
Crispin Xantrian |

knowledge Dungeoneering: 1d20 + 9 ⇒ (9) + 9 = 18 Someone gets +2 to their roll. :(
perception: 1d20 + 8 ⇒ (19) + 8 = 27
concentration to cast defensively: 1d20 + 10 ⇒ (19) + 10 = 29 Needed 21 :)
Making sure he leaves no openings Crispin casts Haste on the members on his party.

Becky Beys |

Becky appears horrified and shocked, and is slow to react to the ambush. She does manage to let out an inarticulate squeal while pointing northeast at a mother who's been KOed and is now in the process of being carried off by another faceless stalker while her stunned and terrified son watches helplessly.
Becky Beys Perception Check (free action): 1d20 + 10 ⇒ (15) + 10 = 25

Mauro Ocela |

perception: 1d20 + 6 + 3 + 1 + 2 + 3 ⇒ (17) + 6 + 3 + 1 + 2 + 3 = 32

Mauro Ocela |

"Infiltrators!" hisses Mauro, and his face grows grim, as he realizes the colony is going to get a good look at his necromancies for the first time... He steps back, to buy himself some limited working space.
A moments concentration pulls a skeletal warrior from the ground, which immediately drops it's rusted weapon to claws at one of the things. Then Mauro draws his ranseur.
Mauro 5' step
Mauro Standard Action - use Skeletal Servant power, use 1 pt of mental focus
Mauro Move action - draw Ranseur
Skeleton - Full Attack on Red
Skeleton Claw A, to Hit: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
+6 bab +2 str
Skeleton Damage, Claw A: 1d4 + 2 + 3 ⇒ (1) + 2 + 3 = 6
+2 str +3 occultist
Skeleton Claw B, to Hit: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Skeleton Damage, Claw B: 1d4 + 2 + 3 ⇒ (2) + 2 + 3 = 7
With Haste and Purchases, Mauro Effective AC 21 (No shield, presumably it was slung for walking in town). Skeleton Effective AC 17 w/Haste HP 22/22

Asher 'Cinnis' Regillenus |

DM.. quick note.. Asher's Init bonus was +5 and is now +6 due to the new ioun stone he has.
Crispin, we can confer after this combat for you to cast a spell into Asher's other ioun stone, which can store a single level of spells as a Ring of Spell Storing

GM Ventiine |

✦ Talmandor's Bounty: Broken Masks (area M) * ˚ ✦
In Round 1, Mauro resurrects a skeleton from the dirt, but there is so much chaos that nobody seems to notice. Or if they did notice, there are more terrifying things in the near vicinity. Weapon drawn, the occultist places his skeletal servant between him and the enemy.
Mauro's skeleton mechanically claws out at the creature. The first claw lands, scraping red goo from the creature's form.
Crispin focuses, tuning out the activity around him, and successfully casts Haste, improving everyone's odds!
The orange creature attempts to slam into Asher but the ranger dexterously leans backward, avoiding contact completely!
Slam (Attack): 1d20 + 5 ⇒ (4) + 5 = 9
The green creature attempts to slam into Asher's Huntress! What are the AC and CMD of Huntress?
Slam (Attack): 1d20 + 5 ⇒ (8) + 5 = 13
Slam +Grab (Damage): 1d6 + 2 ⇒ (4) + 2 = 6
Grab DC16: 1d20 + 9 ⇒ (17) + 9 = 26
The blue creature lurches into Becky, but the bard is too quick!
Slam (Attack): 1d20 + 5 ⇒ (5) + 5 = 10
Round 1
Purple 22
Red 21 (6 damage)
Mauro 21
Yellow 19
Crispin 18 (3 damage)
Orange 16
Green 13
Blue 11
Asher (and Huntress) 9
Becky 8
Talath 3 (Magic Circle Against Evil)
Party-wide buffs: Haste
Bold may act!
Asher: I adjusted Asher's init bonus on the first combat slide. Thanks for the heads up! :)

Becky Beys |

Becky takes a deep breath, both to help steady her frayed nerves and to prepare for what she's about to unleash.
"Shapechangers! Facelessstalkers! Sneakybeastieswilltrytoflankyou! Closeranks! They'llsuckyourbloodiftheygrabyou! Gaa! Thegoats! THEY'REwhatkilledthegoats!!!"
Though her tongue is working a-mile-a-minute and she feels like she should be able to also attack the nearest foe, Crispin's spell doesn't quite work that way. The shrimpy bard hopes her newly-strengthened mithral shirt and darkwood buckler can protect her until she can take the fight to her foes.
Prepare to taste my steel, monster! Maybe TWICE!
Bardic Performance (Naturalist--Faceless Stalkers): Round #1 of 16. +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.
Becky's AC is up to 24 between Naturalist and Crispin's haste spell!

