
Dandilion Dreamstruck |

Fondo nods and flies foggily through the gatehouse to the end of the bridge nearer the castle, assessing the strength of the orcs as he goes. He wails like a ghost as he goes.
"Leave this place, or we shall suck away your souls!"
The timing of all of this is a bit wonky. It might be that Fondo couldn't have helped Dandi until later, which would mean she's shaken now. I'll leave that to our fine DM and Dandi. He would've been able to shake himself out of his fear right away.
"Уходи отсюда, или мы будем отсасывать душах ваших, пирующих на ваши предки, как они след в позади вас.!" Dandi reiterates Fondo's words, translating them into Orc, to make sure it's clear. aid another on Fondo's intimidate, just in case.: 1d20 + 2 ⇒ (13) + 2 = 15

Charlie Buckminster |

Charlie will have the evil dinner.
will save, cloak of port., luck stone: 1d20 + 10 + 2 + 1 ⇒ (10) + 10 + 2 + 1 = 23
Round 0, Init {-->}
"Hide and reform. I don't want to be in the middle of a congress of orcs while I'm changing my skivvies."
With that, Charlie backs up and takes cover as he awaits the change.

DM_Euan |

OK, combat time for some of you! (Oh, and I think the Dandilion/Fondo shaken scene was prior to this - so you're all set). Also, to be clear, you were all going solid at the same time and everyone is in round 2 of that 5 round process. So everyone is in gaseous form.
Briar steps behind a tree and pulls out a scroll (remember you can't cast spells in gaseous form). Nikolay flees toward the castle. Fondo intimidates the orcs and plays the ghost before joining Nikolay by the castle. They don't seem to believe you are a ghost - or if they do they think you're dangerous and are attacking you anyway. Well you're party as your far away. Charlie flees in an unknown direction so I'll say down the trail ('back'). Dandilion aids Fondo's ruse with a translation. Barael also flees, uh, over the water I guess (first thing he mentioned). Majenko lingers behind the party for now, but he's very close to bolting as well. Laori also takes cover.
The orcs bead in on those remaining and open fire. The orcs are wielding magic bows and so their damage bypasses your DR.
O1 on Dandilion: 1d20 + 12 ⇒ (11) + 12 = 23 damage: 1d8 + 7 ⇒ (2) + 7 = 9
O1 on Dandilion: 1d20 + 7 ⇒ (8) + 7 = 15 damage: 1d8 + 7 ⇒ (3) + 7 = 10
O2 on Dandilion: 1d20 + 12 ⇒ (13) + 12 = 25 damage: 1d8 + 7 ⇒ (2) + 7 = 9
O2 on Dandilion: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 1d8 + 7 ⇒ (1) + 7 = 8
O3 on Dandilion: 1d20 + 12 ⇒ (1) + 12 = 13 damage: 1d8 + 7 ⇒ (2) + 7 = 9
O3 on Dandilion: 1d20 + 7 ⇒ (4) + 7 = 11 damage: 1d8 + 7 ⇒ (3) + 7 = 10
1d2 ⇒ 1
O4 on Laori: 1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20 damage: 1d8 + 7 ⇒ (8) + 7 = 15
O4 on Laori: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7 damage: 1d8 + 7 ⇒ (2) + 7 = 9
O5 on Laori: 1d20 + 12 - 4 ⇒ (19) + 12 - 4 = 27 damage: 1d8 + 7 ⇒ (6) + 7 = 13
O5 on Laori: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22 damage: 1d8 + 7 ⇒ (3) + 7 = 10
O7 on Dandilion: 1d20 + 14 ⇒ (15) + 14 = 29 damage: 1d8 + 7 ⇒ (3) + 7 = 10
O7 on Dandilion: 1d20 + 9 ⇒ (19) + 9 = 28 damage: 1d8 + 7 ⇒ (6) + 7 = 13
--Round 1--
Orcs - 22
Dandilion - 18+ (-72hp)
Nikolay - 18-
Briar - 16
Laori - 14 (-38hp)
Barael - 11
Majenko - 8
Fondo - 7
Charlie - 5
Barael 1d20 + 4 ⇒ (7) + 4 = 11
Briar 1d20 + 7 ⇒ (9) + 7 = 16
Charlie 1d20 + 0 ⇒ (5) + 0 = 5
Dandilion 1d20 + 4 ⇒ (14) + 4 = 18
Fondo 1d20 + 4 ⇒ (3) + 4 = 7
Laori 1d20 + 2 ⇒ (12) + 2 = 14
Nikolay 1d20 + 2 ⇒ (16) + 2 = 18
Majenko 1d20 + 2 ⇒ (6) + 2 = 8
Good Guys 1d20 + 6 ⇒ (16) + 6 = 22
Map Round 1
O7 is on the ground. 1,2,&3 are on a wall behind some crenelations. 4&5 are on a part of the wall with crenelations as well. There is at least one more orc inside the building shooting through arrow slits.
The castle is ~250' away, so if you're 'on the bridge' your ~200' away.
O6 on Dandilion: 1d20 + 12 ⇒ (9) + 12 = 21 damage: 1d8 + 7 ⇒ (5) + 7 = 12
O6 on Dandilion: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 1d8 + 7 ⇒ (3) + 7 = 10

