
Simon Demarkus |

In common "Lets camp here for the night and continue in the morning. Grey, would you have Legion take care of that please?"
Just moving things along.

Anglon |

"I'm glad to finally be out of there. Now, can someone please explain to me WHAT IN THE HELLS IS GOING ON!?!"
No need to actually explain. Just a flavor comment as I catch up on the draconic/Azlanti/Thassilonian texts.
After Anglon hears the story, he calms down a bit and reverts to his old meditation techniques of going through the motions of his enchantment spells. He missed the old days of just being the priest at a school...

Taerine Doumont |

OK, let's just make a decision. We need to camp, so let's do that. Then I think we'd head directly there if Pikmek can lead us, since I think we want to cement this alliance -- we wouldn't be exploring at the moment.
"It's getting dark," Taerine says. "We should probably rest soon."
She looks around, unhappy at having to spend the night outdoors.

Simon Demarkus |

Simon-human sight
Perception 1d20 + 4 ⇒ (7) + 4 = 11
Molly-low light vision- Molly stays in the trees and moves around stealthily keeping watch with Simon.
Perception 1d20 + 9 ⇒ (3) + 9 = 12
Stealth 1d20 + 10 ⇒ (2) + 10 = 12

Harakani DM |

assuming Thkrull passes things on.
It is two days later, in the evening twilight, when you comes upon the Sycamore tree.
Just as with the apple it exceeds the normal limits on growth, towering seventy feet high and just as wide. Where its roots should be termite mounds tower fifteen feet into the air, and spread out as far as the dead branches above.
Tumour-like growths dot the tree like obscene fruits, each one six feet across. Suspended on these, fanning their wings occasionally, are man-sized wasps.
It is Thkrull who first notices the guards. A flight of 8 wasps, each ridden by a mite - 300ft above you, 300ft closer to the tree and closing fast.
Tree is about 3000ft. Guard distance is stupidly long, but is because Thkrull spotted them so well. You have the initiative. Distance to scouts is 450ft. Scouts are in 30ft sphere. 3d maps are awful, so hoping not to have to do one until we get closer to the ground.

Arioch Bellimarius |

And now we know how Giant wasps are found this far North...
"How delightful." Arioch then begins his warm-up for a stirring speach.
Sorry, I'm a bit behind the eight-ball with class & don't have quite the mental energy to think up an actual stirring speech.
Standard action: Activate Inspire Courage, 18 rounds remaining for the day.

Simon Demarkus |

Casting snapdragon fireworks as cold damage with the Rime Metamagic on it. (standard)
Then sending a cold firework out as a move action every round for the next 5 rounds. I'm specifically targeting the wasps and not the mites. I'm hoping to cause at least a couple to plummet to their deaths. Re-reading entangled it doesn't prevent flying (somehow), but maybe we'll get lucky and the rider wont be able to hold on.
Let me know how many rounds we have until they arrive and I'll roll damage as needed, though the entangled is unavoidable and more of the point than the damage.
This feat only affects spells with the cold descriptor.
Level Increase: +1 (a rime spell uses up a spell slot one level higher than the spell's actual level.)
School transmutation [fire, light]; Level bard 2, sorcerer/ wizard 1
CASTING
Casting Time 1 standard action
Components S, V, M (a bundle of sulfur wrapped in cloth)
EFFECT
Range long (400 ft. + 40 ft./level)
Effect dragon-shaped fireworks
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
DESCRIPTION
A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Simon Demarkus |

no - entangled doesn't stop movement. You can stagger the wasps arrival - so are you firing at a bunch of them sequentially (split their party) or concentrating on one wasp (knock it out of the fight?)
It reduces speed by half. Only for a round in this case, but it will help keep them from coming in force. Pick different ones to stagger their incoming.

