
|  Pad The Pyro | 
 
	
 
                
                
              
            
            Pad looks up at the hobgoblin, frowns and in a serious tone states,"Excuse me sir, but the chef is curious why haven't you sampled any of his cuisine. Perhaps he can make you something more suitable to your appetite? A soufflé potatoes, chocolate bread pudding or ostrich with a cranberry glaze? Those all sound so yummy to me. Personally, I like anything flambé. May I demonstrate?"
Pad quickly pours a strong liquor from his wineskin on a dessert plate and casts a cantrip to spark the liquor. He takes a step back, pats his belly, smiles and shouts, "Compliments from the chef!!!"
A pyromaniac gnome, potion chugging alchemist and singing halfling bard teamed together to feast and be merry? What could possibly go wrong?

|  Dora D Asplora | 
 
	
 
                
                
              
            
            "Oh. That looked and smells delicious. I will have to have you make me one next ."

|  Princess Isis and Bast | 
 
	
 
                
                
              
            
            Isis discusses her outfit for tomorrow's festivities with Bast. The cat is largely silent on most pressing issues (blue or white outfit, open toed or closed shoes, etc), but very insistent on having the hair up, rather than down around her shoulders. Such things make it harder for the cat to see what is going on.
The hours of deliberation would bore most people, but the nightly ritual between human and feline-human was very important to both of them.
When that hour was wasted, Isis sets about planning her spell selection for the next day, changing it to match the needs of the arena.

|  Gerri | 
 
	
 
                
                
              
            
            Gerri steps over to one of the other tables that Risha and her companions are not sitting at, grabs two full pitchers of wine/drink and brings it back ready to pour.
"Mistress Risha, please let you and your companions share a glass with me and my companions for completing the first days challenges. Surely one more glass will not hinder your performance tomorrow."
Gerri will fill a cup for himself and drink it, then starts to reach for Risha's cup, so he can fill it with the common drink that everyone else is having.
perception: 1d20 + 21 ⇒ (18) + 21 = 39
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 
On Going Effects: Elixir of Vision, 2 hrs, (+10 perception) 

|  Gerri | 
 
	
 
                
                
              
            
            "Many appoliges Mistress Risha, it was not my intention to offend, just to enjoy a drink of cheer with one that I had recently meet."
Gerri leaves both pitchers on the Risha's table and walks away, heading to the wine tuns.

|  Gerri | 
 
	
 
                
                
              
            
            While Gerri doesn't have a way to detect poisons at the moment, he does have the means to neutralize any poisons that may exist.
With the assistance of Dora and/or Pad, Gerri would like to inform any tournament officials of his suspicions and off a way to neutralize any remain poisons in the food/drink. He can not help anyone that may already be affected, but he can help any additional doses.
If the officials are agreeable to Gerri neutralizing any potenital threat, he will take the following course of actions.
1 - Have Dora or Pad drink an extract of Absorb Toxicity
2 - Have that person touch the source of the wine, absorbing any poisons or diseases
3 - Have the person touch Gerri to transfer the posion to him. Gerri is immune to poison.
4 - Gerri will use his Universal Formula to replicate an Absorb Toxicity extract.
5 - Gerri will absorb any poisons or diseases from the food source.
Sorry I'll be out of pocket for about the next 8 hours, so I am posting this all now. Gerri is very utilitary based in his extracts.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 
On Going Effects: Elixir of Vision, 2 hrs, (+10 perception)  

|  Dora D Asplora | 
 
	
 
                
                
              
            
            Dora drinks the milkshake offered by Gerri.
"Mmmm, delicious. Is that a hint of tobasco?"

| DM PeteZero | 
 
	
 
                
                
              
            
            The night passes uneventful, but you hear in the morning, that a lot of people had trouble sleeping at night due to stomach cramps, and do not seem to be as fit, as they should be.
Dawn comes, and the Emissary’s monks walk around with hot tea and bowls of rice porridge sweetened with sticks of sugarcane. New flags fly above the pavilion and the arena is set for the next event. The number of remaining contestants is half the number who began yesterday, but many of those who were eliminated now fill the grandstands, making the crowd seem even more overwhelming. 
You do not fight until late morning today, and can spend the morning watching other contestants compete. Between bouts, you may participate in another contest of skill—archery this time—or explore the island.