DM_Euan |

Laori and Majenko too fall back toward Charlie. The orcs do not persue - but you can hear their over-confidant war cries of success howling in the thin afternoon sun.
I'll assume the party gets together down the trail and solidifies some distance from the gatehouse and keep. Go ahead and sort out your healing (Laori heals herself) and let me know how you plan to take the gatehouse.

Dandilion Dreamstruck |

Once she can, Dandi closes her eyes and concentrates.
cmw, healing hex: 2d8 + 10 ⇒ (6, 7) + 10 = 23
Opening her eyes, she touches Charlie on the shoulder, "I can do no more today, at least for myself. Can you help me, I'm still a little..." She sways on her feet slightly before catching herself. "...weak, I think."

Fondo Barondo |

Fondo actually continues to harangue the orcs for two rounds, flying around at high speed in a fully defensive stance. full defense AC = 33 He hopes to at least get them to waste some arrows, and to distract them from pursuing the others. Eventually, as he begins to solidify, he flies back to join the party.
While circling, Fondo attempts to take the orcs' measure: who seems to lead them?

Briar the Lesser |

"Meh. Let us continue forth. I shall stop their arrows for a period of time, you guys can kill them. What do you say?" Briar draws a scroll from his haversack and prepares to move forward.
Briar will cast Extended Elf Walk and dart from tree to tree as he moves forward.
When others are ready, he will cast Wind Wall to create a 50' long x 25' high wall of air from which no projectiles may pass. Dandi, your wand will function well.
For the sake of preparation and mappage, the Wind Wall will extend from O5 to Y5 (top to bottom), we are approaching from the west/left side of the map.
"I consider cajoling and laughing at these dumb orcs to be of high value."

Charlie Buckminster |

Round 1, Init 5 { -->}
Charlie will cast Heal on Dandi and will try to not give her a critical look.
bluff: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
He then let's go of any control he has on his persona and looks at the orcs as he says to old man,
"Briar, wait until they make a move toward us to cast your spell. I'd like to get them into a group to give them something to wipe the smiles from their faces. Give me a round to bless us before we rend the flesh from their bones As he talks about the rending he winks at Laori"
Depending on where they move Charlie will cast smite evil into R/S 8/9. I think that will cover almost all of the wall. Will save DC:20 for half and not blind
smite: 5d8 ⇒ (5, 6, 1, 4, 3) = 19
AC 14 mithral shirt w/ ghost touch
CMD 14
HP = 75/75 (I need to double check the math)
Harrow Points: 6
Elemental HP 68/68
Holy Water Vials: 10
If anyone is poisoned or diseased Charlie will attempt a heal check (15)
The spells/day listed will include the casting (if any) that I made this round
Orisons DC:16 (Create Water, Guidance, Mending, Purify Food and Drink, Stabilize, Mage Hand, Read Magic, Ghost Sound)
First Level: DC:17 (7/8 per day) (Bless, Bless Water, Doom, Ray of Enfeeblement, Remove Fear, Cure Light, Protection from Evil)
Second Level: DC:18 (8/8 per day) (Admonishing Ray,Communal Prot. from Evil, Hold Person, Lesser Restoration, Sound Burst, Cure Moderate)
Third Level: DC:19 (7/7 per day) (Create Food and Water, Prayer, Remove Disease, Searing Light, Cure Serious, Dispel Magic)
Fourth Level: DC:20 (6/7 per day)(Minor Globe of Invulnerability, Holy Smite, Neutralize Poison, Restoration, Cure Critical Wounds)
Fifth Level: DC:21 (5/5 per day)(Constricting Coils, Scry) (Mass Cure Light Wounds)
Sixth Level: DC:22 (3/4 per day)(Heal) (Mass Cure Moderate Wounds)
Oracle Revelation: Eldritch Bolt 9/9 times per day. 1d8+5 dam
summon elemental: Twice per day 6/6, 6/6 rounds per day + ring: 6/6 rnds
Sociable Trait6/6 rounds per day
wand CSW 31/37
wand CLW 45/50
wand CLW 50/50
wand blessings of fervor 34/50
Rod of Reach 3/3 per day
wrist sheath: breath of life scroll
Weapon equipped = Biting wit (and a MW dagger)
Shield equipped =OMG please don't hurt me

