
Threnody 'Thren' Nocturne |

"That's why we take him out first and don't give him a chance to impale anyone. We managed to get pretty close before without them noticing. Right now, they're probably eating and the old one's probably doing a jig about getting the horn. If Lark and Sunstruck and you and I can sneak in again, we can take him out before they get a good chance to react." Thren explains.
"Besides...we're fighting out in the open. Would you prefer to wait until they come to our front door and come right on in and fight them in the halls with no room to move around instead? Where they might very well kill our entire crew before they know what's happening? No. We need to deal with this now. We screwed this up. Time to fix it. Being negative doesn't make things better. Putting down giants, getting back the One Reason to Live...that will."

Lark Greenwood |

Lark nods along in agreement with Threnody's suggestions. "I especially like the idea of being invisible. Maybe we could catch the big guy away from that spear, or even steal it first."
"Lee, can you make all of us invisible?"

Lehland O'Neld |

"I can, but it would mean no more of my mid-level spells and my most potent offense would be unavailable until I rest."

Threnody 'Thren' Nocturne |

Thren thinks about this. "I don't know if we absolutely need all of us to be invisible," she says, thinking aloud. Her tail is twitching back and forth slowly. "Sunstruck, for sure. I got in pretty close without any magic. You and Lark...I'm not sure."

Emberar "Sunstruck" Lealtus |

"If the goal is to get close, I'll definitely need the help," Emberar says with a chuckle.
Glad I don't have to burn all my spells on healing you!

Emberar "Sunstruck" Lealtus |

Emberar tries to think back to what he's read, thinking whether there's anything he knows about Cyclopes that might be helpful.
Knowledge (Local): 1d20 + 6 ⇒ (12) + 6 = 18

GMDQ |

Emberar remembers from his studies that cyclops are big, tough, and strong, like most giants. While shadows of their ancestral selves, their ancient oracular traditions was bred deeply within them; some are known to be able to gain a flash of insight into the future, which they can use to seemingly manipulate fortune itself. While potentially a terrifying ability, they cannot regularly nor reliably engage in it--after all, most fortune-related skills are capricious by their nature.
When Lee mentions his "most potent offense" most of you realize he means his fireball spell, but you recall his ray of fire being completely absorbed by a ward cast upon the cyclops. It's possible Lee dispelled that on the hunter, but you don't know what spells the old woman cyclops has enhanced herself with.

Threnody 'Thren' Nocturne |

Intelligence check, DC 10: 1d20 + 2 ⇒ (5) + 2 = 7
"Anything else we can add to this to make sure it works? Lee, you're being quiet. You too Sunstruck."
The wand now has 17 charges, glad I misremembered how many it had. Now you see why we need a cleric so badly, Thren's really good at getting squashed and impaled and stabbed for some reason....

Lehland O'Neld |

INT Check - DC10: 1d20 + 1 ⇒ (1) + 1 = 2
"If I could take a few rounds to look at them before we start the fight I might be able to tell if there are any magical defenses in place around them."

Lark Greenwood |

INT, DC 10: 1d20 + 2 ⇒ (14) + 2 = 16
"The more we know about those defenses the better. Don't forget that Lee's first try to burn them didn't do any damage at all. Will your fireball get through that?"

Emberar "Sunstruck" Lealtus |

Emberar nods at Lee. ”Observing them—if we can—magically might be a good idea. Otherwise...this strikes me as the best plan, if we’re gonna go after them today.”

Threnody 'Thren' Nocturne |

"Looks like we're all in agreement and know what we're doing then," Thren says. "So let's get this done."
When the party is ready to go, our bard casts heroism on Sunstruck, Lark, and herself.
Recipients of heroism get a +2 morale bonus on attack rolls, saves, and skill checks. The spell will last 70 minutes.