Harakani DM |

okay, going now...
Arioch starts delivering his stirring speech as Anglon calls for Lissala's blessing.
Denat, Taerine and Simon both invoke: shimmering armour appearing around Taerine and a burst of ice coming from Simon.
Grey orders his troops into a defensive formation.
Effects.
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects
Inspire Courage: +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls
Note morale bonuses do not stack.
have you and skeletons braced versus charge. Given they're flying a line is by-passable, which you'd know. Get what you want though, and suggest a clustered body might work better - tell me if you want to adjust. Additionally your skeletons were primarily archers as I recall.
Sorry, didn't want to gazump. Couldn't find what spells you had memorized on your sheet, but if you like you can pick one to kick in next round.
ref dc 15 wasp: 1d20 + 5 ⇒ (3) + 5 = 8
ref dc 15 mite rider: 1d20 + 3 ⇒ (3) + 3 = 6
One of the wasps is caught in Simon's attack, and a burst of ice smashes into it, crystallizing around it and its rider.
If you hit all three times then three wasps will have been slowed down - two by 60ft, one by 30ft. These three will "hit" a round later.
Thing is, that tiny damage IS actually enough it might kill a Mite rider.

Simon Demarkus |

Over the next three round Simon becomes a blur of motion and spellcasting. Acid and Ice flying from his fingertips at impressive speed.
There isn't a roll to hit in this case. I just pick the 5' square and it flies to that and explodes. There is potential damage though. Since the mites are riding the wasps if they're in the same 5' square they could potentially both be hit. That's the goal, but if I have to pick just one I'll pick the Wasps.
My next three rounds of actions
S = Standard action
M = Move action
1) S- Cast Snapdragon fireworks. M- Launch one snapdragon firework.
1d4 ⇒ 3 Cold damage + Dazzled. Ref DC15 for half damage and negate dazzled
If they take cold damage at all they're entangled.
2) S- Acid Arrow at a new target, one of the wasps.
Ranged Touch Attack 1d20 + 5 ⇒ (11) + 5 = 162d4 ⇒ (1, 3) = 4
The next round unless neutralized it will do another 2d4 ⇒ (3, 2) = 5
M- Launch one snapdragon firework at a different target
1d4 ⇒ 1 Cold damage + Dazzled. Ref DC15 for half damage and negate dazzled
If they take cold damage at all they're entangled.
3)S- Acid Arrow at a new target, one of the wasps.
Ranged Touch Attack 1d20 + 5 ⇒ (7) + 5 = 122d4 ⇒ (3, 4) = 7
The next round unless neutralized it will do another 2d4 ⇒ (3, 2) = 5
M- Launch one snapdragon firework at a different target
1d4 ⇒ 1 Cold damage + Dazzled. Ref DC15 for half damage and negate dazzled
If they take cold damage at all they're entangled.
Summary. Fire snapdragon fireworks every round. Rounds 2 and 3 acid arrows at new targets. If they hit they'll continue to burn for an additional round each. All volleys are at separate targets. Targeting wasps, though snapdragon fireworks may hit more than one.
Acid Arrow
School conjuration (creation) [acid]; Level magus 2, sorcerer/wizard 2
CASTING
Casting Time 1 standard action
Components V, S, M (rhubarb leaf and an adder's stomach), F (a dart)
EFFECT
Range long (400 ft. + 40 ft./level)
Effect one arrow of acid
Duration 1 round + 1 round per three levels
Saving Throw none; Spell Resistance no
DESCRIPTION
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.
The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

Anglon |

Anglon lines up a shot at one of the frozen wasps.
Attack: 1d20 + 2 + 1 + 1 + 3 - 1 ⇒ (5) + 2 + 1 + 1 + 3 - 1 = 11
Damage: 1d10 + 2 ⇒ (5) + 2 = 7
I think I did that right: +2 competence from inspire courage, +1 morale from bless, +1 enhancement from master worked, +3 BAB, -1 range?

Simon Demarkus |

Over the next three round Simon becomes a blur of motion and spellcasting. Acid and Ice flying from his fingertips at impressive speed.
** spoiler omitted **
** spoiler omitted **...
Oh, add +2 from inspire courage to my attack rolls please

Grey Servant |

GM: You are correct. Derp moment on my part. Rather than setting vs. charge, they will ready arrows until such time as the lead wasp is in Close range. The last skeleton will ready a hand axe to be thrown for the same effect.
Skeleton 1, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Skeleton 2, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Skeleton 3, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Melee Skeleton, Readied Axe-throw, close range: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Mindless creatures do not receive morale effects.