Dandilion Dreamstruck |

sense motive: 1d20 + 1 ⇒ (14) + 1 = 15
Dandi smiles gratefully, lifting up on her toes to kiss Charlie's cheek.
"Thank you. I'll try to be more careful."
Round 1 after solidifying, Init 18+, or whenever we're ready
Dandi draws her wand and prepares to fire.
wand magic missile: 5d4 + 5 ⇒ (4, 4, 1, 2, 2) + 5 = 18

DM_Euan |

The orcs take a few pot shots at Fondo as he whizzes past, but nothing major. Likely there's a hit or two in there for a few points of damage but I'm not going to worry about it. It's hard to say who's in charge flying past at 60mph, but if you had to guess it's either 1 or 7- maybe both have some leadership roles.
The party falls back and regroups. While there are a few scrubby trees near the gatehouse, they are shorter than the tallest portion of the tower which has a commanding view of the surrounding countryside - as you'd imagine in a gatehouse fortress. Most of the country side around here is short scrub grasses with the very occasional short scraggly tree.
How close does the party try to get before casting bless, smite evil, wind wall, magic missile and the like? The orc bows have quite a range and they are watching out for you. The roadway comes from the south, but you can easily walk cross country from the west.
Oh, and Laori too casts air walk and she stays close to Briar once solid again.

Nikolay Vasilevich |

Do we have any idea if the fortress itself is occupied? Seems a silly question, but they could just be protecting the gate for some reason. Nikolay will do a flyby the backside and see if we could just land there after circling the caldera out of sight of the guardhouse.

DM_Euan |

Not completely sure what you're asking, so here's some more information that might help.
The main castle more or less rises from the water. There is some rock here and there that might be climbed, but it would be tough going for those who don't fly. You see no orcs, or anyone else for that matter, on the battlements of the castle. It's eerily quite up there. Briar claims to have seen some movement through the windows and arrow slits, but they look quite solid with grime and dark to you.
The barbican gatehouse is definitely occupied by orcs. There are a few inside at arrow slits, a few on the roof(s) and at least one that seems to be guarding the only door into the place.
They didn't seem intent on following the party so it's possible you could re-vaporize, fly to the bridge, and solidify there somewhere. 'course then you've got orc archers at your back and Scarwall in your face.
Does that help?

Nikolay Vasilevich |

Nikolay will try to find a safe place to land in Scarwall itself. If necessary, he'll fly right up to an arrow slit of Scarwall to see if it too is occupied. He figures he can take a few hits and make it back safely.
I'm just thinking that Scarwall might not be very occupied and we could go directly in.

DM_Euan |

I'm going to say you fell back, solidified, and then re-mistified to do this recon. Otherwise you don't have the time in a few short rounds.
You approach the most obvious area of entry - the main gate to Scarwall itself. There are indeed arrow slits over the gate, and as you get close, crossbow bolts do indeed fly from them. (If you want to see the guards, you'll need to get right up to the arrow slit which means another round of shots.)
Scarwall guard: 1d20 + 11 ⇒ (16) + 11 = 27 damage: 2d6 ⇒ (2, 3) = 5
Scarwall guard: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 2d6 ⇒ (2, 1) = 3
Scarwall guard: 1d20 + 11 ⇒ (20) + 11 = 31 damage: 2d6 ⇒ (1, 4) = 5
Scarwall guard: 1d20 + 11 ⇒ (12) + 11 = 23 damage: 2d6 ⇒ (2, 2) = 4
Scarwall guard crit: 1d20 + 11 ⇒ (10) + 11 = 21 damage: 2d6 ⇒ (4, 1) = 5
Looks like you're hit a couple times for 5hp, but it's a non magical crossbow so DR absorbs it. So nothing major, and certainly not as bad as the orcs - but there is someone there.
Flying up from there to a less obvious approach, you try maybe the rooftops? There's a nice tower on the north side of the structure that rises above the others with a good solid door leading to the interior. Do you check that out or fly back to the group?

Barael de Gare |

Yeah, Barael wants nothing to do with the orcs. If Nik signals to the group that there is a landing pad on the other side of the bridge, Barael vaporizes to join him, and encourages the others to do the same.
Barael watches Nik take off to investigate. "Let's not waste energies on attacking the uglies. We need to breach the castle." Barael starts to mist again. "Let's give them wide berth, and land on the other side of this bridge."