Emberar "Sunstruck" Lealtus |

Emberar nods. "Ready," he says. "As soon as we're close, I'll begin asking Keltheald for his support in our endeavors. I think he'll help...after all, part of any journey is coming home."
Not that *I've* been home in a while, he thinks wryly.
Survival check to find our way back, if needed: 1d20 + 10 ⇒ (11) + 10 = 21 EDIT: already forgot heroism, that should be a 23. :P

Lark Greenwood |

"I'm not sure I know what I'm doing, but whatever it is, I'm doing it." Lark replies to Threnody then falls in behind Emberar.
Once they re-enter the forest Lark will wait for Threnody to move into the trees and start sneaking.
Stealth: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21

Threnody 'Thren' Nocturne |

Thren rolls her eyes and sighs. "We're sneaking up on the bad guys. Hopefully you and Sunstruck can get close to the guy with the spear and take him out with a few well-placed hits before he impales someone again. Then we will focus on his grandmother." Thren explains patiently.
Stealth: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23

Lehland O'Neld |

"My Invisibility spell is good for 7 minutes. Let me know when we make contact with the cyclopeses and we'll back off and cast. Don't want to waste it bumbling thru the jungle."
With that Lee falls into line and follows Lark and Thren as quietly as possible. He'll leave reasonable space between himself that the stealthy pair.
Stealth: 1d20 + 10 ⇒ (8) + 10 = 18

GMDQ |

As you only went back to the beach, which was not that all that far (the cyclops showed no sign of pursuing), you can easily find your way back and approach quietly. Well before you are in hearing distance of the cyclops, Lee casts his invisibility spell on himself and Emberar, and you approach the campsite. You can smell something cooking on the cookfire.
If you get close enough to see past the brush, you can only see the cyclops hunter near the fire. The wounds you inflicted upon him are gone.
Please position yourselves on the Land Battle Map--toward the edge, from the direction you are approaching, and describe your approach. Now is the time to also describe any last minute preparations and roll Stealth if you have not done so (I think only Emberar). If you are invisible I will take into account your invisibility.
Aghra Perception: 1d20 + 16 ⇒ (4) + 16 = 20
Arakh Perception: 1d20 + 21 ⇒ (14) + 21 = 35

Threnody 'Thren' Nocturne |

Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Thren keeps to the brush as she draws near, bow at hand. She murmurs a brief prayer under her breath as she gets ready for the fight.

Emberar "Sunstruck" Lealtus |

Stealth (heroism): 1d20 + 1 - 3 + 2 ⇒ (6) + 1 - 3 + 2 = 6 ...+20 for invisibility, I believe/hope.
Before Lark and Emberar leave the rest of the group, Emberar reaches out. ”Threnody, your hand.” He seizes it and whispers a quick prayer to Keltheald: ”Sunset Lord, let this follower fly as a bird flies, that she might better view the glory of this island.” As they move toward the edge of the scrub, he mutters, ”And protect ME, Lord. Lend me strength of arms, sturdiness of spine, and let me halberd strike fear into the hearts of our foes. I serve you.”
Casting fly on Thren, and shield of faith, weapon of awe, bull’s strength, and bear’s endurance on myself before we get into position. All or nothing!

