
Watcher Uatu |

A link to the map is also in the campaign tab now.
Saxton you are on the map twice. Which square are you in?
The allips charges
A2 goes after Tobin
attack:1d20 + 6 ⇒ (16) + 6 = 22
wisdom damage:1d4 ⇒ 1
Make a DC 15 will save or take the wisdom damage. Otherwise you are unharmed.
A1(allip goes after Uchendu)
attack:1d20 + 6 ⇒ (10) + 6 = 16
wisdom damage:1d4 ⇒ 1
Make a DC 15 will save or take the wisdom damage. Otherwise you are unharmed.
The cyclops cast a spell
He then 5 foot flies to Klor so as to not provoke an AoO .
Klor make a DC 12 will save.

Klor Kragsson |

Will save for Klor: 1d20 + 3 ⇒ (5) + 3 = 8
EDIT: that figures: not sure what the effect is
will post klor's action once I find out the effect (unless it is ok to peek) (i don't have spellcraft so Klor would not be able to identify the spell but he sure as hell now knows its effect)
EDIT 2 was checking Klor's character sheet and noticed he has Spell Resistance 9 (not that it matters much but there is a small chance he could fail)

Uchendu Kybwa'ka |

According to the map, Allip 1 is 'basing' Andreas, not Uchendu...?
Uchendu steels his resolve, as he feels the Allip attempt to leech away his very will to live.
Will: 1d20 + 4 ⇒ (20) + 4 = 24.
He then attempts to return the favor!
DC 17 Will save, or the Allip falls under Uchendu's control.

Watcher Uatu |

According to the map, Allip 1 is 'basing' Andreas, not Uchendu...?
Uchendu steels his resolve, as he feels the Allip attempt to leech away his very will to live.
Will: 1d20+4.
He then attempts to return the favor!
DC 17 Will save, or the Allip falls under Uchendu's control.
You can keep that nat 20 for your next roll. :)

Saxton Quinn |

Saxton lines up as shot at the cyclops if they can stop him they may have a chance.
1d20 + 2 ⇒ (5) + 2 = 7
1d6 ⇒ 1
Power 1pp - Energy Ray - Electricity Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. I want to see if he has metal armor

Haundo |

Sorry for the wait my laptop just arrived!
Haundo Ini 23, Round 4
Haundo raises his battleaxe and orders one final volley into the oncoming fallen ranks. With their current diffensive strategy though the volley falls short, glancing off the dead or merely slamming into dead flesh and doing no real damage. Seeing none of the Fallen fall to the volley Haundo readies his tower shield and barks orders for the swordsman to ready for the coming, mindless, charge.
The resistance fighters continue to staunchly hold the line, despite the smell of fear and urine Haundo detects from them. They have every right to be scared, we face our deaths...
"Saxton it's up to you all now... Good luck."
OM 1d20 - 7 ⇒ (7) - 7 = 0
HP:12
Defense Value (DV)=11 10 +4 = 15 +4 = 19
Offense Modifier(OM)=1 ¼ - -4 = -3 1/2 = -7 1/2 (-6 damage)
Tactic:False Retreat and Hold the Line
Special: Potions - Cure 2 hp and lose actions for a round
Current Strategy: Defensive -4 OM +4 DV -6 Dam
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If your army's hit points get reduced to 1 you have to make a DC 15 morale check.
Morale Check = d20 + leader’s Cha mod + morale score
Attacker’s Offense check equal to or less than defender’s DV: Attacker fails to damage the defending army.
Attacker’s Offense check greater than defender’s DV: The attacking army inf licts damage on the defending
army equal to the result of the attacking army’s Offense check minus the defending army’s DV.

Klor Kragsson |

Klors world suddenly goes dark. Knowing some magical effect has cotrol of his sight Klor attempst to clear his mind and focus on his other senses. He is sure the beast is near but has no idea where he may strike.
Klor gip on his axe tightens and listens for signe of where the next attack may come from ready to counter.
Klor does not move and takes a total defensive posture +4 dodge bonus to AC (-2 for the blinded penalty) net gain of +2 to AC bringing it up to 24
he hopes to be able to shake off the magical effect on his eyes.