|  Dora D Asplora | 
 
	
 
                
                
              
            
            Dora smiles at Ward as well.
"Oh I so love archery competitions. Ward, I am sure you will do wonderfully. I wish I was better with a bow. "

| DM PeteZero | 
 
	
 
                
                
              
            
            For this competition, a number of targets have been set up around the arena, and each team is granted a total of 10 arrows to use as they see fit among the three targets designated for their use. The first target is a mundane bull’s-eye with five concentric colored rings. The second target has been magically augmented to grant it concealment (20% miss chance), as if it were a creature affected by the blur spell. The final target has been further augmented to grant it displacement, as per the spell, and a 50% miss chance. 
Contestants are not permitted to dispel the magical effects on the second and third targets, but may use magic to negate the miss chance (such as the true seeing spell). For each shot, a contestant must declare a target area and make an attack roll, earning a number of points based on the difficulty. An arrow fired at targets 2 or 3 that misses due to concealment earns 0 points. You may select a single archer to represent their team or divide the 10 shots among several party members.
White AC 20 1 point 2 points 4 points 
Black AC 23 2 points 3 points 5 points 
Blue AC 25 3 points 4 points 7 points 
Red  AC 27 4 points 5 points 9 points 
Yellow  AC30 5 points 6 points 11 points
Colour = ring, points: first set: normal target, second set blurred, third set concealed. Which means, e.g., you hit the red in the blurred target you get 5 points.

|  Gerri | 
 
	
 
                
                
              
            
            What is the distance from the shooting position to the targets? i.e. Are we in the center of the arena with three targets around the sides?

|  Ward Ama | 
 
	
 
                
                
              
            
            Takes a wand out and touches it to his temple. This causes his eyes to become hawk-like and feathers to sprout around his ears. After putting the wand away, he calls out:
"Erastil please guide my arrows to hit my targets."
Ward now has aspect of the falcon, +2 to hit and crit threat now 19-20. Divine bond +3 enhancement to bow, +2 and seeking. Heroism +2 to hit
He takes his time as he shoots at the displacement targets with his highest attack bonus.
First shot: 1d20 + 26 ⇒ (14) + 26 = 40
Second shot: 1d20 + 26 ⇒ (6) + 26 = 32
Third shot: 1d20 + 26 ⇒ (1) + 26 = 27
Fourth shot: 1d20 + 26 ⇒ (15) + 26 = 41
Fifth shot: 1d20 + 26 ⇒ (2) + 26 = 28
Sixth shot: 1d20 + 26 ⇒ (1) + 26 = 27
Seventh shot: 1d20 + 26 ⇒ (6) + 26 = 32
Eighth shot: 1d20 + 26 ⇒ (7) + 26 = 33
Ninth shot: 1d20 + 26 ⇒ (9) + 26 = 35
Tenth shot: 1d20 + 26 ⇒ (15) + 26 = 41
He grumbles to himself as two of his shots went wide.

| DM PeteZero | 
 
	
 
                
                
              
            
            For your outstanding results the emissary presents you with lesser bracers of archery.
And some slaying arrows: 2 slaying arrows (orcs), 1 slaying arrow human, 1 slaying arrow fey, 1 slaying arrow Outsiders, earth
In the early afternoon, you are instructed to go to the bluff known as the Wall of Seven Winds, a 120-foot vertical cliff between New Harbor and the Grand Pavilion where the winds are known to always be particularly strong.
The wind whips across the curved, sheer cliff that surrounds the cove, roiling the deep water below into a white-capped froth. Several dozen boats bob on the rough water, their decks crowded with eager spectators focused on the cliff top.
You find Marthysan the Righteous standing before a small crowd atop the bluff. Several dozen boats are anchored in the cove at the base of the cliff, from which a larger gathering of onlookers eagerly watches the top of the wall.
Marthysan gives each pone of you a pair of silk slippers (slippers of spider climbing) and instructs you to put them on. Their fight is to take place on the side of the Wall of Seven Winds, where they are to face off against Orometsu Yasi, known as the White Warrior, as well as a band of monks to even the odds. Orometsu is a stoic Tian-Min woman dressed entirely in white, with polished ivory-toned armor and a helm interwoven with the intricate braids of black hair upon her head; she bows nobly at you before walking over the edge of the cliff, climbing down the wall to a height of 60 feet, and stopping to wait for you to engage her.
Marthysan makes you aware of the safety precautions in place and asks that you return their slippers after the battle. He also warns that anyone who falls from the wall and does not catch herself is eliminated from this event.

