
DM Fflash |

Pressing on
Welcoming Party Round 1 (cont)
Initiative: Terisha, Girls, Sasha, Fulmen, Braelex, Aidon, Amiculus, Andel, Tarric, Relan
Relan moves south and as Fulmen calls out a warning, he sees the creature spoiling its surprise and foiling its stab with a sword. Relan swings back at the beast with his sword cutting it deep. Amazed, he watches as half the wound immediately heals up in front of him.
Tarric peers around the corner, cautiously, shaking his head at this explosion of violence.
Welcoming Party Round 2
The blonde woman in the bronzed chain steps up behind Relan flanking him, but the wily warrior twists out of the way of her sword. One of the girls behind the overturned table throws a sack, smacking Relan in the chest. A thick glue-like green substance splashes over his arms and quickly drips down his legs to the floor as it rapidly begins to dry. (See Dice spoiler for save and actions)
The other Tower girl fires at Braelex and misses. The tiefling returns fire and misses as well, but Andel right behind him nicks her with his bolt before she ducks down.
Aidon summons a small pony in the middle of the hall, that immediately rushes Terisha flaying at her with its hooves and banging against her armor ineffectually.
Fulmen didn't post an action for Round 2. At Tarric for action. Everyone post
Sasha sword vs Relan: 1d20 + 4 ⇒ (2) + 4 = 6; miss!
Relan vs Sasha: 1d20 + 6 ⇒ (14) + 6 = 20; HIT!; Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Terisha vs Relan: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7; miss!
Girl 1 Touch vs Relan: 1d20 + 3 ⇒ (15) + 3 = 18; HIT!; Relan gains the entangled condition (-2 Hit, -4 Dex) and must make a Ref Sav DC15 or be stuck in place (penalties stay regardless); half speed if successful
Girl 2 vs Braelex: 1d20 + 3 ⇒ (1) + 3 = 4; miss
Andel vs Girl 1: 1d20 + 3 ⇒ (18) + 3 = 21; HIT!; 1d8 ⇒ 2

Fulmen |

Welcoming Party
Round 2
HP: 18/18
AC: 11
Fullmen will cast Shillelagh
Round 3
Fulmen attacks with Flurry of Blows on wererat
Attack w/Staff: 1d20 + 1 ⇒ (2) + 1 = 3
str +2
-1 FOB
Attack w/Staff: 1d20 + 1 ⇒ (4) + 1 = 5
str +2
-1 FOB
Damage: 2d6 + 3 + 1 ⇒ (6, 4) + 3 + 1 = 14
str +3
Damage: 2d6 + 3 + 1 ⇒ (4, 6) + 3 + 1 = 14
str +3
OMG, I'm so worthless in combat :(

Aidon Jade Davian |

I can't seem to get the map to load, is it me or google?
Aidon - Round 2 - HP 20 / AC 14 (12) / Init 9
Amiculus - Round 2 - HP 11 / AC 13 / Init 21
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +5
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp [17]
Fort +5 [+7], Ref +4, Will +0 SR 5
Celestial - Resist cold 5, acid 5, electricity 5
Fiendish - Resist cold 5, fire 5
OFFENSE
Speed 40 ft.
Melee 2 hooves [-1] (1d3+2)
Special Attacks smite evil/good
STATISTICS
Str [17], Dex 13, Con [18], Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2 [+4]; CMD 13 [15] (17 [19] vs. trip)
Feats Endurance, RunB
Skills Perception +5
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
The horse will attack again, who ever is closest
To Hit - 1d20 - 1 ⇒ (6) - 1 = 5
Damage - 1d3 + 2 ⇒ (2) + 2 = 4
To Hit - 1d20 - 1 ⇒ (17) - 1 = 16
Damage - 1d3 + 2 ⇒ (2) + 2 = 4
Once I can figure out how to see the map I will post Aidon and Amiculus actions
Not sure if the horse hit in round 1 or if anyone would have attacked it instead

Aidon Jade Davian |

Aidon - Round 2 - HP 20 / AC 14 (12) / Init 9
Thank you for the link, that worked
If possible I would also like the horse to Smite Evil this round on Terisha. +2 on any damage in round 2 that hit and ignores any DR she may have.
Aidon will dismiss Amiculus in round 2 and take a 5' towards Fulmen to use the wall as cover as much as possible.

