
Ixrul Morcrom |

Fair enough. Nevermind, then. I'll buy less gold and more salt (for dat false life), then.
Ace - if you use some of our 17 alchemist's fire and I loan you my reach rod, scorching ray could do some work. Use one as a focus (+1 to hit) and one as a material component to ignite them as alchemist's fire.
EDIT: Missed the doses rule. Changed my purchases heavily, basically exclusively magnesium now.

Ixrul Morcrom |

We go to lay siege to the aforementioned town.
Ixrul will also use Extended False Life, Extended Mage Armor, and Extended Water Breathing (shared with his familiar) an hour before he goes to bed - synchronizing it so that he will wake roughly from a full eight hours of rest an hour before they attack, leaving him 15 minutes to prepare spells, 15 for personal hygiene, 15 for breakfast, and a final 15 to mentally ready himself.
Also, dismiss one more Sahuagin. Isitoq are 2 HD. Despite being literally just an eyeball.

Ixrul Morcrom |

First of all, Ixrul will get Ace to transcribe Fly from him, aiding his spellcraft check if necessary, which would cost the Magus 90 GP and is definitely, definitely, definitely worth it.
Before leaving port, Ixrul will get Ace to buy some magnesium (2 GP for 2 doses, which is what you need to increase the CL of transmutation effects by one for the purpose of duration - basically, an extra minute of flight). He will also tell Ace that he should carry Alchemist's Fire to augment his scorching rays.
As the sail to the island, Ixrul discusses strategy, and lays out the following nine-point-plan.
1) We will attack roughly three hours after sunset. Their defensive siege weaponry will likely be superior to our offensive weaponry, so the dark favors us.
2) Ixrul will Extended Magnesium'd Fly ahead by about 10 minutes, careful to stay roughly 70 feet above the ground. His Isitoq will travel at 15 feet above the ground, taking advantage of their +18 stealth mod to stay hidden. Through them, Ixrul will watch out for individuals who seem to be casters (holy symbols, spell component bags, headbands, scrolls, no armor, etc) as well as creatures of species that possess darkvision.
2.5) Ace can Magnesium'd Fly as well, allowing him to pick off key targets thanks to the C R A Z Y single target damage maguses have. He does not, however, have darkvision, and would need to purchase the spell while we are in port.
3) Between a conjured tiger (granted darkvision by the fiendish template) and a summoned swarm, it should be possible to wreak havoc behind their lines without needing to directly engage them.
4) There will likely be floating barricades, typically large logs connected by chains. The BattleShark will destroy these.
5) Once his Sahuagin have been deployed with orders to kill any whom they see and his tiger has been summoned to wreak havoc in the guard-tower-area, Ixrul will conjure the swarm and concentrate on it as he returns to the ship. He will maintain concentration until we land, at which point he will end it (the swarm will persist for 5 more rounds, thanks to summoner's charm). None of these end his invisibility.
6) Upon landing, Ixrul will cast Extended Magnesium'd Haste on everyone. He will Create Spiked Pit beneath the first real threat he sees, and Stinking Cloud if there is a large group. A Reach Stone Call in an opportune location should screw up their movement by creating difficult terrain.
7) Any longboats sent from shore will be attacked and probably destroyed by the BattleShark.
8) Ixrul can send his Sahuagin in beforehand as well because they can all travel ashore while underwater with their 60 foot swim speed.
9) The martial types will gangbang anyone who shows their face. We will stick together.

Jrahk Lacertus |

Jrahk will cast Long Arm as we land, and Brow Gasher when he sees someone who looks tough and/or casty.

Ixrul Morcrom |

Ixrul will purchase Pyrotechnics (-20 GP) while in port.

Ixrul Morcrom |

Ixrul will also craft some tindertwigs and a dose of flash powder.
Crafter's fortune, +2 mod from Slick's lab (I think we transferred it to the Pallor), and +14 base. So +21 total, take 10 for 31.
6 Tindertwigs: DC 25 * 31 = 2 hours to craft each one, -2 GP for 6
1 Flash Powder: DC 20+10 * 31 = 930, 500 SP - about half a week for a dose. 17 GP to craft.
Ok let's go fight now that I'm all ready. Ace, remember - transcribe Fly from Ixrul and probably buy darkvision.

Ixrul Morcrom |

It is not. It doesn't help when it's really dark. Of course, you could just cast light on your hat, but that will make sneaking in more difficult.

Party Fund |

So, you sail up at night.
1d2 ⇒ 2
Unfortunately, the lookouts easily notice the ship's lanterns twinkling in the darkness, and raise the alarm. By the time you arrive they have men mounting the siege engines.
2d20 ⇒ (1, 7) = 8
They fire on the Devil's Pallor.
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (3) + 6 = 9
Two cannon shots rock the Pallor from afar.
12d6 ⇒ (1, 4, 4, 4, 4, 6, 5, 2, 6, 6, 6, 3) = 51
Your crew's turn.