| DM PeteZero | 
 
	
 
                
                
              
            
            ooc: there are no restrictions and you can prep
Initiatives:
Initiative Dora: 1d20 + 4 ⇒ (1) + 4 = 5
Initiative Gerri: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative Isis: 1d20 + 10 ⇒ (6) + 10 = 16
Initiative Ward: 1d20 + 5 ⇒ (12) + 5 = 17
Initiative Pad: 1d20 + 6 ⇒ (4) + 6 = 10
Initiative Savage: 1d20 + 9 ⇒ (3) + 9 = 12
Initiative Orometsu: 1d20 + 7 ⇒ (3) + 7 = 10
Initiative Monks: 1d20 + 7 ⇒ (4) + 7 = 11
Ward Isis Svavage Orometsu Monks Pad Gerri Dora
Basically, where you are is up, Orometsu and the monks are 60 ft down, another 60ft down is water.

|  Gerri | 
 
	
 
                
                
              
            
            Gerri asks the group if anyone wants an Alchemical Alocation extract. He has three available.
if you use the extract, you can also use any of his chunky style potions he has. And there is the potion of Stoneskin, CL15.
As part of his prep, Gerri will make an extract of Fly and of Heroism, and drink both.

|  Ward Ama | 
 
	
 
                
                
              
            
            "I would like an extract."Looks over the edge."My potion of fly is looking really good right now."
I don't think anyone has any requests from the archery rewards?

|  Princess Isis and Bast | 
 
	
 
                
                
              
            
            Isis positively purrs at Ward completes the archery competition so forcefully.
"Well done, Ward. It's amazing how far you go to please me. Since you aimed to make me happy, I should let you know you succeeded," Isis offers a gapped and yellow toothed smile of thanks.
"You can keep your winnings. I have no need of them."
* * *
Isis will prep with overland flight, mage armor, and extended heroism.
Round 1, Init 16
Isis will step off the ledge and float gently in the air, mindful of the audience above cheering for her to fall.
Isis will fly 20' out and ready to counterspell any fell magics she feels threatens the party. (Will do spellcraft check, as needed.)

|  Ward Ama | 
 
	
 
                
                
              
            
            "Actually I think I am good from here."
Leans over the edge and fires at the monk below Dora.
Prep buffs bracers or archery lesser, aspect of the falcon +2 to hit crit 19-20, Divine favor +3 hit +3 damage. Current Rapid shot -2 hit, Deadly Aim -3 hit +6 damage, Many shot.
First shot: 1d20 + 21 + 2 + 3 - 2 - 3 ⇒ (4) + 21 + 2 + 3 - 2 - 3 = 25 damage: 2d8 + 12 + 3 + 6 ⇒ (1, 4) + 12 + 3 + 6 = 26
Rapid shot: 1d20 + 21 + 2 + 3 - 2 - 3 ⇒ (10) + 21 + 2 + 3 - 2 - 3 = 31 damage: 1d8 + 6 + 3 + 6 ⇒ (7) + 6 + 3 + 6 = 22
Second shot: 1d20 + 16 + 2 + 3 - 2 - 3 ⇒ (18) + 16 + 2 + 3 - 2 - 3 = 34 damage: 1d8 + 6 + 3 + 6 ⇒ (7) + 6 + 3 + 6 = 22
Third shot: 1d20 + 11 + 2 + 3 - 2 - 3 ⇒ (19) + 11 + 2 + 3 - 2 - 3 = 30 damage: 1d8 + 6 + 3 + 6 ⇒ (6) + 6 + 3 + 6 = 21
Possible Crit: 1d20 + 11 + 2 + 3 - 2 - 3 ⇒ (8) + 11 + 2 + 3 - 2 - 3 = 19 damage: 3d8 + 18 + 9 + 18 ⇒ (8, 1, 5) + 18 + 9 + 18 = 59
If the monk is human add +2 to hit and +2 to damage. Also is the wind effecting my shots?

