
Network |

Lycanthropes...hapless victims and madmen who tamper with curses beyond their control. Whatever the reason for transformation, these beings have enhanced senses and vitality, and an affinity with wolves. But they're vulnerable to weapons made of silver. The thing to fear is the bite. This can spread the curse. Those afflicted can "turn" and lose all control.
Life with Caromarc can be confusing. You hope that he gets it right this time.

Phoebe Strange |

Phoebe gazes from beneath her brow at the drake. She raises her hand. There's a spark, and a gout of flame jumps from her palm. It hisses, burning oxygen in the night. The winds beat against it. Phoebe concentrates...it redoubles and burns brighter. The dragon exhales. A halo of ice crystallizes around the edge of the flames. The fire shrinks back into Phoebe's hand, and extinguishes. She wriggles her fingers, considering what occurred.
"That thing doesn't like me," she remarks.
She summons the flame again. Once more, it wavers with cold. "I don't like it either."
She casts magic weapon. A small, silver star leaps from her fingers, arcs in a trail of stardust, and lands on Blackacre's sword. The blade flashes with light and makes a tiny chime.

Sandru |

Elspeth will make a good distraction, so I tumble away from the wolf-man... circling to attack opposite Caromarc's familiar.
Copper! Make it RAIN!
Acrobatics, avoid AoO, AC 24 if failed: 1d20 + 18 ⇒ (7) + 18 = 25
Attack, scimitar, 2-handed, rage, power attack, flank: 1d20 + 13 ⇒ (13) + 13 = 26
Damage, scimitar, 2-handed, rage, power attack, sneak: 1d6 + 1 + 9 + 6 + 3d6 ⇒ (4) + 1 + 9 + 6 + (5, 6, 6) = 37

Network |

Elspeth channels off some of the werewolf's preternatural vigor. During this distraction, Sandru takes the opening; he successfully rolls past the werewolf, avoiding its notice. He wheels his scimitar around, and lands a terrible gash on the beast!
Werewolf #2 takes 2 strength damage, then additional 32 damage.
It's Quinn's turn.

Kwanjan Quinn |

Quinn takes a five foot step towards the second werewolf and shots his typical barrage of arrows.
Flurry of Arrows #1: 1d20 + 13 ⇒ (4) + 13 = 17
Flurry of Arrows #2: 1d20 + 13 ⇒ (6) + 13 = 19
Flurry of Arrows #3: 1d20 + 8 ⇒ (11) + 8 = 19
Arrow Damage #1: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (6) = 12
Arrow Damage #2: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10
Arrow Damage #3: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (2) = 12

Network |

La Siréene's tap travels along the werewolf's neurons towards the cerebrum. The effect is the monster sees a blinding flash. Rays of light pinwheel in its vision, and squeeze its temples. There's a slowing sound, like a bow being drawn across violin strings. The werewolf falls slack, lolls its head to one side, and begins to drool.

Network |

The frost drake shakes its head, recovering from the inquisitor's spell. It unrolls its tongue, and spits a ball of cold water that bursts in a cloud of freezing mist.
Paf!
The mist spreads out and cakes the lower step of La Siréene's stairs, and a large section of the runway approach with a sheet of slippery ice. The matrix hardens into streaks of white crystals, that mutely scream like a bed of frozen ghosts beneath your feet.
The frost drake saves vs. terrible remorse, gains the staggered condition, and takes -2 penalty to AC for one round.
The frost drake's spell effects Elspeth (50% chance). Caromarc, MM, Elspeth, Blackacre, Ianez, and Quinn each make a Reflex save.
It's Blackacre's turn.

Network |

I should have mentioned, the area of slippery ice is difficult terrain for 2d4 ⇒ (4, 3) = 7 rounds.
Difficult Terrain: Difficult terrain...hampers movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can't run or charge across difficult terrain. If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow. Flying and incorporeal creatures are not hampered by difficult terrain.

Gaston Blackacre |

reflex save: 1d20 + 5 ⇒ (18) + 5 = 23
The lanky Galtish inquisitor likewise ducks the drake's damage. He draws his pistol and gingerly steps forward to K9 (both in a move action), stuffs a paper cartridge into one of the barrels (free action, thanks to the cartridge), asks Ragathiel to help him take down this frosty vermin apply bane(dragons) (swift action), takes careful aim, and fires action economy w00t!
attack: 1d20 + 8 + 1 + 2 ⇒ (19) + 8 + 1 + 2 = 30
damage: 1d8 + 2d6 ⇒ (4) + (5, 2) = 11

La Siréene |

Network, La Siréene should be at 8-M on the battle map. Here's her Reflex Save.
Reflex Save: 1d20 + 7 ⇒ (18) + 7 = 25
La Siréene reacts swiftly, and raises her shield, averting the worst of the Drake’s blast.
Irritating. I'll have to do something about that Frost Drake...

Network |

The wizard dodges some of the freezing mist, and the metal-man sees it coming at him and braces against the onslaught. Icy crystals swirl towards them, reflected in the Manservant's shiny casing.
Elspeth, much closer to the drake, feels the chill splash across her body!
Caromarc takes 11 damage.
MM takes 5 damage to ablative barrier, 2 damage absorbed by DR, then he takes additional 4 damage.
Elspeth takes 11 damage.

Ianez Gastnicht |

Ianez draws his light mace and calls on his luck before closing with the werewolf. The uncertain footing robs his stroke of accuracy, though, and he fails to connect.
Attack on drooling werewolf, incl. luck: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

Phoebe Strange |

"Enough is enough!" Phoebe shouts. Her eyes go ablaze. She balls her hands into fists, channeling her anger. From her back emerges wings made of fire! (swift action)
She flies into the wind, staying low to the ground. Her wings cast a glow on the ice, like a lantern moving hauntingly just below dark waters. She flaps her wings and flies among her allies (to L-7). She puts her heels down and skids to a stop.
Phoebe casts blessing of fervor. With a hiss, circlets of burning embers appear above the heads of Mechanical Manservant, Elspeth, Blackacre, La Siréene, Ianez, and Sandru.