DM Fflash |

Welcoming Party Round 2 (cont)
Initiative: Terisha, Girls, Sasha, Fulmen, Braelex, Aidon, Andel, Tarric, Relan
You have a -2 to attack and -4 to Dex right now.
Additionally, since you rolled a natural 19 with your longsword, you get a critical. I'll roll it for you.
Tarric moves to the corner next to Fulmen. The horse attacks Terisha white light blazing from its eyes and fiery white light on its hooves. It strikes her armor, and the flames lick around the blonde, but she doesn't seem affected by them.
Relan gets rooted in place, and furiously strikes at the wererat with his sword again, this timing hitting her so hard in the shoulder it bites into her neck. Her lycanthropic abilities heal the mortal wound but blood spurts still from the shoulder.
Welcoming Party Round 3
Terisha yells, "Sasha, no! Be careful" and then lashes out with her short blade, but bangs it against Relan's armor. The wererat snarls viciously and stabs as well, following with a yellowed teeth-filled bite, breath rank with carrion. Relan, pinned down as he is, relies on his armor and shield and withers another series of blows but the bite gets through (Another Save below ... Relan is at 12 hps as I see it).
Fulmen moves in next to the horse to attack the blonde (can't attack the wererat "around the corner") but fails miserably spoiling Braelex' shot as well. The two girls behind the table attack the crossbow men in the back again and nick Andel
At Aidon for action
Relan Crit Confirm vs Sasha: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17; CRIT!; Extra Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Terisha vs Relan: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15; HIT!; Damage: 1d6 + 1 + 2d6 ⇒ (2) + 1 + (1, 2) = 6
Sasha vs Relan sword: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7; miss
Sasha vs Relan bite: 1d20 - 1 + 2 ⇒ (14) - 1 + 2 = 15; HIT!; Damage: 1d4 + 1 ⇒ (3) + 1 = 4 + Fort Save DC 14 or catch filth fever, again
Tangelfoot Bag duration: 2d4 ⇒ (4, 4) = 8
Girl 1 vs Braelex: 1d20 + 3 ⇒ (7) + 3 = 10; miss
Girl 2 vs Andel: 1d20 + 3 ⇒ (13) + 3 = 16; HIT!; Damage: 1d4 ⇒ 3
EDIT" Map here

Aidon Jade Davian |

Aidon - Round 3 - HP 20 / AC 14 (12) / Init 9
Aidon will focus again and summon a celestial eagle behind the wererat. He will have the eagle smite evil and attack
"Come Airas, come hunt yourself a tasty rat...nom nom nom..."
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp [17]
Fort +5 [+7], Ref +4, Will +0 SR 5
Celestial - Resist cold 5, acid 5, electricity 5
Fiendish - Resist cold 5, fire 5
OFFENSE
Speed 40 ft.
Melee 2 hooves [-1] (1d3+2)
Special Attacks smite evil/good
STATISTICS
Str [17], Dex 13, Con [18], Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2 [+4]; CMD 13 [15] (17 [19] vs. trip)
Feats Endurance, RunB
Skills Perception +5
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
Horse Attacks
To Hit - 1d20 - 1 ⇒ (13) - 1 = 12
Damage - 1d3 + 2 ⇒ (2) + 2 = 4
To Hit - 1d20 - 1 ⇒ (4) - 1 = 3
Damage - 1d3 + 2 ⇒ (3) + 2 = 5
N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft., low-light vision Perception +9
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp [7] [1d8+3]
Fort +3 [+5], Ref +4, Will +2
SR 5
Celestial - Resist cold 5, acid 5, electricity 5
Fiendish - Resist cold 5, fire 5
OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons [+3] [1d4+2], bite +3 [1d4+2]
Special Attacks smite evil/good
STATISTICS
Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests)
Eagle Attacks
Claw To Hit - 1d20 + 3 ⇒ (17) + 3 = 20
Damage - 1d4 + 2 ⇒ (2) + 2 = 4
Claw To Hit - 1d20 + 3 ⇒ (3) + 3 = 6
Damage - 1d4 + 2 ⇒ (4) + 2 = 6
Bite To Hit - 1d20 + 3 ⇒ (15) + 3 = 18
Damage - 1d4 + 2 ⇒ (3) + 2 = 5
+1 on any damage if evil

DM Fflash |

** spoiler omitted **

Relan |

Welcoming Party
Round 2
HP: 12/18
AC: 17
Relan struggles against the glue like substance... feeling the bite sink in he struggles some more. "Damnit, i know im going to catch something again." he thinks. To the other he calls out, "Im stuck, how about a little help here people."
Strength Check: 1d20 ⇒ 5
Fort Save: 1d20 ⇒ 2