|  Dora D Asplora | 
 
	
 
                
                
              
            
            Dora will wear the slippers but leaves Bootsie up on cliff topside . For prep , she will pull out and activate her bronze griffon and cast rage on it. She will be ready to cast feather fall on her party members as an immediate. I will hold off on her actions until her turn, but will probably involve singing in some fashion

|  Pad The Pyro | 
 
	
 
                
                
              
            
            Round 1
HP 86/86 
AC 19
If allowed to cast Improved Invisibility before combat Pad will do the following, otherwise he will be cast it Round 1 instead of chain lightning.
Pad will cast defensively only if threatened and cast Chain Lightning on all enemies as a standard action. His move action is to fly 20 feet away from nearest foe or 5' step if threatened. His free action is to transform his hands into fiery claws. Swift action for Performance Check.
Concentration: 1d20 + 14 + 10 ⇒ (17) + 14 + 10 = 41 DC 15+6x2=27
Performance: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Chain Lightning: 14d6 ⇒ (1, 4, 2, 2, 4, 4, 5, 2, 4, 3, 2, 6, 2, 6) = 47 DC 28 primary (Orometsu) DC 26 secondary
Buffs: Improved Invisible 12 rds, Fly 12 min, Spell Resistance 12 min, Spectral Hand 12 min, Shield 12 min, Mage Armor (12 hr), See Invisibility (2 hr), Resist Energy Fire DR 30 (2 hr), Heroism (2 hr), Stoneskin 120/120 hp (2 hr).

| DM PeteZero | 
 
	
 
                
                
              
            
            Ward takes out the first monk, and immediately another monk replaces him, the judge shouts - "the instructions were clear, that it takes place on the side of the cliff!" and healers rush to save the monk. Isis is ready to catch anyone falling, waiting for Savage.
Ward Isis Savage Orometsu Monks Pad Gerri Dora

|  Gerri | 
 
	
 
                
                
              
            
            Round 1
Gerri starts to walk forward slowly, moving down the cliff face and throwing Force Bombs at the monks.
Force Bomb, Monk 3 vs Touch AC: 1d20 + 11 + 2 - 2 ⇒ (10) + 11 + 2 - 2 = 21 -2 for 2 range increments with Splash Mastery/Far Shot
Force Damage: 5d4 + 8 ⇒ (3, 4, 1, 2, 4) + 8 = 22
5' radius burst, target knock prone from direct hit unless Ref DC23
Force Bomb, Monk 2 vs Touch AC: 1d20 + 6 + 2 - 1 ⇒ (7) + 6 + 2 - 1 = 14 -1 for 1 range increments with Splash Mastery/Far Shot
Force Damage: 5d4 + 8 ⇒ (1, 2, 1, 4, 1) + 8 = 17
5' radius burst, target knock prone from direct hit unless Ref DC23
May have missed with second attack, so going to roll miss direction dice.
Miss Direction: 1d8 ⇒ 5 1 square in indicated direction from target.
Splash Damage, Force, Ref DC23 for half: 13 = 13
Performance, Energy Effect: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11 
kn local, Oremetsu: 1d20 + 10 ⇒ (1) + 10 = 11
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 
On Going Effects: Heroism, 110 min; Fly, 11 min

|  Ward Ama | 
 
	
 
                
                
              
            
            "My apologies, it was certainly implied but not clear."
He uses the extract from Gerri and takes a drink from his potion of fly. After swirling it in his mouth, he spits it back into the bottle.
I believe that is going to take 2 rounds?

|  Dora D Asplora | 
 
	
 
                
                
              
            
            So are all of the opponents standing on the cliff? I am assuming they are. From our team Dora is still standing on the cliff side via slippers, but I could not tell who else is flying or standing . Is there is any disqualification for flying? The response was that it was not prohibited but based on the comment to Ward, now she is not so sure. The griffon is flying near Dora and not touching the wall.
As a move action, Dora will inspire her team with song.
"♪♫♪♫ Right is might, so fight, fight fight!!! ♪♫ " (inspired +2 atk/+2 dmg)
As her standard, she casts grease on the cliffside beneath Orometsu (DC 15 reflex )
As a free, she will ask the griffon "Goldwing, please pounce that human straight below us. " as she points to the monk closest to her.
I will roll the attacks in my next post unless it is not allowed, in which case, let me know and I will skip the rolls.