DM_Euan |

Nikolay checks out the tower.
As Nikolay closes in on the tower, he is met by two skeletal figures. Well, two skeletal figures come out of invisibility flanking him, and attack!
Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony creature moves in unsettling lurches. The creatures are 9' tall and with large tattered wings.
Bite: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30 damage: 1d8 + 7 ⇒ (8) + 7 = 15
Claw: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37 damage: 1d6 + 7 ⇒ (1) + 7 = 8
Claw: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34 damage: 1d6 + 7 ⇒ (3) + 7 = 10
Stinger: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36 damage: 3d4 + 7 ⇒ (4, 1, 3) + 7 = 15 and DC 20 Fortitude vs Poison or 1d3 ⇒ 2 strength damage.
Bite: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34 damage: 1d8 + 7 ⇒ (2) + 7 = 9
Claw: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19 damage: 1d6 + 7 ⇒ (1) + 7 = 8
Claw: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38 damage: 1d6 + 7 ⇒ (2) + 7 = 9
Stinger: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32 damage: 3d4 + 7 ⇒ (4, 4, 3) + 7 = 18 and DC 20 Fortitude vs Poison or 1d3 ⇒ 2 strength damage.
Claw crit: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36 damage: 1d6 + 7 ⇒ (4) + 7 = 11
Looks like 28hp damage after DR and the poison. You can flee I think with one AoO each (reach). They chose their stingers to attack as you flee.
Stinger: 1d20 + 16 ⇒ (4) + 16 = 20 damage: 3d4 + 7 ⇒ (3, 3, 2) + 7 = 15 and DC 20 Fortitude vs Poison or 1d3 ⇒ 1 strength damage.
Stinger: 1d20 + 16 ⇒ (5) + 16 = 21 damage: 3d4 + 7 ⇒ (1, 2, 4) + 7 = 14 and DC 20 Fortitude vs Poison or 1d3 ⇒ 1 strength damage.
And you're far outstripping their flying abilities. You can't quite put your finger on it but something in the castle seems to be awakening to your actions. Almost as if the entire place can now sense you and is beginning to coordinate a defense.
Perception check Nikolay please. Go ahead and make two.
Oh, I may have hit you with those last two attacks. You get no armor or shield bonus in mist form - unless it's a force effect. If so, please take the additional damage but remember your DR 10.
Also! The poison stacks rather than hits you individually. So for each dose, the DC goes up by 2 and the duration extends by 1 round. So the first 'dose' is DC 22 (from the first attacks) for 2 strength. The second 'dose' (if you made the save against the first one) is also DC 22 (from the AoO) for 1 strength. If you failed the first dose, the DC to pass subsequent saves rises to DC 26 I think. It's confusing so please check and let me know if I'm wrong in my reading of it. (link)

Fondo Barondo |

I can see that managing the end of Wind Walk while interacting with potential combat encounters is a challenge to manage. As has been urged by our DM, I agree that we just rematerialize and take on the orcs.

Barael de Gare |

This is like grabbing at a porcupine. Tower, stabby quill. Gatehouse, stabby quill. Entrance, stabby quill. Let's get on with our blood letting then :) I second the whole 'demist and deorcify the gatehouse' plan of attack.
Barael awaits the Sward's return hopefully, catching himself from taking mist form again. He turns to Fondo. "Any suggestions, then? I can Vanish and head straight at the grounded one. I even think I can hold my Vanish a bit before he can take me on. Unless he's got his nostrils on full snuffle."

Fondo Barondo |

"Brother Rose's idea's a good one. 'Jenko, mayhap your dancing shall lead us to victorious end, while guidance comes from me on matters dire."
That is: it looks like Fondo may want to conserve his performance for save rerolls and other Inspiring Command options.
As he solidifies, Fondo calls to Laori. "Twould not upset me should you light these brutes afire. An orc's son or daughter have I once or twice embraced, but this lot smells much worse and looks most foul."

Nikolay Vasilevich |

fort save 1: 1d20 + 13 ⇒ (1) + 13 = 14
fort save 2: 1d20 + 13 ⇒ (17) + 13 = 30
fort save 3: 1d20 + 13 ⇒ (7) + 13 = 20
fort save 4: 1d20 + 13 ⇒ (16) + 13 = 29
37 damage, -2 Str, fails first save, but makes 2nd. Only a problem if 2 consecutive saves needed.
Nikolay races away from the skeletons, but not directly to the group in an attempt to not give away their position.

Dandilion Dreamstruck |

When Niko returns and we are all ready to head back in, Dandi blows a bit of web out towards the gatehouse, giggling softly as it blossoms into a brilliant 20foot radius of flickering rainbows 200feet away.
Mesmerizing Weave,"Mesmerizing Weave Using a full round action, a spider queen can weave a web of cascading color. The colorful patterns created work as per the spell hypnotic pattern. At 7th level, the patterns gain intensity, working as rainbow pattern(DC22,Will negates)."
"There now, that's pretty." Wand in hand, she moves out with the others, the rainbow web dancing along in front, 200 feet out.