DM Fflash |

Welcoming Party Round 3 (cont)
Initiative: Terisha, Girls, Fulmen, Braelex, Aidon, Andel, Tarric, Relan
Aidon summons another monster and a screeching eagles slams into the back of the wererat, clawing and biting with white-fire enfused talons and beak. The wererat crumples in a pile of smoldering black wounds. Nearby the horse continues to harry Terisha, but the experienced Tower Girl fends the pony off.
Andel drills the right most girl behind the table in the shoulder with an arrow. And Tarric delays, looking for an opening to move in and heal Relan. The warrior tugs at the goo and tries to move but fails, eventually turning to the others for help.
Welcoming Party Round 4
Terisha chokes off her scream when the wererat falls and pulls out of combat, moving to the south, hollering "Cover me!". One of the two Tower Girls behind the table crack a smokestick filling the area with smoking gray alchemy over the table, blocking vision into the corridor to the south. The second fires her crossbow at the trapped warrior sticking him painfully in the chest.
Situation has changed for Fulmen ... actions? Others that haven't gone may change their action as well or leave it
Andel vs Girl 1: 1d20 + 2 ⇒ (18) + 2 = 20; HIT!; Damage: 1d6 ⇒ 6
Girl 1 vs Relan: 1d20 + 3 ⇒ (15) + 3 = 18; HIT!; Damage: 1d4 ⇒ 3

DM Fflash |

The light from the entrance fades as you get close to the stairs. Any intent for light from here on out?
** spoiler omitted **
All: In my excitement to get this out, I forgot to give you the basics of the architecture inside. You are among the first to see this! Within the Crow, all walls, floors, and ceilings are of carefully fitted masonry. There is no lighting unless otherwise noted. Ceilings are 10 feet high in corridors and 15 feet high in chambers.
** spoiler omitted **
Mentioned earlier. The "horse" is a pony so riding it isn't a space issue. As long as the crsture can beat your weight. Handle animal checks and ride checks as appropriate depending on what you wish to do.

Aidon Jade Davian |

Alright, Aidon is going to try and jump on the pony and give chase. Not sure with him being a celestial pony if I can speak to him at all, so let me know if that will be a handle animal or a ride check to give chase and how many rolls I will need. I am assuming one to mount and one to jump the table but I am not sure.

DM Fflash |

Welcoming Party Round 4 (cont)
Initiative: Terisha, Girls, Fulmen, Braelex, Aidon, Andel, Tarric, Relan
Fulmen rushes forward, leaping across the turned over table with ease and lands next to a surprised Tower Girl. He lashes out with his staff, barely able to make out the girl next to him but she's able to just barely dodge out of the way. Braelex moves forward and tosses a bomb into the smoke. She's a bit off and it smashes into the inside wall of the hallway. While the screams of the Tower Girls are pleasing it's mitigated by the yowl of pain from Fulmen (Fulmen plus Girls take 4 fire damage each0
Aidon rushes to the pony leaping upon its back but nearly falls off the other side. Gathering himself for a moment, he rights himself on the pony's back and then kicks his heels into its ribs. The pony, unable to discern any nearby attackers, stays where it is, docile, as Aidon furiously bounces up and down trying to get the pony to move fruitlessly.
Andel fires into the smoke, blndly, but to no effect. Tarric moved forward and heals Relan with a spell (CLW: 1d8 + 2 ⇒ (5) + 2 = 7 while the warrior struggles to get out of his bindings.
The party hears a clamoring of footsteps and Fulmen watches the girl next to him withdraw from combat into the smoke.
[ooc]ACTIONS for Round 5? They've already acted
Fulmen vs concealment: 1d100 ⇒ 63
Aidon Ride (Fast Mount) DC20: 1d20 + 2 ⇒ (16) + 2 = 18; fail
Aidon Handle Animal (Push-Heel) DC25: 1d20 + 8 ⇒ (2) + 8 = 10; fail
Pony Perception (scent): 1d20 + 6 ⇒ (5) + 6 = 11
Andel vs TG2: 1d20 + 2 ⇒ (4) + 2 = 6
Tanglefoot Bag Duration: 2d4 ⇒ (3, 1) = 4; ends round 6

Fulmen |

Fulmen takes a step down the hall then hesitates as he hears Braelex's call to wait. He looks down at the fallen Tower Girl and begins searching her for anything of note. "Let's search the room and the room to the east. There's nowhere for Terisha to run since she doesn't know how to open the door." He then looks over to Relan and asks "Are you seriously hurt?"

DM Fflash |

Looted Rooms
with that then ... END COMBAT!
The party lets the Sczarni girls run off, sure they'll run into them again and takes the short breather to peruse the area.
The bodies of the wererat, who has returned to the shape of a Varisian woman, and the Tower girl have the following: masterwork studded leather, studded leather, 2 short swords, 1 light crossbow, 1 hand crossbow, 26 bolts, 1 tanglefoot bag, a climber's kit, 50 feet of silk rope and a grappling hook, 2 hooded lanterns, 1 vial of oil, a set of thieves' tools, a second-story harness (like Natalya's) and 33 gold pieces.
The rooms nearby have been looted and it's hard to tell what their original purpose was. One was used for storage and has bits of boxes and bags left behind. The other was a makeshift privy and has all that's associated with that left behind.
I zoomed in to the 3rd and 4th floors since the 1st and 2nd haven't changed since my earlier map post (still available in the album

Fulmen |

Fulmen nods at Braelex, "I can carry the climbing kit if it's too much for you. I have one back in the city, but you're right, the nature of place suggests we should have one just in case. I'll carry one of the lanterns as well. We don't need to be surprised by light again."

