
Impatiens Pallida |

It looks the boards ate my post
Impatiens attacks the 'healthiest' of the zombies attacking Lou.
1d20 + 5 ⇒ (14) + 5 = 19 for 2d6 + 6 ⇒ (4, 6) + 6 = 16 damage.

Lou Kasuri |

Lou continues to hop around like a monkey attempting to gain the most advantageous stike position while defending from incoming attacks.
He strike at one of the zombies near him whil attempting to avoid being flanked.
Combat expertise (+1 AC) attack roll: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d6 + 2 ⇒ (2) + 2 = 4
if needed Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13

MiniGM |

1d20 + 2 ⇒ (5) + 2 = 7for 1d4 + 1 ⇒ (4) + 1 = 5 The dog misses it's next bite attempt.
1d20 ⇒ 3 Valdric lifts a stone and flings it at the Zombie missing wide.
1d20 + 4 ⇒ (9) + 4 = 13 for 1d6 + 4 ⇒ (1) + 4 = 5 The zombie slams the dog to the floor
Next round
1d20 + 2 ⇒ (7) + 2 = 9for 1d4 + 1 ⇒ (1) + 1 = 2 tries to recover from being slammed but misses its attack again
1d20 + 2 - 4 - 4 ⇒ (20) + 2 - 4 - 4 = 14 1d20 + 2 - 4 - 4 ⇒ (8) + 2 - 4 - 4 = 2
Valdric flings a sharp stone into the fray slashing the Zombie in the head dropping it
[ooc] only had 1 HP and a nat 20 deserves at least 1 point![/dice]
Several things are found on the body. Most of it has been destroyed by the Zombies, but of note are
a Waterskin
2 days Rations
A signet ring with the Family name Synder on it.
A dagger
A journal
Studded Leather Armor
A piece of a map HERE
The Journal is mostly damaged but the following can be read
...finally figured out what happenned at this temple...raised the dead to destroy the cyclopian threat...failed...undead remaining...one cyclops took me by surprise...broke his axe...have escaped skeletons and am going to make a break for it in the morning. If I do not make it out and this is found please return our family ring to my brother...is a priest of...usually he can be...Port Peril at the Grog and Wench.

Valdric |
Valdric gives the dog an affectionate pat on the head as if fades away into the nothingness from whence it came.
"He raised the dead.....?" he muses out loud as he reads the journal passages. "An interesting man indeed. I wonder....."
His voice trails off as he begins to chant once more, continuing to gaze at the recovered items. Detect Magic
"So if this is what happened to him deeper into the temple, do we keep going or brave the kobolds? Do the places on this map look familiar to anyone?"

Impatiens Pallida |

Intelligence 1d20 + 3 ⇒ (16) + 3 = 19. She stoops over the dead body.
Impatiens figures out that the dead guy didn't raise the dead. She ponders whether or not that information is immediately relevant and as such should be revealed to the other party members. She then contemplates the stinky smelly state of her armour.
In the end she reaches the following decisions: 1. Leather absorbs blood way too easily, 2. That one stain on her elbow may never come out, 3. Undead are just too darn icky, 4. Zombies are especially gross, 5. Lilac really is her colour and she should wear more in that shade (off duty only of course), 6. The standard colour charts are wrong. Impatiens is and always will be an autumn, and 7. She'll tell everyone about the dead dude if and when the need arises.
With that the overly large tiefling barbarian stands up straight, stretches and readies her sword.
"Might want to move on."

MiniGM |

Grung and Impy stand in front of the two double doors.
10 feet behind is Espy, whip in hand.
Valdric brings up the rear with Lou ready immediately behind Grung.
The doors open. Utter carnage confronts the party. Obviously this is the scene of two battles one ancient and one recent. Bones are strewn all over the room, some giant sized many humanoid sized. Additionally there is blood spatterd everywhere, dry and with a vague trail to a large stone throne, 80 feet away.
In the throne is a large one eyed almost ancient creature, with one arm hanging limpy at it's side and a greataxe shattered on the floor. In the good hand is a large club. On the throne rests a massive loaded crossbow
As soon as the doors slam open the eye pops open.
Meat!
It rises.
Espy 1d20 + 4 ⇒ (3) + 4 = 7
Impy 1d20 + 4 ⇒ (4) + 4 = 8
Grung 1d20 + 3 ⇒ (6) + 3 = 9
Lou 1d20 + 2 ⇒ (15) + 2 = 17
Valdric 1d20 + 4 ⇒ (3) + 4 = 7
1d20 - 2 ⇒ (3) - 2 = 1
heroes go first! Note the location of you all and that you are all 80 feet away

MiniGM |

This is a cyclops.
Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others. note this is basically an auto crit