Nikolay Vasilevich |

Nikoaly advises the group on his clumsy scouting trip and pulls out a scroll of lesser restoration (1 of 5 used now).
"Charlie, would you mind?"
1d4 ⇒ 3
Once the party is ready to assault the gatehouse, Nikolay will cast effortless armor.
EDIT: And CLW wand
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (3) + 1 = 4

Fondo Barondo |

Charlie, Dandi and Nikolay, look below for some long-term buffs that Deyanira cast earlier in the day. I'm sorry, i did not note it earlier. One of the effects would have applied to your recent damage... Per DM_EUan's ruling by IM, we're waiving their effects in the last combat but they'll be in effect moving forward.
Life Bubble lasts 20 hours. Envelopes you in clean air that protects v. gases, water, etc.
Endure Elements lasts 24 hours
Ablative Barrier, Extended lasts 20 hours. Turns up to 50 HP of damage to nonlethal, 5 HP per attack. Also applies to energy damage, like fireball.
Endure Elements lasts 24 hours
Ablative Barrier, Extended lasts 20 hours. Turns up to 50 HP of damage to nonlethal, 5 HP per attack. Also applies to energy damage, like fireball.
Endure Elements lasts 24 hours
Ablative Barrier lasts 10 hours. Turns up to 50 HP of damage to nonlethal, 5 HP per attack. Also applies to energy damage, like fireball.
I don't remember whether Deyanira just has one lesser metamagic rod, or two. If she has a Metamagic Rod of extend, I assume she would extend Life Bubble castings up to 40 hours each on Fondo and Charlie.—since they have abilities to protect the others, she'd perhaps make sure they're protected long term. Would also extend Nikolay's casting of Ablative Barrier.
If you are delegating these buff things to me, would it be possible to share either her full character sheet, or a full list of spells and equipment?
Fondo's active buffs from Deyanira would be Life Bubble, Endure Elements, Ablative Barrier (extended).

Barael de Gare |

Barael draws his blade, bringing it forth in its heightened state. Keen He watches the colorful web take form, and is relieved to be on this side of it. Nikolay's magicks bring Barael to a humming, as he readies to take down orcs that would dare prevent this group from advancing.
Depending on distance to closing against the orcs, Barael will prepare to Vanish(Invisible Blade)

Nikolay Vasilevich |

Nikolay sees Barael vanish and does the same.
"That's one smart rat."
So, effortless armor out of sight. Haste out of sight. Vanish out of sight. Then start foward. So when rounds start, haste will be on round 3 and vanish on round 2.

Fondo Barondo |

Fondo thinks back to his early morning Harrow reading.
Harrowed feat: The Rabbit Prince, Inverted (Dex): 1d6 + 1d9 + 1d2 ⇒ (2) + (6) + (2) = 10
Past: The Paladin: 1d6 + 1d9 + 1d2 ⇒ (1) + (2) + (1) = 4
Present: The WInged Serpent, Invetred: 1d6 + 1d9 + 1d2 ⇒ (5) + (1) + (2) = 8
Future: The Demon's Lantern, Inverted: 1d6 + 1d9 + 1d2 ⇒ (1) + (9) + (2) = 12
"Tis time that pranks align behind our quest.
Together have we stood in strength and zeal
to act when Lady Gray's dread skein decrees.
But death cannot defeat fair Desna's wiles."
He sighs in relief. "For she doth ever shield Barondos with her blessed love."
He activates Glibness and calls out to the orcs. "Which one of you can grok my words? I've offer fair for you and yours. We shall dark Scarwall's mysteries unearth. Let us pass free, and you shall have the castle, save what treasures we do claim."
Diplomacy: 1d20 + 23 ⇒ (3) + 23 = 26
Bluff: 1d20 + 16 + 20 ⇒ (16) + 16 + 20 = 52

