaktua into a chase.
Vaard is hoping to pull back after getting one debuffing strike in. Or, barring that, just run back without getting a hit in if necessary.[/ooc]

Aubrey the Demented/Malformed |

I was away, so maybe I missed something, but I thought the black squares were pit traps? Therefore, people standing on the other side of the pit traps to lure the thing into them seems the right play? What am I missing (and yes, I know it has steam breath, someone cast protection from elements yes? Again, I was slammed last two weeks).
No, that is the plan, we were only joking. Mainly.
Time for Wultram and Skellie.

Wultram Denka |
The skeleton tries it's best to sneak from cover into the water unnoticed, trying to capitalize on the fact that it does not need to breathe. Allowing itself to sink before moving.
Stealth: 1d20 + 7 - 3 ⇒ (12) + 7 - 3 = 16
I don't have an idea what the rules regarding movement and voluntary sinking are, but at the point that it gets to water it has 10ft(half speed stealth) movement left. Entering at M-26
Wultram moves east while casting a spell and moment later an ethereal hand that resembles his own if it had been aged centuries beside him.
Hand HP: 1d4 ⇒ 4
Move to U32
Spectral hand, duration 7min range 170ft, AC 23,incorporeal, improved evasion, Wultrams saves.
1st: 8/day
2nd: 6/day
3rd: 3/day

Aubrey the Demented/Malformed |

Tal'Va'Nocht |

In Draconic
"Come to me, cowardly lizard. You are not fit to be called a Dragon. I, Tal'Va'Nocht, decry you as less than a worm that grubs in the dirt! I have fought alongside mighty Dragons, even the mighty Orzaxes, who fought the Abomination! You are as nothing to true Dragons! You are less than nothing! You are a blight upon their memory!" He spits and clashes his weapons and shields.
He'd already readied his weapons, so mostly just using a free action to taunt the thing now that it's out of the water and can hear him.

Ashshar |

Ashshar watches as the dragon turtle advances and smiles to himself.
Trusting Vaard, the lizardfolk fires a barage of arrows.
Mythic Deadly Aim Rapidshot: 1d20 + 6 ⇒ (13) + 6 = 19
Mythic Deadly Aim Rapidshot: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
As the second arrow flies, Ashshar drops his bow and hisses at the glorified turtle, showing his claws and teeth.

Rehil Ecraish |

If those don't scratch her, Rehil's best bowshot never would.
Rehil nods at the waiting alchemist fire slingers, "Wait until someone signals you." Then he steps back and dashes between the huts to leap the channel and gain the island.
Double move to S18, jumping along row 19.
Acrobatics v DC 15: 1d20 + 12 ⇒ (1) + 12 = 13
Edit: Awesome. That's just great.

Rehil Ecraish |

They all missed? :-(
:-) On the bright side if I do manage to hit, it will be a crit!?

Vaard |

Vaard hops his way next to the beast, taking extra care to avoid leaving himself vulnerable.
Move action: move to V18, using acrobatics to avoid AoOs.
acrobatics: 1d20 + 11 ⇒ (1) + 11 = 12
He then spends a moment meditating on his left claw, preparing to release a blast of ki from a bite.
Swift Action: Dizzying Venom Prana.
Initiation Action: 1 swift action
Range: Next melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fort negates
By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 11 + initiation modifier), the target also suffers 2 points of Wisdom damage. This is a supernatural ability.
He then swipes as hard as he can at Kalaktua!
claw: 1d20 + 9 ⇒ (18) + 9 = 27
1d4 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12
A hit also results in Kalaktua being Staggered for one round, and needing to make a DC 14 fortitude save or take 2 points of Wisdom damage.

Aubrey the Demented/Malformed |

Kalaktua snaps irritably at Vaard as he dives forwards.
1d20 + 18 ⇒ (17) + 18 = 35 to hit, damage 3d6 + 8 ⇒ (6, 5, 6) + 8 = 25
Ouchie! But look in the bright side - he soaked up that AoO.
However, Vaard lands a blow in her eye. The damage is minor but clearly gives her pause.
Fort save 1d20 + 14 ⇒ (12) + 14 = 26 No WIS loss but she is still Staggered.
But the wound spurt super-heated blood at the brave Cold Sun warrior.
Vaard takes 1d8 ⇒ 8 fire damage from the blood. I'm assuming his claw does either slashing or piercing damage - if not, he doesn't take this damage.
The dice appear to dislike Vaard - that's one off maximum damage from Kalaktua.
Nalverren. However, there's a few delays going on as well, so feel free to chip in with those. Also, Kalaktua attacked Vaard, albeit as part of an AoO - Rehil can have his readied action, or not, as he chooses.

Rehil Ecraish |

I'm not likely to hurt her with my damage output. I'm going to be a flanking buddy and little else in this fight. And I don't want to be where she can target me without providing value. So I'm going to delay until she moves to my trigger position. Or until Vaard takes more damage.

Nalverren |

Nalverren will infuse another item.
kalaktua is already hard enough to hit bit she is outside my first range increment. Not really sure why we are attacking her before she gets to the pits, contrary to the plan.

Tal'Va'Nocht |

And Vaard is outside effective area to be healed by Tal. Seems like the 'plan' was thrown out the window. *sigh*