GMDQ |
1 person marked this as a favorite. |

I meant to post this earlier -- Thren, really good roleplay and speech and carrying forward. Take back 1 hero point. :)
You approach closer after some quiet, last-minute ward casting, and hope to catch the monsters by surprise. You see the male stoking the fire with the tip of his spear, and hear the female's voice muttering within the cave.
The male, who is, after all, equipped like a hunter, looks up as you get closer, his single eye narrowing as he slowly turns his head in the party's direction--pausing upon Lark, and even leering suspiciously toward the "empty air" where Emberar stands. Then his ears perk, and he looks over to Threnody, seeing her feet floating off the ground. The eye widens, and he calls out.
He readies his spear!
Aghra: 1d20 - 1 ⇒ (11) - 1 = 10
Arakh: 1d20 + 1 ⇒ (13) + 1 = 14
Lee: 1d20 + 8 ⇒ (7) + 8 = 15
Lark: 1d20 + 6 ⇒ (4) + 6 = 10
Emberar: 1d20 + 1 ⇒ (10) + 1 = 11
Threnody: 1d20 + 3 ⇒ (2) + 3 = 5
LEE: you are the only one they are unaware of. You get a surprise round--1 move or standard action--and then we will proceed with normal combat rounds. Conveniently, you also won initiative, so just post both rounds of actions, and then we'll move down in order.
Surprise Round + Round 1
Lee HP 46/46 AC 27 T 14 FF 13 | CMD 15 | Fort +6/4, Ref 7/+5 Will +9/7 | heroism, invisibility
Arakh hp 80/80 | AC 21 T 10 FF 20 | CMD 28/30 vs ?? | F+13 R+8 W+6 | ??
Emberar HP 71/71(69/69) | AC 21/19 T 14/12 FF 20/18 | CMD 23/19 (23 v. overrun/trip) | F+13/9 R+6/4 W+10/8 (+2 v. enchant) | heroism, invisibility, shield of faith, weapon of awe, bull's strength, bear's endurance
Lark HP 45/68 AC 18 T 13 FF 15 | CMD 19 | Fort+6/4, Ref+10/8, Will+8/6 | heroism
Aghra hp 143/143 | AC 20 T 7 FF 20 | CMD 26 | F+11 Ref+5 Will+14 | ??
Threnody hp 61/63 | AC 21 T 13 FF 18 | CMD 18 | Fort +7/5, Ref +11/9, Will +8/6 | heroism, fly
Emberar, hopefully calculated your buffs right, apologies if I didn't

Lehland O'Neld |

Surprise Round
Lee hucks a Web spell (DC 16 Reflex check to save) into the cave. Lee has no idea how deep the cave is and is looking to block the entrance. Maybe he catches Aghra but there's no way to be sure.
GMDQ, can you please determine how deeply the web goes into the cave? 10' or so?
Round 1
Lee will open the combat proper with Haste for the whole team.
"Get to it."

GMDQ |

Lee, is where I put the template what you had in mind? If you wanted it to go deeper into the cave, you'd need to move north a bit to see into the cave past the vestibule that protects the entrance (represented by the brown lines). (You can move if you wish.) I assume you don't want it to cover the fire pit because it would catch fire.

Lehland O'Neld |

Placement is fine. It's out of the fire, so it doesn't burn up. Basically the web is a delaying tactic to give us a round or two to make some headway on the fellow outside before he gets any spell support.

GMDQ |

Okay. So the male is covered too. BTW, remember you can roll enemy saving throws. Aghra is not in the AOE, but she can't see past the webs, so you've blocked her line of effect and easy exit from the cave.
Arakh Reflex Save DC 16: 1d20 + 8 ⇒ (6) + 8 = 14
Arakh finds himself suddenly trapped in a web, caught in its sticky strands. He thrashes, trying to break himself free.
Grapple DC 16: 1d20 + 17 ⇒ (4) + 17 = 21
He tries to push his way through the web.
The spell text says, "Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action" so I am reading this that even though he's used the first check to break free as his standard action, his move action can include this second check.
Grapple DC 16: 1d20 + 17 ⇒ (11) + 17 = 28
With spear and might he tears his way through the web and gets out of its snare, but it has taken him all of his energy for the moment just to get free.
Good job stopping the monsters from being able to react quickly! Great use of battle control!
Emberar and Lark are up!

Emberar "Sunstruck" Lealtus |

Ugh, I gotta figure out all those buffs too. Pretty sure I have more hotbed points though; 79 is my normal max, so BE should put me at 93. Shield of faith is +3 for me, so AC should be 22. I’ll update my stat line ASAP!
”Keltheald preserve us,” Emberar whispers. Then, striding invisibly forth from the undergrowth, he launches his asssault with a yell, halberd blazing like the sun.
Attack (Power Attack, furious focus, heroism, bull’s strength, Haste...): 1d20 + 11 + 2 + 1 ⇒ (15) + 11 + 2 + 1 = 29 for 1d10 + 8 + 6 + 2 ⇒ (4) + 8 + 6 + 2 = 20
Moving 2 squares due west and swingin’!