Charlie Buckminster |

Round ?, Init 5 { -->}
Charlie pulls out the wand and moves to hand it to Nik. When he gets close Charlie does a bait and switch and swats Nik on the back of the head.
He'll wait for Dandi's web to cast Holy Smite as we close. He'll cast Sound Burst on those on the wall as we close.
AC 14 mithral shirt w/ ghost touch
CMD 14
HP = 75/75 (I need to double check the math)
Harrow Points: 6
Elemental HP 68/68
Holy Water Vials: 10
If anyone is poisoned or diseased Charlie will attempt a heal check (15)
The spells/day listed will include the casting (if any) that I made this round
Orisons DC:16 (Create Water, Guidance, Mending, Purify Food and Drink, Stabilize, Mage Hand, Read Magic, Ghost Sound)
First Level: DC:17 (7/8 per day) (Bless, Bless Water, Doom, Ray of Enfeeblement, Remove Fear, Cure Light, Protection from Evil)
Second Level: DC:18 (7/8 per day) (Admonishing Ray,Communal Prot. from Evil, Hold Person, Lesser Restoration, Sound Burst, Cure Moderate)
Third Level: DC:19 (7/7 per day) (Create Food and Water, Prayer, Remove Disease, Searing Light, Cure Serious, Dispel Magic)
Fourth Level: DC:20 (6/7 per day)(Minor Globe of Invulnerability, Holy Smite, Neutralize Poison, Restoration, Cure Critical Wounds)
Fifth Level: DC:21 (5/5 per day)(Constricting Coils, Scry) (Mass Cure Light Wounds)
Sixth Level: DC:22 (3/4 per day)(Heal) (Mass Cure Moderate Wounds)
Oracle Revelation: Eldritch Bolt 9/9 times per day. 1d8+5 dam
summon elemental: Twice per day 6/6, 6/6 rounds per day + ring: 6/6 rnds
Sociable Trait6/6 rounds per day
wand CSW 31/37
wand CLW 37/50
wand CLW 50/50
wand blessings of fervor 34/50
Rod of Reach 3/3 per day
wrist sheath: breath of life scroll (+3 backup)
Weapon equipped = Biting wit (and a MW dagger)
Shield equipped =OMG please don't hurt me

Nikolay Vasilevich |

Charlie pulls out the wand and moves to hand it to Nik. When he gets close Charlie does a bait and switch and swats Nik on the back of the head.
"Hey! It wasn't the best scouting mission ever, but I did get answers."

DM_Euan |
1 person marked this as a favorite. |

OK, cat herding time. Most of the party is starting off swinging, and now Fondo is trying to talk to the orcs. I think Fondo's attempt fails as the party is shooting some spells at longer ranges than his voice reasonably carries (hundreds of feet). Also, Dandiliions mesmerizing weave fails more or less immediately for the same reason (that and all the viewers are blinded that same round). Dandilion will notice that only three fall under her mesmerizing ways that first round (presuming some failed saves).
This morning I asked, How close does the party try to get before casting bless, smite evil, wind wall, magic missile and the like? and never got an answer. I'll go ahead and assume 200' and we'll press on from there. That's when Dandilion is close enough for her spell and many of the medium range things fall into line as well.
The orcs do not fire as you close. It is possible, though unlikely, they don't see you yet/aren't looking your way.
Round 1
Orcs do nothing.
Nikolay casts Haste
Round 2
Orcs do nothing.
Nikolay casts Vanish
Barael casts Vanish
Charlie casts Holy Smite (DC 20 Will, 19hp and blindness)
Dandilion casts Mesmerizing Weave (DC 22 will, fascinated up to 24HD)
Briar casts Wind Wall (blocks all arrow fire from me - but I don't know it yet)
Laori casts Flame Strike (DC 18 Reflex for 10d6 ⇒ (4, 6, 5, 5, 3, 5, 5, 5, 6, 3) = 47 to O1,O2,O3)
Majenko begins to dance to inspire everyone to greater abilities.
Fondo may do something retroactively.
Holy Smite
O1: 1d20 + 3 ⇒ (9) + 3 = 12
O2: 1d20 + 3 ⇒ (7) + 3 = 10
O3: 1d20 + 3 ⇒ (16) + 3 = 19
O4: 1d20 + 3 ⇒ (12) + 3 = 15
O5: 1d20 + 3 ⇒ (8) + 3 = 11
O6: 1d20 + 3 ⇒ (5) + 3 = 8
O7: 1d20 + 5 ⇒ (6) + 5 = 11
Flame Strike
O1: 1d20 + 4 ⇒ (8) + 4 = 12
O2: 1d20 + 4 ⇒ (7) + 4 = 11
O3: 1d20 + 4 ⇒ (4) + 4 = 8
Round 3
A few of the orcs do nothing but gaze into the beautiful rainbow before snapping out of it as they're under fire. A few shoot their bows into the wind wall. I should add as they're all blind this round, that they shoot rather poorly. Most of them fumble their way inside though O7 and O4 are still visible.
--Round 3--
O1 - 22 (-66hp)
O2 - 22 (-66hp)
O3 - 22 (-66hp)
O4 - 22 (-19hp)
O5 - 22 (-19hp)
O6 - 22 (-19hp)
O7 - 22 (-19hp)
Dandilion - 18+
Nikolay - 18-
Briar - 16
Barael - 11
Fondo - 7
Charlie - 5
Laori - 4
Majenko - 3
Map Round 3
The party is 150' off the western edge of the map.
O7 is on the ground, O1 is on the second floor roof. I've marked the wind wall in gray - let me know if I have it in the wrong spot, I changed the map layout a bit so the numbers aren't the same.
Round 1 - Majenko inspires the party to greater glory: +2 attacks/damage/saves vs fear (competence/morale).
Round 1 - Nikolay casts Haste (+1 attacks/AC/Reflex saves, 1 extra attack with full round attack, double* move).

