
| Rags McRory | 
 
	
 
                
                
              
            
            Before we move to engage, Rags spends 10 minutes communing with the spirits in order to activate his Heaven's Leap hex.

| Rags McRory | 
 
	
 
                
                
              
            
            Rags waits about 100' to the west of the tower as his team sneaks forward.
If/when it looks like the drow notice the sneakers, he will blanket the rooftop of the tower in a Stinking Cloud.
If, by some miracle, the team closes within 30' without being seen he will go ahead and lay the fart magic on the evil doers.
stealth: 1d20 + 15 ⇒ (11) + 15 = 26
perception: 1d20 + 13 ⇒ (7) + 13 = 20

| Sileth | 
 
	
 
                
                
              
            
            Sileth joins Rags hoping to sneak up stealthily looking for a target to snipe, hoping that we can sneak up unseen so Sileth can get a full round of attacks removing one drow from the top level before Rags casts the cloud
stealth: 1d20 + 15 ⇒ (15) + 15 = 30
perception: 1d20 + 12 ⇒ (17) + 12 = 29
Current AC 26, Images 5/5, Shield, Ablative Barrier

| Jean David Nau | 
 
	
 
                
                
              
            
            Before closing in Jean casts on Himself:
-Shield of Faith: +1 Deflection Bonus to AC for 7 minutes
- Mirror Image: 1d4 + 2 ⇒ (2) + 2 = 4 images for 7 minutes
- Weapon of Awe: +2 sacred bonus on damage rolls in both his weapons, for 7 minutes
- Deadly Juggernaut: Luck bonus for each kill he makes for 7 minutes.
- Divine Power: +2 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks. +7 temporary HP for 6 rounds (remaining).
And he casts on everyone:
- Protection from Evil (Communal):  The target is immune to any attempts to possess or exercise mental control over him. Prevents bodily contact by evil summoned creatures.
- Blessing of Fervor: Choice of several bonuses. The first one 30' speed increase for the "closing up" group, for 7 rounds.
---
Jean closes in together with Sileth.
Perception Check: 1d20 + 13 ⇒ (5) + 13 = 18
Stealth Check: 1d20 + 12 ⇒ (5) + 12 = 17

| drbuzzard | 
 
	
 
                
                
              
            
            7d20 ⇒ (9, 3, 5, 6, 1, 10, 19) = 53
Rags and Sileth are making good progress stealthily flying over the tower to rain down pain. Jean, however decides to trundle along on the ground in their wake, finding empty cans of PBR to kick at most every opportunity.
3 of the seven Drow up top of the tower hear Jean, and get shots off at him.
to hit: 1d20 ⇒ 16 damage: 1d8 + 3 ⇒ (5) + 3 = 8 image: 1d5 ⇒ 5 hit, pop
to hit: 1d20 ⇒ 20 damage: 1d8 + 3 ⇒ (2) + 3 = 5 image: 1d5 ⇒ 3 hit, pop
to hit: 1d20 ⇒ 11 damage: 1d8 + 3 ⇒ (8) + 3 = 11 image: 1d5 ⇒ 3 miss, pop (within 5)
pesky uncanny dodge prevents any sneak damage
Jean's can kicking to move up sort of ate the surpise round (everyone else moved during the surprise action). I will allow surprise round actions for Rags and Sileth. Hopefully Sileth will post first.
init: 1d20 + 4 ⇒ (17) + 4 = 21

| Rags McRory | 
 
	
 
                
                
              
            
            initiative: 1d20 + 11 ⇒ (15) + 11 = 26
Rags will delay to stink bomb the top of the tower after Sileth takes a shot.

|  Kronug the Kellid | 
 
	
 
                
                
              
            
            Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Well, that'w a draw... in case I need to untie...
Untie: 1d20 + 6 ⇒ (7) + 6 = 13

| Sileth | 
 
	
 
                
                
              
            
            are we within 30ft? I was hoping to delay attacking till within sneak attack range
if I'm within sneak range I'll fire Scorching Rays.... If not it'll be Snowball
-Posted with Wayfinder

| Sileth | 
 
	
 
                
                
              
            