|  Princess Isis and Bast | 
 
	
 
                
                
              
            
            Round 1, Init 16
Isis maintains her ready off the ledge, 20' off, not wanting to waste her valuable magics when not necessary.
Ready to counterspell any fell magics she feels threatens the party. (Will do spellcraft check, as needed.)

|  Pad The Pyro | 
 
	
 
                
                
              
            
            Round 2
HP 86/86 
AC 19
Pad will cast a second chain lightning.
Pad will cast defensively only if threatened and cast Chain Lightning on all enemies as a standard action. His move action is to fly 20 feet away from nearest foe on cliff side or 5' step if threatened. Swift action for Performance Check.
Concentration: 1d20 + 14 + 10 ⇒ (9) + 14 + 10 = 33 DC 15+6x2=27 
Performance: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Chain Lightning: 14d6 ⇒ (6, 6, 4, 1, 6, 4, 4, 5, 2, 3, 3, 6, 5, 6) = 61  DC 28 primary (Orometsu) DC 26 secondary (monks on cliff side)
Buffs: Improved Invisible 11 rds, Fly 12 min, Spell Resistance 12 min, Spectral Hand 12 min, Shield 12 min, Mage Armor (12 hr), See Invisibility (2 hr), Resist Energy Fire DR 30 (2 hr), Heroism (2 hr), Stoneskin 120/120 hp (2 hr), Freedom of Movement (perm)

| DM PeteZero | 
 
	
 
                
                
              
            
            Pad takes out Oremetsu and one monk, and upon Gerri's hit, one monk falls, cannot get a hold and falls down the cliff, just caught by a feather fall - but is out. And the crowd cheers you on (+2 to all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws)
saves for Pad (to make my life easier)
Oremetsu: 1d20 + 6 ⇒ (6) + 6 = 12
monk: 1d20 + 9 ⇒ (17) + 9 = 26
monk: 1d20 + 9 ⇒ (7) + 9 = 16
monk: 1d20 + 9 ⇒ (19) + 9 = 28
save monk 3
monk: 1d20 + 9 ⇒ (12) + 9 = 21
save for not falling down the cliff
monk: 1d20 + 9 ⇒ (4) + 9 = 13
Damage taken:
Monk 1 47
Savage?

|  Savage Vengeance | 
 
	
 
                
                
              
            
            Savage closes in on the monk nearest him and swings with a powerful blow
Power Attack: 1d20 + 15 + 2 + 2 ⇒ (2) + 15 + 2 + 2 = 21
damage: 2d6 + 20 + 2 + 3 ⇒ (3, 6) + 20 + 2 + 3 = 34
1d20 + 2 ⇒ (1) + 2 = 3
rage 24/26 | AC 24 | HP 163/163

| DM PeteZero | 
 
	
 
                
                
              
            
            SAnd Savage takes outr the lastr monk.
End of combat
Immediately after the completion of your exhibition round against Orometsu Yasi, the Emissary summons you back to the Grand Pavilion for your official second round match. In the center of the arena stand three tower-shaped scaffolds constructed of wood and metal. Tangles of rope ladders connect two fighting platforms, one 20 feet above the ground and the other 40 feet above it. Both levels of the towers are identical and utilize the same map. 
The Emissary permits you and your opponent, Ganyavesha, 1 minute to prepare for the battle, whether that is healing from your previous encounter or casting beneficial spells on themselves, though you are kept in isolation for the duration of the minute, only seeing one another when you climb into the towers to begin combat.

|  Savage Vengeance | 
 
	
 
                
                
              
            
            Did I get to keep the slippers?
Not wanting to use his potions for an unknown foe and an uncertain battlefield, Savage chooses to use the time to recover from his fatigue.
He thinks to himself about the strange folks he has been assigned to win this tournament with. Especially Geri, who Savage has adventured with before.
Between Geri and Pad those platforms aren't going to make it another tournament in tact. I think I can safely assume what happend to his (Geri) manhood by this point, fire it has to be fire.
 
	
 
     
    