Nikolay Vasilevich |

HP=123/123; AC=27; spells=haste, effortless armor:
AC 27, touch 15, flat-footed 24 (+10 armor, +2 Dex, +2 natural, +2 deflection, +1 haste)
hp 123
Fort +13, Ref +7, Will +9
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Magus (Bladebound) Spells Prepared (CL 12):
4 (4/day) []Stoneskin, []Invisibility, Greater, []Dimension Door, []Infernal Healing, Greater
3 (5/day) [x]Haste, []Vampiric Touch, []Vampiric Touch, []Fly, []Burst of Speed
2 (6/day) []Frigid Touch, [x]Effortless Armor, []Spider Climb, []Glitterdust (DC 16), []Mirror Image, []Invisibility
1 (6/day) []Shocking Grasp, [x]Vanish, []True Strike, []Shield, []Burning Hands (DC 15), []Chill Touch (DC 15)
0 (at will) Detect Magic, Light, Read Magic, Prestidigitation (DC 14), Disrupt Undead
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Skills Acrobatics -1 (-5 jump), Climb +5, Escape Artist -1, Fly +14, Intimidate +8, Knowledge (arcana) +18, Knowledge (dungeoneering) +8, Knowledge (local) +20, Knowledge (planes) +19, Linguistics +5, Perception +2, Ride -1, Sense Motive +2, Spellcraft +16, Stealth -1, Swim +5, Use Magic Device +10
Languages Common, Draconic, Osiriani, Varisian
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Arcane Edge 4 (Su) 1 Arcane Pool: Add 4 Bleed damage to an attack.
Arcane Pool (+3) (10/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (3/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +3 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Teleport Blade (Sp) Spend 1 point from own or blades pool to teleport it into hand.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empowered Magic (1/day) (Su) 1/day, cast a spell as if Empowered without altering the casting time or level.
Focused Mind +2 to Concentration checks
Ghost Blade (Su) Add brilliant energy and ghost touch special ability to arcane pool options.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Maximized Magic (1/day) (Su) 1/day, cast a spell as if Maximized without altering the casting time or level.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
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Arcane Pool (+3 per point spent, 10/day) 10/10 remaining
Empowered Magic (1/day) 1/1 remaining
Black blade's arcane pool 3/3 remaining
Wand of Magic missiles 1st level (23 charges remaining)
Pearl of Power (1st) - Not used today
Mithral Plate haste - 10/10 rounds left
Nikolay advances 120' up. (Effortless armor eliminates speed penalty. Haste adds 30' of movement. Not even going to bother with a stealth check at full speed.)

Charlie Buckminster |

Round 3, Init 5 { -->}
Charlie moves up 120'
AC 14 mithral shirt w/ ghost touch
CMD 14
HP = 75/75 (I need to double check the math)
Harrow Points: 6
Elemental HP 68/68
Holy Water Vials: 10
If anyone is poisoned or diseased Charlie will attempt a heal check (15)
The spells/day listed will include the casting (if any) that I made this round
Orisons DC:16 (Create Water, Guidance, Mending, Purify Food and Drink, Stabilize, Mage Hand, Read Magic, Ghost Sound)
First Level: DC:17 (8/8 per day) (Bless, Bless Water, Doom, Ray of Enfeeblement, Remove Fear, Cure Light, Protection from Evil)
Second Level: DC:18 (7/8 per day) (Admonishing Ray,Communal Prot. from Evil, Hold Person, Lesser Restoration, Sound Burst, Cure Moderate)
Third Level: DC:19 (7/7 per day) (Create Food and Water, Prayer, Remove Disease, Searing Light, Cure Serious, Dispel Magic)
Fourth Level: DC:20 (6/7 per day)(Minor Globe of Invulnerability, Holy Smite, Neutralize Poison, Restoration, Cure Critical Wounds)
Fifth Level: DC:21 (5/5 per day)(Constricting Coils, Scry) (Mass Cure Light Wounds)
Sixth Level: DC:22 (3/4 per day)(Heal) (Mass Cure Moderate Wounds)
Oracle Revelation: Eldritch Bolt 9/9 times per day. 1d8+5 dam
summon elemental: Twice per day 6/6, 6/6 rounds per day + ring: 6/6 rnds
Sociable Trait6/6 rounds per day
wand CSW 31/37
wand CLW 37/50
wand CLW 50/50
wand blessings of fervor 34/50
Rod of Reach 3/3 per day
wrist sheath: breath of life scroll (+3 backup)
Weapon equipped = Biting wit (and a MW dagger)
Shield equipped =OMG please don't hurt me