            Sileth takes aim at the mookiest looking enemy seeking to kill one, knowing that I can't take out the boss
RTA Scorching Ray #1: 1d20 + 11 ⇒ (3) + 11 = 14
Fire damage : 4d6 ⇒ (1, 2, 3, 6) = 12
Sneak damage : 4d6 ⇒ (1, 5, 5, 2) = 13
RTA Scorching Ray #2: 1d20 + 11 ⇒ (2) + 11 = 13
Fire damage : 4d6 ⇒ (2, 3, 3, 5) = 13
Sneak damage : 4d6 ⇒ (5, 5, 4, 2) = 16
-Posted with Wayfinder

| Rags McRory | 
 
	
 
                
                
              
            
            After Sileth shoots, Rags lays down a stinking cloud on the top of the tower.
(DC18 Fort saves or be nauseated, blocks vision)
Put us on the map, approaching from the north

| Rags McRory | 
 
	
 
                
                
              
            
            That's disappointing, but at least we don't have to eat ballista shots.
Now it'll take 2 rounds I predict for all of the drow to get downstairs and cluster up with the party into a 20 radius for the hentacle blast.....

| Jean David Nau | 
 
	
 
                
                
              
            
            Jean reach the door and prepares to open it. While waiting casts Prayer on everyone (friend and foe).
You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls for 7 rounds.
For Blessing of Fervor he takes the +2 to AC and Reflex this round.

| Marckus | 
 
	
 
                
                
              
            
            meaningless initiative: 1d20 + 2 ⇒ (1) + 2 = 3 nailed it
"Let's kill them as they flood out of the door!" Marckus proposes, then noticing rags with that look in his eye. "OR, run into the tower for cover from crazy witches!"
On my turn, assuming I am unmolested:
Using Blessing of Fervor to get adjacent to tower in single move action.
Using standard for Martial Flex - Boar Ferocity and Blind Fight

| Jean David Nau | 
 
	
 
                
                
              
            
            Jean looks for traps on the door. If there are, he tells the others. If not, he opens the door for the others to enter.
Perception (Trapfinding) Roll: 1d20 + 15 ⇒ (19) + 15 = 34

|  Kronug the Kellid | 
 
	
 
                
                
              
            
            Missed the update, so...
Kronug runs as onky a kellid can until he reaches the door.
Please move Bug K's token, I don't have access to my ahitty pc :(

| Rags McRory | 
 
	
 
                
                
              
            
            Rags casts Invisibility on himself and flies closer to the tower.

| Sileth | 
 
	
 
                
                
              
            
            Sileth endevours to hide preparing to snipe when a target presents itself. Of course this is made more difficult by his 5images
. Stealth : 1d20 + 15 - 5 ⇒ (11) + 15 - 5 = 21
-Posted with Wayfinder

| Marckus | 
 
	
 
                
                
              
            
            Who's up exactly?
Do I get turn 2 yet? I'm wondering if I should bother picking the lock or if I should just move so Kronug can vaporize it.
-Posted with Wayfinder

| Rags McRory | 
 
	
 
                
                
              
            
            "Somebody kick that door in!"

| Ulthar the Warped One | 
 
	
 
                
                
              
            
            If no one does it before him, Ulthar will handle the door delicately.
Smash door: 1d20 + 6 ⇒ (16) + 6 = 22 Can I add his weapon enhancement bonus to that? I mean, it's an axe.

| Ulthar the Warped One | 
 
	
 
                
                
              
            
            But, I mean... I'm trying to smash it... with an axe. If I can be blunt, it sounds like needless pedantry to require it to be an attack attempt. EDIT: How bout a +2 for using a masterwork tool appropriate to the task? It just so happens that the enhancement bonus on the ax in question is also +2.

| drbuzzard | 
 
	
 
                
                
              
            
            Because contrary to imaginary and silly artwork, axes actually used in combat are not all that heavy, and hence not all that good for smashing. If you want to chop a hole in the door, it will be well suited to the task. If you want to apply enough force the knock out the lock or hinges the tool you want is a ram. I suppose an earthbreaker would work as well since that's a rather silly sledge like weapon. 
How about you either just attack the door with the axe or roll to smash it instead of arguing?

|  Kronug the Kellid | 
 
	
 
                
                
              
            
            Tired of the voices on his head arguing about the universe's laws and rules, Kronug kicks the door.
Entering Rage
Strength: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

| Rags McRory | 
 
	
 
                
                
              
            
            They're all clustered up right there for a hentai blast.... the tiny devil on Rag's shoulder urges into his ear.
 
	
 
     
    