Lark Greenwood |

Acrobatics vs AoO: 1d20 + 12 ⇒ (10) + 12 = 22
Attack vs Arakh, short sword, heroism, flanking: 1d20 + 8 + 1 + 2 ⇒ (9) + 8 + 1 + 2 = 20
Oops! Heroism is +2 and I forgot Haste (+1). That bring the attack up to 22, which is good for a hit.
Damage: 1d6 + 3 + 4d6 ⇒ (4) + 3 + (2, 4, 4, 2) = 19
Arakh is Bewildered for one round, -2 AC, -4 AC vs Lark

GMDQ |

Emberar, I moved your token to where I think you wanted it to be (or else flanking wasn't happening). Feel free to move your token yourself.
You hear the female's voice within the cave incanting a spell, but you see no visible effects.
Thren is up!

Threnody 'Thren' Nocturne |

Thren tries out her newfound ability to fly by moving straight up 30'. She grins down toward the giant that nearly killed her with an evil grin and begins to sing a Chelish opera.
Standard action: Inspire courage round 1. Allies receive a +2 competence bonus on weapon attack and damage rolls, as well as a +2 morale bonus on saves vs. charm and fear effects.
Move action: Ascend at half speed. Thren is 30' over the spot she started the battle on.

GMDQ |

I'm on my phone so I can't paste the round summary, but Lee you are up if you're able to post

Lehland O'Neld |

Sounds fine.
Round #2
2nd round of Haste (of 7).
Lee tries to figure out what spellcasting is going on in the cave.
Spellcraft - What is she up to in there?: 1d20 + 12 ⇒ (17) + 12 = 29
"I guess we should see how much defense Arakh has in place. I wanted to just look but I guess the creeping-n-peeking plan wasn't meant to work out. Time for testing option #2, I guess. We can't afford to dawdle. Don't waste the Haste!"
Scorching Ray - Ray #1 - Ranged Touch - Arakh (AC10): 1d20 + 7 + 1 + 2 ⇒ (18) + 7 + 1 + 2 = 28
Hit.
Scorching Ray - Ray #2 - Ranged Touch - Arakh (AC10): 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20
And hit.
Damage - Scorching Ray - Ray #1 - Arakh: 4d6 ⇒ (5, 6, 3, 3) = 17
Damage - Scorching Ray - Ray #2 - Arakh: 4d6 ⇒ (3, 4, 6, 2) = 15
This assumes, of course, that I took his defenses down in the 1st fight and they didn't get put back into place.

GMDQ |

Arakh cries out in pain and calls out, probably to his grandmother, as Lark and Emberar carve into his flesh. He seems easier to hit than before.
Lee lands two fiery rays on the giant's flesh, and he seems to shrug off the first ray, but as the second burns him, the ward that was on him seems to have broken and his flesh begins to sear through his armor, an unpleasant scent of canned cyclops.
He sidesteps and swings the haft of his spear at Lark, intent on shoving the young man backward into the magical web.
Bull Rush (Improved): 1d20 + 19 ⇒ (12) + 19 = 31
And Lark goes flying into the tangled sticky mess.
Lark Reflex Save DC 16: 1d20 + 11 ⇒ (9) + 11 = 20
Lark manages to avoid getting completely stuck, but will have to break some strands to get back out. When making your move action to leave the web, you will need a successful DC 16 CMB or Escape Artist check to move. You cannot 5' step in the web.
His spear in one hand, he pulls something out of a belt pouch--a vial, perhaps?
Threnody hp 61/63 | AC 22/21 T 13 FF 18 | CMD 18 | Fort +7/5, Ref +12/9, Will +8/6 | heroism, fly, haste
Lee HP 46/46 AC 18(17) T 14 FF 13 | CMD 15 | Fort +6/4, Ref 8/+5 Will +9/7 | heroism, invisibility, haste
Arakh hp 31/80 | AC 19(21) T 10 FF 20 | CMD 28/30 vs ?? | F+13 R+8 W+6 | ?? bewildered
>Emberar HP 93/93(69/69) | AC 22/19 T 14/12 FF 20/18 | CMD 24/19 (23 v. | overrun/trip) | F+13/9 R+7/4 W+10/8 (+2 v. enchant) | heroism, invisibility, shield of faith, weapon of awe, bull's strength, bear's endurance, haste
Lark HP 68/68 AC 19/18 T 13 FF 15 | CMD 20/19 | Fort+6/4, Ref+11/8, Will+8/6 | heroism, haste
Aghra hp 143/143 | AC 20 T 7 FF 20 | CMD 26 | F+13 Ref+7 Will+16 | ??
Emberar and Lark are up