Rynjin |

There is a large group of men on towers aiming a total of 4 cannons at your ship.
Also, guys, remember your classed NPCs:
Rosie: Siege Gunner 5
Conchobar: Bard 4
Riza: Ranger 5
Gortus Svard: Slayer 7
They can help in large scale battles.

Ixrul Morcrom |

And here... we... go.
False Life From Yesterday: 1d10 + 7 ⇒ (7) + 7 = 14
Current Buffs: False Life 5 hours, Mage Armor 5 hours, Water Breathing (Self and familiar) 5 hours, Extended Magnesium'd Fly ~150/160 rounds
Ixrul (flying roughly 70 feet above the ground) will start with his Isitoq safely in his pockets. To protect them from having line of sight with what I'm about to do.
His familiar will then use its evolved arms (assuming I can change this in response to Rynjin's ruling over Steam that a tindertwig alone is not sufficient source of fire for pyrotechnics) to light a torch with a tindertwig (standard action) so Ixrul can cast Extended Pyrotechnics (Fireworks) with a Flash Powder Reagent in a location where he catches the towers but not the Devil's Pallor.
DC 19 Will or be blinded for (2*(1d4+1)) + 1 rounds.
Ixrul's Save: 1d20 + 8 ⇒ (11) + 8 = 19 Thank goodness. Didn't want to have to use my flying eyes as my only source of vision
He will then deploy his Isitoq as he moves towards the militia. To set up for a spell from 170 feet away.
His Sahuagin (five normal, two advanced - the burning one will stay behind because it's too visible) swim to shore (however long that takes with their 60 foot move speed) while the shark rips apart the blockade so the ship can pass.
I have adjusted my end of the strategy somewhat to more effectively deal with the information I have received. I should be able to return in time to haste you lot, though.

Rynjin |

16d20 ⇒ (18, 9, 18, 12, 6, 10, 20, 11, 4, 3, 9, 15, 11, 10, 4, 13) = 173
All of the siege engineers, save one who sneezed at the exact right moment, are blinded.
Ixrul Init: 1d20 + 12 ⇒ (1) + 12 = 13
4d20 ⇒ (20, 11, 11, 11) = 53
Rapier Man(27)
Bowman (19)
Gunman (17)
Unarmed Man (15)
Ixrul (13)
The militia snaps their eyes onto theplace where the light flashed a moment agao, and start tromping over there.
Their action: Run. Ixrul's turn, and also still ROund 1 actions from the dudes on the boat.

Ixrul Morcrom |

Ixrul will summon a bat swarm on them, using his reach rod if necessary.
He will then start flying back to his ship, maintaining concentration unless something else comes up.
+6 HP, Fort save goes up by 2, DC 13 distraction.
Current Buffs: False Life 5 hours, Mage Armor 5 hours, Water Breathing (Self and familiar) 5 hours, Extended Magnesium'd Fly 148/160 rounds

Ixrul Morcrom |

Help the shark - we need to get the boat into port asap.

Ixrul Morcrom |

I should be fine. They only have 60 foot darkvision, tops - if they were unusual species, Ixrul's +18 stealth Isitoq would have told him. Ixrul is 70 feet above the ground.

Rynjin |

You seem to be under a bit of a misapprehension about Darkvision and such. They don't immediately become completely blind after 60 feet.
Though, only one of these guys has Darkvision, but most of the militia are carrying torches.

Ixrul Morcrom |

I know, but it doesn't help at all beyond 60 feet. Low light vision means they would have a chance of seeing (torch's dim light radius rises to 80 feet) him.
If there's someone with low-light vision, I'll shift another 15 feet up.
Basically, Ace - don't rush in alone, as I can't actually help in an immediate fight. I'll return to the ship and we'll take them together once I've softened them up.

TheGuyKnownAsAce |

I have both dark and lowlight vision
Ace takes a good look at whats coming
perception: 1d20 + 7 ⇒ (9) + 7 = 16
If it is necessary, that is

Ixrul Morcrom |

"Kill everyone in those towers, most of them are blind right now. We'll wait for Jrahk to arrive to deal with the militia."
Also, the duration of the blindness is actually 2 * (1d4+2).

Ixrul Morcrom |

Wonderful. Gotta protect that shipperino.
"Or, actually - they shouldn't present a threat. Kill indiscriminately. Kindly spare my swarm, though - scorching rays, perhaps?"
Ixrul will cease concentration on the swarm immediately (it'll last for six rounds thanks to summoner's charm) and fly back to the ship.
My sahuagin should be reaching shore soon. They'll kill anyone other than our crew who is out on the streets unless instructed otherwise.