Aidon Jade Davian |

Aidon sighs and looks at the pony and kicks his heels into it a few more times "Come on!" He bounces up and down on the pony "Giddyup! HA Mule!" After the pony still sits there Aidon will then ask "Please giddyup?"
In a show of frustration Aidon says "Fine be gone with you" Dismissing the pony but not realizing that he is still sitting on it and tumbles to the ground in a heap
Aidon lays on the ground moaning a bit

Relan |

Relan brushes the flecks of glue off him and wipes down his sword. "Im fine, damned thing bit me." He looks up at the rest, "Anyone got some disease cures?" He looks over the dead were-rat and gives the dead body a kick."At least we got some light this time." he mutters and looks down the direction the other girls fled.

DM Fflash |

Assuming you return to exploring and following. I've got Relan with a lantern and Fulmen with a hooded lantern? Note it takes a hand to carry one
Upper Camp
A small cook fire has been built in the center of the floor with spits holding the sizzling carcasses of two donkey rats. The broken scraps of a crate now serving as fuel are stacked nearby, and blankets have been pushed together into a large bedroll.
Fulmen finds a secret door in the southern wall, not so difficult, given a small branch is holding it slightly cracked open.
Upper Entrance
The murals in this room are scratched and faded. Several portions of the wall and floor show signs of past chipping. An empty plinth where a statue once stood rests by a small alcove.
Shaft Apex
A ledge festooned with old bird nests looks out over a shaft dropping nearly two hundred feet to sea level below, where you entered earlier. A large coil of rope sits on the ground near the shaft, one end anchored to a large piton driven into a crack near the wall. Opposite the shaft is another ledge with a window looking out over Magnimar’s harbor. The ceiling is a mere ten feet above, and crisscrossed by a complex tangle of stone arches that support the roof. Between the two ledges, a five-foot-square wooden platform hangs from four thick ropes that hang from the stone arches. It's a good 20 feet away from the ledge you're on. The platform is further anchored by two thick ropes to spikes hammered into the walls near the edge of the western ledge, while another pair of ropes hang from the ceiling above, anchored to a hook driven into the wall near the same ledge.
A secret trap door above the platform was once better hidden, but someone wedged a hooked piton into the door so the party easily discovers it.
Actions for any of the above rooms? There are no obvious signs of the two Tower Girls that just fled

Andel Gesseran *NPC* |
- Thassilonian
- Aklo
- Boggard
- Goblin
- Giant
- Undercommon
- Engineering +11
- Geography +11
- History +13
- Local +14
- Nature +10
- Nobility +11
- Planes +11
- 2nd: heroism, allegro
- 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
- 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

"Relan, diseases take some time to set in. While you're starting to see the symptoms, it will likely be a while before it really affects you. Let us know how you're doing as we progress and if it gets worse, maybe we should consider heading back to town."

Fulmen |

Upper camp
Fulmen will use his staff to open the secret door trying to keep his distance from it in case it's still trapped. After the door is open he'll look inside using the lamp for light.
Upper Entrance
Where are these chips in the wall/floor located? Fulmen will take a closer look.
Shaft Apex
Fulmen inspects the rope anchors tapping one with his staff and thinking a moment. "I'm going to tie myself in a rope harness and I secure the other end to one of these anchors. Then I want you guys to let out slack while I cross the rope to the platform. If I fall I want to you brace yourselves and stop me from falling. How does that sound? Once I get across I'll loop the rope around the platform rope as a guide to help you guys cross."
Acro: 1d20 + 5 ⇒ (20) + 5 = 25
Perception: 1d20 + 10 ⇒ (2) + 10 = 12

DM Fflash |

Upper camp
The secret door leads to the Upper Entrance room
Upper Entrance
Fulmen inspects the chips in the wall and floor. They are all over the place and after a few minutes determines they were caused by axes, picks and hammers from a long time ago. Looks like this room has been fairly well looted.
Shaft Apex
Securing himself to the ropes anchored in the ceiling above. Fulmen easily swings across and lands on the platform which he finds remarkably steady for as rickety as it looks. Quite the feat of engineering, he thinks to himself as he looks about and notices a large wooden boat hook, also attached to a 10 foot rope that is secured to the platform itself.