Emberar "Sunstruck" Lealtus |

"COME ON!" Emberar yells up at the cyclops. "I'm your foe, Arakh!" He punctuates his words by spinning his halberd in a blurred flurry, aided by the spell on him.
Attack 1 (PA, FF, haste, IC, heroism, BS): 1d20 + 11 + 1 + 2 + 2 ⇒ (14) + 11 + 1 + 2 + 2 = 30 for 1d10 + 8 + 6 + 2 + 2 ⇒ (6) + 8 + 6 + 2 + 2 = 24
Attack 2: 1d20 + 11 + 1 + 2 + 2 - 2 ⇒ (8) + 11 + 1 + 2 + 2 - 2 = 22 for 1d10 + 8 + 6 + 2 + 2 ⇒ (5) + 8 + 6 + 2 + 2 = 23
...And I think I take him down!

GMDQ |

I missed your Spellcraft roll, sorry.
Guessing what spell is being cast based solely on verbal components in a language you do not speak is very difficult (because the web obscures Aghra from sight), but you're guessing it's a common, low level ward of some kind.

Lark Greenwood |

Escape Artist, Heroism, DC 16: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Presuming Arahk does indeed fall down dead/dying, Lark will slip out of the webbing strands. He'll head south of the fire pit toward the cave entrance.
Lark touches his hat brim in salute to Emberar as he moves past the half-elf, "Very impressive."

Lehland O'Neld |

Lee gestures at the cave while speaking.
"I suspect some protective magic has gone on in there. Do we want me to dispel the webs, burn them or let her struggle out under her own power? Option 3 involves giving up some control..."

GMDQ |

Sorry, somehow I thought I was waiting for someone to post
Fueled by divine might and mundane but heroic determination, Sunstruck takes down the mighty cyclops hunter. He lies bleeding and unconscious on the ground, near death.
Ahgra moves about within the cave, shuffling along on aged feet. Wherever she has moved, you no longer see the shadow of her figure through the webs.
Round 3
Threnody hp 61/63 | AC 22/21 T 13 FF 18 | CMD 18 | Fort +7/5, Ref +12/9, Will +8/6 | heroism, fly, haste
Lee HP 46/46 AC 18(17) T 14 FF 13 | CMD 15 | Fort +6/4, Ref 8/+5 Will +9/7 | heroism, haste
Emberar HP 93/93(69/69) | AC 22/19 T 14/12 FF 20/18 | CMD 24/19 (23 v. | overrun/trip) | F+13/9 R+7/4 W+10/8 (+2 v. enchant) | heroism, shield of faith, weapon of awe, bull's strength, bear's endurance, haste
Lark HP 68/68 AC 19/18 T 13 FF 15 | CMD 20/19 | Fort+6/4, Ref+11/8, Will+8/6 | heroism, haste
Aghra hp 143/143 | AC 20 T 7 FF 20 | CMD 26 | F+13 Ref+7 Will+16 | ???
Aghra is pulled off the board simply because you can't see her from where you are. The party is up!

Emberar "Sunstruck" Lealtus |

Perception: 1d20 + 4 ⇒ (13) + 4 = 17
"Has she retreated?" Emberar cranes his neck, but he can't see her shadow. He swears. "Maybe best to just dismiss the webs! We don't want to have to wait long!"

Threnody 'Thren' Nocturne |

Perception: 1d20 + 12 ⇒ (4) + 12 = 16
"Hmm, wonder if I can bait her out...." Thren murmurs softly to herself.
Thren casts silent image. On the ground, an image of the bard appears before the cave entrance, smiling, pointing, and laughing at Arakh's fallen form. The image makes no noise.
I put one of the old summoned leopards in place where the image is located on the map.
As the phantasmal bard forms, the actual bard flies forward a few feet to reposition herself.