Tobin MacGregor |

Will Save: 1d20 + 4 ⇒ (15) + 4 = 19
Tobin steps backwards and sprays flame from his hands at the two Allips.
Die!
Burning Hands Reflex DC16 for half: 4d4 ⇒ (4, 3, 2, 3) = 12
The Flaming Sphere among the zombies continues to burn, dealing damage to which one it rests on. If they've moved past it, I'll move it back over one. It's just a move action.
Flaming Sphere: 3d6 ⇒ (5, 6, 1) = 12

Watcher Uatu |

I am backtracking for Huando since I had lost the stats to the zombie army.
Round 3
Your ranged attack agaisnt the zombie hoard drops some of them, but they keep coming not even thinking to use any strategy. The only goal seem to be to overrun your position.
Round 4
Your army hides behind their shields, and fail to bring down any zombies.
The zombies fight with reckless abandon
Attack against your army 1d20 + 6 ⇒ (5) + 6 = 11
It also seems the zombies are unable to penetrate the shield wall you have in place
Tobin the mass rules don't interact with regular combat rules well. What I can do if you want to help the militia is allow every spell you cast to count as a +1 to his militia's attack rolls.
Andreas is up.

Andreas Merona |

Andreas a little shaken opens his mouth and begins to scream at the Allip
Damage 2d6 ⇒ (6, 3) = 9
School evocation [sonic]; Level bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Tobin MacGregor |

Tobin the mass rules don't interact with regular combat rules well. What I can do if you want to help the militia is allow every spell you cast to count as a +1 to his militia's attack rolls.
That would be great. Maybe just have it be +1 for two more rounds as the Flaming Sphere rolls around in there.

De'ohge |

Round 1 I cast Mage Armor, round 2 held action, round 3 fired a scorching ray at an allip, round 4 would be the second scorching ray at the same allip hit before (rolls already made were ranged touch for 24, dam 13. Since I held an action until the Allips appeared I should be on Inititative 12, before the Allips attack.
Round 5, Initiative 12+
De'ohge raises one hand and points a finger at the Allip he has been shooting, if still active, and a ray of pearlescent light shoots from his finger tip as he utters the words of activation. Disrupt undead , range 35', Damage 1d6 ⇒ 6, no save, SR 1d20 + 4 ⇒ (8) + 4 = 12

Watcher Uatu |

Round 1 I cast Mage Armor, round 2 held action, round 3 fired a scorching ray at an allip, round 4 would be the second scorching ray at the same allip hit before (rolls already made were ranged touch for 24, dam 13. Since I held an action until the Allips appeared I should be on Inititative 12, before the Allips attack.
Round 5, Initiative 12+
De'ohge raises one hand and points a finger at the Allip he has been shooting, if still active, and a ray of pearlescent light shoots from his finger tip as he utters the words of activation. Disrupt undead , range 35', Damage 1d6, no save, SR 1d20+4
Did you roll for the scorching ray or was I supposed to do it for you. I did not roll if I was supposed to.

De'ohge |

De'ohge will first cast mage armor on himself (Changing it to AC 17, FF 15, Touch 13 Touch vs incorporeal remains 17), then, if the Allips are still in range, he will hit the closest Allip with a scorching ray.
Scorching Ray, ranged touch 1d20 + 5 ⇒ (14) + 5 = 19
Damage 4d6 ⇒ (4, 6, 2, 6) = 18
If that doesn't take it down, he'll hit it again, otherwise the other Allip gets his second casting of Scorching ray.
Scorching Ray, ranged touch 1d20 + 5 ⇒ (19) + 5 = 24
Damage 4d6 ⇒ (2, 6, 3, 2) = 13
After that, he'll use disrupt undead, casting defensively if they get into melee range.