Dandilion Dreamstruck |

Round 3, Init 18+
Dandi moves up 60, shooting any one remaining orc that she can see.
magic missile: 5d4 + 5 ⇒ (3, 4, 2, 1, 2) + 5 = 17
uncertain if there are any orcs still fascinated or not. If so, move the web away from the gate house by 30 feet. They should follow. If not, she dismisses the web.

Barael de Were |

Round 3, Init 11
AC = 24
HP = 111/111
Weapon Equipped = Black Tooth, Keen
Condition(s) = Inspired, Hasted, Invisible Bladed (Greater Invisibility)
Barael keeps up with Nikolay, shadowing his noisier countenance in hopes of avoiding a volley of arrows should Briar's magics fail their approach.
Fast Stealth: 1d20 + 19 + 20 ⇒ (13) + 19 + 20 = 52
He takes down 120' of the 200'.

DM_Euan |

Dandilion moves up half way and magic missiles 1d2 ⇒ 2 O4. No orc seems to be following the rainbow - but I don't think you can dispel it either. That's a standard action and you're out of those. Nikolay rushes in. Briar moves up air walking (how high are you?). Barael rushes forward hiding in Nikolay's shadow as best he can (not very well though, Nikolay isn't large enough for you to hide behind but it's good practice). Fondo rushes in. Charlie steadily plods forward. Laori rushes in, but starts to fall behind as her armor slows her down. Majenko flies casually to keep up with the party and continues to dance just ahead of them.
The visible orcs - and several behind arrow slits - take pot shots at the party, learning only now that their misses of the last round weren't entirely due to blindness - but rather to a wind wall! They then go inside the fortress. Some on the inside do other things.
You may enter the map anywhere from the left side. Just let me know you're final spot, there are no traps on that side of the road to worry about. Just a broken down gatehouse and a few scrub trees.
--Round 3--
O1 - 22 (-38hp)
O2 - 22 (-56hp)
O3 - 22 (-46hp)
O4 - 22 (-36hp)
O5 - 22 (-19hp)
O6 - 22 (-19hp)
O7 - 22 (-19hp)
Dandilion - 18+ (90' from edge)
Nikolay - 18- (30' from edge) (invisible)
Briar - 16 (30' from edge) (??' up)
Barael - 11 (30' from edge) (invisible)
Fondo - 7 (30' from edge)
Charlie - 5 (30' from edge)
Laori - 4 (70' from edge ) (10' up)
Majenko - 3 (25' from edge) (15' up)
Map Round 4
The party is off the western edge of the map.
This is last rounds map. Just ignore the two orcs as they have gone inside. You can see however that the lower door is open (at L13).
Round 2 - Briar casts a wind wall to protect the party from missile fire as they close.
Round 1 - Majenko inspires the party to greater glory: +2 attacks/damage/saves vs fear (competence/morale).
Round 1 - Nikolay casts Haste (+1 attacks/AC/Reflex saves, 1 extra attack with full round attack, double* move).

Nikolay Vasilevich |

Round 4, Init 18-
HP=123/123; AC=27; spells=albative armor, haste, effortless armor, haste, vanish, stoneskin
Nikolay, still invisible from his vanish spell in round 2 (which I forgot to put in my status line last time), casts stoneskin and moves up about 60' to the edge of the wind wall (Q8).

Barael de Were |

Round 2, Init 11
AC[b] = 24
[b]HP = 111/111
Weapon Equipped = Black Tooth
Condition(s) = Hasted, Inspired, Invisoed
Barael tracks Nik to his current position, holding onto his scent, which strikes Barael as a combination of newly forged steel ingots and masculinity. Move to R-08

Briar the Lesser |

Round 4, Init 16
Briar moves to T2, cross crossing up and down to get to 20' up.
He will draw an arrow to ready to plug any orc that shows up around the wind wall.
1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35 to hit; (haste)
1d8 + 2 ⇒ (4) + 2 = 6 damage.

Dandilion Dreamstruck |

Round 2, Init 18+
With no targets for her colorful display, Dandi moves it down into the mists below. free action She activates her fly hex, and moves towards Briar, wand in one hand, sickle in the other.