Ixrul Morcrom |

You just do - it's like using material components.
Scorching Ray (F): Add a +1 circumstance bonus on your attack roll with all rays from the spell. This use does not use up the flask.
Scorching Ray (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist’s fire. This use expends the flask.
So far as I know, you could do both.

TheGuyKnownAsAce |

"K"
Ace fires off two beams at the dudes (unarmed dude first) on the tower, then flies off in another direction
ranged: 1d20 + 11 ⇒ (15) + 11 = 26
ranged: 1d20 + 11 ⇒ (3) + 11 = 14
g+$ d+~n it
dmg: 4d6 ⇒ (3, 2, 1, 5) = 11
dmg: 4d6 ⇒ (4, 1, 2, 1) = 8
whyyyyy

Ixrul Morcrom |

That's against flatfooted touch, I believe. Might work.

Ixrul Morcrom |

Ixrul will summon the bat swarm in the area that catches as many adventures as possible.
"Ace, let's return to the ship - they should be arriving any minute, and these men will have to deal with my Sahuagin shortly."
"But I should investigate that light first..."
Ixrul hesitates. "I'll be right along."
He then flies towards the light at roughly 100 feet above the ground, shifting up to preserve as much flight as possble.
I have dimension door, so I'll be able to get back.

Ixrul Morcrom |

"Ace sees a very bright light coming from the center of town."
Or was that the pyrotechnics? It wasn't super clear.

Ixrul Morcrom |

Aight. Then we proceed with the plan and return to the ship. The Sahuagin would probably have reached shore by now.
Ixrul will fly back to the ship and cast Extended Magnesium'd Haste when they land. Lasts for 16 rounds. No extends remaining.

Ixrul Morcrom |

No, they're just mopping up guys who run away/are out of the way of the fight (like the tower guys, in this particular case). It's Krellskel and 5 normies. The Advanced ones stay on the ship - they have to guard Ixrul when he gets back.
Also, they were Ixrul's emergency distraction in case something went wrong - he'd just yell and command them to kill townspeople in hopes of distracting any impetuous adventurers.

Ixrul Morcrom |

Normies
Bite: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 3 ⇒ (15) + 3 = 18 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 3 ⇒ (5) + 3 = 8 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 3 ⇒ (11) + 3 = 14 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 3 ⇒ (20) + 3 = 23 Damage: 1d4 + 2 ⇒ (1) + 2 = 3 Threat #1
Bite: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 3 ⇒ (13) + 3 = 16 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 3 ⇒ (4) + 3 = 7 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 3 ⇒ (20) + 3 = 23 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d4 + 2 ⇒ (4) + 2 = 6 Threat #2
Claw: 1d20 + 3 ⇒ (4) + 3 = 7 Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Confirm 1: 1d20 + 3 ⇒ (5) + 3 = 8 Additional Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Confirm 2: 1d20 + 3 ⇒ (18) + 3 = 21 Additional Damage: 1d4 + 2 ⇒ (2) + 2 = 4
KrelSkel
Bite: 1d20 + 3 ⇒ (9) + 3 = 12 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10
Claw: 1d20 + 3 ⇒ (6) + 3 = 9 Damage: 1d4 + 2 + 1d6 ⇒ (1) + 2 + (3) = 6
Claw: 1d20 + 3 ⇒ (8) + 3 = 11 Damage: 1d4 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8
Claw: 1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (2) = 8
Plus burning aura, when relevant. And holy cow, those KrelRolls.

Rynjin |

Three of your skeletons manage to land blows.
Their AC should be 15, by the by. That natural armor bonus replaces their normal bonus.
Tower 1: 4d20 ⇒ (18, 9, 3, 9) = 39
2d8 + 28 ⇒ (4, 2) + 28 = 34
Tower 2: 4d20 ⇒ (15, 9, 18, 1) = 43
2d8 + 28 ⇒ (5, 2) + 28 = 35
Tower 3: 4d20 ⇒ (11, 4, 10, 19) = 44
2d8 + 28 ⇒ (1, 7) + 28 = 36
2d8 + 28 ⇒ (6, 5) + 28 = 39
12d100 ⇒ (79, 3, 96, 25, 81, 28, 61, 34, 13, 88, 79, 93) = 680
Confirm?: 1d20 ⇒ 12

Ixrul Morcrom |

I really need to get working on Necrocraft.

Ixrul Morcrom |

Whose action is it?

Jrahk Lacertus |

Oh sorry, I thought we were still waiting to land
Jrahk casts Long Arm two rounds before the ship lands, then scans the oncoming militia. If any of them look particularly tough (i.e. are carrying better equipment or look like casters), he will cast Brow Gasher in the next round.
Once the ship lands he enters rage and moves toward the mob. He will save all AoOs for the aforementioned tough guys, if any.
"COME TO JRAHK! THE ABYSS AWAITS YOU ALL!!!"