Saxton Quinn |

Ok well im working in China at the moment and the Great fire wall of China is now Blocking Google Docs, I can get to see the map v VPN but if they block my VPN which they do some times Ill just have to say where I am etc. :(
Saxton gets the last massage from hes comrade, Its up to me now he said, I am not a brave man but if I do nothing and hid here we will all die, I must act. Steeling himself he moves quickly to a place he can see the cyclops and fires a energy ray at it.
1d20 + 4 ⇒ (9) + 4 = 13 Ranged touch attack
4d6 + 4 ⇒ (4, 1, 3, 1) + 4 = 13 Fire Damage
Discipline Psychokinesis [see text]
Level Psion/Wilder 1
MANIFESTING
Display Auditory
Manifesting Time 1 standard action
EFFECT
Range Close (25 ft. + 5 ft./2 levels)
Effect Ray
Duration Instantaneous
Saving Throw None; Power Resistance Yes
Power Points 1
MAX 4PP 4D6
DESCRIPTION
You create a ray of energy of your active energy type (cold, electricity, fire, or sonic) that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.
Cold A ray of this energy type deals +1 point of damage per die.
Electricity Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire A ray of this energy type deals +1 point of damage per die.
Sonic A ray of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest.
Augment You can augment this power in one of the following ways. 1. For every additional power point you spend, this power’s damage increases by one die (d6). 2. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the damage is reduced to 1d3 and it cannot be further augmented.
Special A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.

Watcher Uatu |

One allip falls.
Will save for the other allip:1d20 + 4 ⇒ (13) + 4 = 17
Another 17. The allip looks at Uchendu, not happy at whatever was supposed to take place. The surviving allip now known as A1 flies over to visit Uchendu.
touch attack:1d20 + 4 ⇒ (8) + 4 = 12
wisdom damage:1d4 ⇒ 2
Uchendu make a DC 14 will save to negate the wisdom damage.
The cyclops moves past the dwarf to position itself between Klor and Saxton. This is before Klor attempts the will save
Cleave
Klor first.
attack:1d20 + 16 ⇒ (15) + 16 = 31
damage:2d6 + 9 ⇒ (1, 4) + 9 = 14
Saxton next
attack:1d20 + 16 ⇒ (13) + 16 = 29
damage:2d6 + 9 ⇒ (5, 3) + 9 = 17
The creature hits both of you.
"Foolish people. You will die today."
edit:Saxton I will assume you the monster with the attack of opportunity to keep things moving.
You attack did hit however.
----------------------
Ends round 5. Back up top.
Round 6:
Uchendu 23
Huando 23
Tobin 21
Cyclops 12
Allip 12
Andreas 10
De'ohge 9
Klor 9<-----You get another will save on your turn to get rid of the blindness.
Saxton 3

Klor Kragsson |

Ya think a little swat like dat is gnna take me down well ere's right back at ya one eyed lard briained wonder
Klor yells at the beast as he positions himself in what he hopes to be a better tactical situation armor and deep water don't make a nice combo he thinks.
5' adjust a little away from the dock edge and power attack.
attack roll: 1d20 + 8 ⇒ (4) + 8 = 12
if hit - damage: 1d10 + 11 ⇒ (6) + 11 = 17
updated the map

Haundo |

Haundo hacked the arm off one of the fallen before it could drag down one of the Watchmen of Quinten. He barked orders as his fighters hacked uselessly at the slavering fallen and they too clawed and slammed against their shields. It was a stand off and the fallen would win out, if he didn't do something quickly the dead would overwhelm them and they would all die. He slammed his tower shield into a pair of annoying fallen that were trying to weigh him down as he raised his axe and whirled it above his head. "RETREAT!"
The watchmen, with a savage surge of strength, slam their shields hard enough into the undead horde to force them back a few steps before turning and starting to fall back. {Saxton, we're not retreating make sure the others know this... Let the controller think hes beaten the Watchmen...}
Perception - To see how the others are faring~ 1d20 + 8 ⇒ (6) + 8 = 14
HP:12
Defense Value (DV)=11 10 +4 = 15 +4 = 19
Offense Modifier(OM)=1 ¼ - -4 = -3 1/2 = -7 1/2 (-6 damage)
Tactic:False Retreat and Hold the Line
Special: Potions - Cure 2 hp and lose actions for a round
Current Strategy: Defensive -4 OM +4 DV -6 Dam
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If your army's hit points get reduced to 1 you have to make a DC 15 morale check.
Morale Check = d20 + leader’s Cha mod + morale score
Attacker’s Offense check equal to or less than defender’s DV: Attacker fails to damage the defending army.
Attacker’s Offense check greater than defender’s DV: The attacking army inf licts damage on the defending
army equal to the result of the attacking army’s Offense check minus the defending army’s DV.

De'ohge |

De'ohge casts disrupt undead on the other Allip.
Disrupt undead , range 35', Damage 1d6 ⇒ 1, no save, SR 1d20 + 4 ⇒ (9) + 4 = 13