Denat Leroung |

Sorry once again for being late. My prepared spells are under the offense section of my sheet.
Denat waits for the first wasp to be in close range and fires his crossbow, aiming for the last not frozen one.
Attack: 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 25
Damage: 1d8 ⇒ 6

Harakani DM |

Snapdragon
W2 ref was: 1d20 + 5 ⇒ (13) + 5 = 18 M2ref mite: 1d20 + 3 ⇒ (14) + 3 = 17
1 damaged halved is 0, IIRC, so not entangled - please confirm
Acid arrow hits W3 for 4 (+5 next round)
What is the range of your weapon. I believe is -2 for each range icrement after the first. If 80 ft range then 0-80=-0, 81-160=-2, 161-240 = -4 etc.
Not a hit though I am afraid.
What is the range increment? You are readied for them to be coming in on their charge, right?
What action is grey doing once commands are given?
what is close? 80ft? Light crossbow reloads as a move action so you could fire each round. This is also a chance to get some other spells up while not in combat if you prefer.
Mage armour on Thkrull this round?

Simon Demarkus |

I always though it was minimum 1 damage, but now that i think about it I'm not sure. If they take no damage that's fine. It was still a worthwhile attempt.

Anglon |

** spoiler omitted **
You are correct.
Attack: 1d20 + 2 + 1 + 1 + 3 - 1 ⇒ (5) + 2 + 1 + 1 + 3 - 2 = 10Damage: 1d10 + 2 ⇒ (5) + 2 = 7
I think I did that right: +2 competence from inspire courage, +1 morale from bless, +1 enhancement from master worked, +3 BAB, -2 range?

Harakani DM |

Taerine casts a protective spell on Thkrull.
Simon's first spell is a flash of ice that is easily dodged by a wasp, and a burst of acid at another that hits home.
Anglon's arrow spirals into a wasp, but has lost enough power from the range to fail to penetrate the exoskeleton.
Grey and his servants stand ready

Denat Leroung |

Denat fires again in the second round...
Attack, light crossbow: 1d20 + 4 + 1 + 2 - 2 ⇒ (1) + 4 + 1 + 2 - 2 = 6
... and looks at the bolt wounding an innocent tree.
Whispering words a young Cheliaxan noble of good education should definitely not know, he draws his trusted bec de corbin and speaks a word of power in the 3rd round, shooting an acid ray at the nearest wasp.
Attack, ranged touch: 1d20 + 4 + 1 + 2 ⇒ (14) + 4 + 1 + 2 = 21
Damage, acid dart: 1d6 + 2 ⇒ (2) + 2 = 4

Harakani DM |

Okay, I'm getting confused with all the actions and readied actions and so forth. Trying to jump forward, hope I get this right.
W4 ref: 1d20 + 5 ⇒ (12) + 5 = 17M2ref: 1d20 + 3 ⇒ (17) + 3 = 20
Taerine finishes her casting
The wasps seem ready for Simon's waves of attacks, dodging his acid arrows and cold snaps as they speed closer - albeit at a reduced rate. Pushing for speed one wasp is just score by the last arrow.
Just before they hit Denat's acid hits home on the already acid injured wasp W3 takes 4, now on 13 damage, it drops behind and the Archers (and hatchettman) open fire 14 damage to W4, now on 14.
A huge cloud of stones erupt just before contact as Grey carefully times his spell damage: 2d6 ⇒ (2, 4) = 6 - while no wasp is downed, their Mite riders are devastated.
W1 3 (delayed)
W2 6
W3 19
W4 20
W5 13 (5 more waiting)
W6 6
W7 6
W8 6

Harakani DM |

Tkhrull and Anglon can make a readied attack and an AoO if you like.
Denat, you can make an AoO.
After this wasps roll for damage.
hopefully map is at https://docs.google.com/spreadsheet/ccc?key=0AhWagOeHrdmodGNWek51WnpTeURiWD VINXJOZUp3N2c&usp=sharing