Valdric |
Standing toward the back of the group, Valdric hopes the ancient creature can't see his fear. His only remaining spell is sleep and he's not sure it will affect something that big?
spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25
He also hopes it can't see him loading his crossbow while the hobgoblin talks to it.....
Stealth: 1d20 + 7 ⇒ (5) + 7 = 12
Move Action: load crossbow
Then hold to see what the others in the party do (he certainly doesnt want to be the one who starts a melee with a cyclops!)
If I think the spell will work, I'll cast sleep DC 16
If I dont think the spell will work.....5' step out from behind Grung to take the shot, then take the shot: 1d20 + 4 ⇒ (9) + 4 = 13 for 1d8 ⇒ 1 damage

MiniGM |

Grung Diplo 1d20 ⇒ 13uh oh
You misunderstand Slave. I will eat two of you before me. You will choose which two and bring them to me. SM 1d20 + 5 ⇒ (20) + 5 = 25
You lie slave. You stall for time. Now you will die.
Grung's action is taken. The rest go ahead and act.
Valdric's bolt seems to fly true but it catches in the folds of muscle fat and thick skin.
Lou, Impy and Espy left.

Impatiens Pallida |

Impatiens will approach. When she is 30 feet away from the cyclops she will cast darkness as a spell like ability on her pilum. She will then throw the pilum at the cyclops.
"Spear go dark soon. Be ready"
After she hurls her spear, she will draw her sword.
I am unsure as to how many rounds such a series of actions will take.
Die roll for throwing the spear (if needed): 1d20 + 3 ⇒ (1) + 3 = 4 for 1d8 + 4 ⇒ (4) + 4 = 8 damage.
She cries her battle cry

Lou Kasuri |

Lou manuvers to seperate himself from the main group in an attempt to divide the creature's attention and setting himself up for a possible flank position.
Lou manuvers toward the side of the creatue that has the bad arm.
acrobatics (monkey tyle): 1d20 + 8 ⇒ (11) + 8 = 19
also using combat expertise for +1 to AC

MiniGM |

Lou moves to about 20 feet from the Cyclops 80 feet away to start but I will save that Acro roll for your next round. It will succeed. Also you can only use CE if you declare and actually attack.
Espy moves forward 30 feet and goes on the defensive Full defense +4 AC Sorry if that is not what you wanted to do. But need to keep this moving.
The Cyclops rises with the Heavy crossbow in hand...one hand it fires at Lou
1d5 ⇒ 4
1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
to confirm 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18 for2d8 + 2d8 ⇒ (5, 4) + (7, 4) = 20
Lou drops skewarded
The Cyclops drops the crossbow.
go ahead heroes

![]() |

No one has potions at this level.. Though I guess Lou is leaving as a PC
Epsy prepares to grease whatever weapon the Cyclops has. He flicks out his wrist throwing a little vial of slick fluids onto the axe. DC 14 reflex.
Used the spell grease, but its tricked up to just look mundane when I do it.

MiniGM |

Double move to get to him.
Valdric arrives at Lou's side just in time to hear him breathe his last.
Grung and Impy yet to act. Impy is within charging distance and Grung is still at the entrance. Grung if you want to try to talk him into not fighting you can, make sure you roll your diplo.
Currently the Cyclops is unarmed eyeing his Great Club that is all kinds of Greasy.

Lou Kasuri |

don't you mean... Dancin' in the Dark?

MiniGM |

Grung you are too far away you can double move to get to within 20 feet of him however we can keep that roll
Impy casting darkness is a standard. You can throw or cast but not both. Your first move had to be a double move to get to the distance you wanted. I will assume you cast darkness on it this round. You are welcome to throw it next and reroll.
Note there is now darkness in the room. Anyone attempting to approach the cyclops is in darkness. If you do not have darkvision you CANNOT SEE The darkness ends just in front of the cyclops 20feet
The cyclops reaches for the greasy great club. 1d20 ⇒ 13 it slips out of his grasp so he tries again 1d20 ⇒ 13 and he still cannot seem to pick it up.
OK Heroes
Impy flings her pilum 1d20 + 3 ⇒ (14) + 3 = 17 for 1d8 + 4 ⇒ (1) + 4 = 5
A cry of pain is heard from the darkness.
I assume that Grung charges on that attack, which means he confirms the crit with that +2 2d6 + 4 ⇒ (3, 6) + 4 = 13
Another furious cry of pain issues from the darkness.

MiniGM |

The cyclops closes it's eye for a second and then grabs his club uses his auto 20 roll
It then swings a vicious swing at Grung...50/50 miss chance though high hits1d100 ⇒ 93
Greatclub 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18 for 2d8 + 3 ⇒ (1, 1) + 3 = 5
The club slams into Grung's chest. dealing 5 damage.
Valdric, and Espy have actions remaining. Impy I assume you moved into the fray with Grung and are next to the Cyclops in the darkness.