Sandru |

The Oracle's magic. I try not to lose myself in it... I am still Sandru. I almost feel sorry for the glamered wolf-man, almost... but not enough.
Attack 1, cutlass, 2-h, rage, power attack, flank: 1d20 + 13 ⇒ (11) + 13 = 24
Damage 1, cutlass, 2-h, rage, power attack, sneak: 1d6 + 1 + 9 + 6 + 3d6 ⇒ (5) + 1 + 9 + 6 + (3, 1, 1) = 26
Attack BoF, cutlass, 2-h, rage, power attack, flank: 1d20 + 13 ⇒ (10) + 13 = 23
Damage BoF, cutlass, 2-h, rage, power attack, sneak: 1d6 + 1 + 9 + 6 + 3d6 ⇒ (1) + 1 + 9 + 6 + (2, 6, 6) = 31
Attack 2, cutlass, 2-h, rage, power attack, flank: 1d20 + 8 ⇒ (20) + 8 = 28
Damage 2, cutlass, 2-h, rage, power attack, sneak: 1d6 + 1 + 9 + 6 + 3d6 ⇒ (2) + 1 + 9 + 6 + (3, 6, 6) = 33
Crit Confirm, cutlass, 2-h, rage, power attack, flank: 1d20 + 8 ⇒ (15) + 8 = 23
Crit Damage, cutlass, 2-h, rage, power attack: 1d6 + 1 + 9 + 6 ⇒ (5) + 1 + 9 + 6 = 21 54 total Damage, this attack.

Network |

The werewolf glares at Sandru with yellow eyes, biding its time to spread the lycanthropic curse. Under the moon. In the night. Oh, the irony! Time is the one thing it doesn't have.
It doesn't realize that the noble savage, Sandru, is death in the night, striking out of the shadows. Sandru attacks again and AGAIN and AGAIN! Each swipe cutting through bone and sinew, smashing the cursed monster to pieces!
It disappears in a storm of blades, a burst of red.
Pfffft! Loose fur settles like feathers down to the ground.
Werewolf #2 takes a frickin truckload of damage (96 pts). (This was messy. Blood and guts everywhere!) It is dead.
It's Quinn's turn.

Kwanjan Quinn |

The zen archer monk stands his ground, concentrates on the center of the large drake and release another flurry of arrows.
Flurry of Arrows #1: 1d20 + 13 ⇒ (8) + 13 = 21
Flurry of Arrows #2: 1d20 + 13 ⇒ (13) + 13 = 26
Flurry of Arrows #3: 1d20 + 8 ⇒ (5) + 8 = 13
Arrow Damage #1: 1d8 + 5 + 1d6 ⇒ (8) + 5 + (4) = 17
Arrow Damage #2: 1d8 + 5 + 1d6 ⇒ (7) + 5 + (6) = 18
Arrow Damage #3: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (5) = 11

La Siréene |

"Hah! Hahaha!" La Siréene laughs happily as she recieves her gloria of embers. She feels the spell run like flame through her veins, as she focuses it towards improving her already impressive reflexes.
La Siréene's to-hit, AC and Reflex Save is now 2 higher, making her AC 21 and her Reflex Save 9.
Then, she walks with calm and confidence across the frozen ground and atop the staircase, until she is in front of the Drake and underneath Elsepeth at 5-K and once again reaches out to shut down the brain of her enemy.
Dazing Touch: 1d20 + 7 ⇒ (14) + 7 = 21

Network |

Two of the monk's arrows hit the frost drake on the still exposed underbelly! It screams with echoing reverberation. EEEERRRAAWWHHHH!!!
Frost drake takes 35 damage.
The dragon sees the woman stride confidently across the ice and ascend the stone staircase. A lone, sacrificial maiden offering herself up to be eaten? It leans in towards her, anticipating the morsel. But then, she reaches out. At the druid's touch, the dragon sees a blinding flash...rays of light... What is this? Glare off the ice? It squints, but cannot focus enough to take action.
Frost drake is dazed for this round.
It's Blackacre's turn.

Gaston Blackacre |

GM Network: Am I right in thinking that our the dazed opponent, because it is not able to take any actions, can not take advantage of attacks of opportunity to which it would otherwise be entitled?

Gaston Blackacre |

Sweet. Too bad I forgot that the brown is a building - was about to run all the way around behind the drake and flank the crap out of it.
Warmth fills the inquisitor as the oracle's blessing sweeps over him taking the +2 to attack, AC, and saves. He calmly steps forward, just behind La Sireene @K6, loading both barrels with paper cartridges. He grumbles, 'Tis time to face your sentence for consorting with Hareton. swift action to judge the drake (with SURGE, justice +3 attack / destruction +4), takes aim, and fires one barrel at the drake...
attack (mw, bane continues, blessing, judgment) vs touch: 1d20 + 8 + 1 + 2 + 2 + 3 ⇒ (20) + 8 + 1 + 2 + 2 + 3 = 36
damage (bane continues, judgment): 1d8 + 2d6 + 4 ⇒ (1) + (2, 1) + 4 = 8
crit confirm vs touch: 1d20 + 8 + 1 + 2 + 2 + 3 ⇒ (6) + 8 + 1 + 2 + 2 + 3 = 22
crit damage: 3d8 + 6d6 + 12 ⇒ (3, 5, 3) + (5, 2, 4, 2, 6, 5) + 12 = 47
Reminder (mostly to self): AC 22, all saves +2