Asher 'Cinnis' Regillenus |

Asher's Ac is now 27, and his Favored Enemy +4 has been triggered with Becky's ID of our opponents.
Good to know, lass! I think I have a trick or two for these beasties!
Full Round Action: Full Attack with Nodaci against Orange, with a five-foot step to get to purple if Orange if killed early.
Attack 1: 1d20 + 18 ⇒ (9) + 18 = 27
damage: 1d10 + 15 ⇒ (8) + 15 = 23
Attack 2 (Haste): 1d20 + 16 ⇒ (2) + 16 = 18
damage: 1d10 + 15 ⇒ (9) + 15 = 24
Attack 3: 1d20 + 11 ⇒ (14) + 11 = 25
damage: 1d10 + 15 ⇒ (5) + 15 = 20
Hnntress snaps at Green.
Attack 1: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d6 + 5 ⇒ (6) + 5 = 11
Asher whirls, dealing death as quickly as possible to protect his compatriots and Huntress. He smiles at Crispin and Bwecky to thank them for the boosts in their prowess at this time of need.
Huntress tastes the sickly ichor of their enemy as well. Perhaps she can aid them in their desparation.

Talath Na'El |

Concentration vs. DC 17 for Bless: 1d20 + 10 ⇒ (7) + 10 = 17
Yikes that was close! Casting Defensively to prevent AoOs.
Talath concentrates and calls upon the power of Desna to bless all allies! Once he has finished casting the spell Talath draws his starknife to threaten the enemies.
@GM: The Bless spell is a 50 ft. burst so any colonists, guards, allies, etc. willing to fight would also receive the bonus.

GM Ventiine |

✦ Talmandor's Bounty: Broken Masks (area M) * ˚ ✦
In Round 1, Asher peppers the orange and the purple creatures with arrows. The orange creature wabbles and falls, dead!
Asher Handle Animal Check (attack green): 1d20 + 4 ⇒ (11) + 4 = 15 Pass
Huntress listens to Asher's order and snaps her powerful jaw down on green's leg!
Everything seems to snap into place in Becky's mind. She has several realizations all at once with not enough time to share her knowledge. A waterfall of words falls from her lips, but in chaos, she's not sure how much of those words have been comprehended.
Talath carefully casts another spell, blessing the party and surrounding allies! (That's really good!)
In Round 2, the purple, red, and yellow faceless stalkers all take a five-foot step and pull out a longwords.
"Dad!" Medrinnah Harleau dashes from between two buildings towards the faceless stalker dragging away the unconscious soldier. The purple faceless stalker swings its longsword at her as she passes!
AoO Attack (Longsword): 1d20 + 5 ⇒ (11) + 5 = 16
AoO Damage (Longsword): 1d8 + 2 ⇒ (4) + 2 = 6
The blade cuts into her arm, but Medrinnah Harleau keeps running!
Attack (Improvised Weapon): 1d20 - 3 ⇒ (19) - 3 = 16 Wow.
Damage (Improvised Weapon): 1d3 + 1 ⇒ (3) + 1 = 4
Fueled by pure fury and teenage angst, Medrinnah Harleau smacks the faceless stalker square across the face with a bucket! However, the faceless stalker's body seems to rebound all of the damage. Unphased, the creature drags her father off the map!
Similarly, the mother is dragged off, leaving the small child wailing helplessly alone in the street.
Several colonists have stayed to fight, but more have run off.
Round 2
Purple 22 (20 damaged, injured)
Red 21 (6 damage)
Mauro 21
Yellow 19
Crispin 18 (3 damage)
Orange 16 (57 damage, very dead)
Green 13 (11 damage)
Blue 11
Asher (and Huntress) 9
Becky 8
Talath 3 (Magic Circle Against Evil)
Party-wide buffs: Haste, Bless, Bardic Performance
Bold may act!
I assume Huntress' AC is higher than 13?

Crispin Xantrian |

Crispin points at Lilac Fighting Mauro and the air burns as he unleashes a Scorching ray on it, trying to get Mauro clear.
Ranged vs Touch AC: 1d20 + 6 ⇒ (15) + 6 = 21
Damage + PBS: 4d6 + 1 ⇒ (3, 4, 2, 4) + 1 = 14
"Get that one!" He yells, pointing after the one who dragged Medrinnah's father away.

Mauro Ocela |

Let's see, I got haste, bless, a reach weapon, a warrior skeleton and multiple targets in reach...
The skeletal warriors steps forward and continues to claw ferociously at it's target...
Skeleton 5' step and full attack on red. Any spare attacks go to Blue.
Skeleton Claw A, to Hit: 1d20 + 6 + 2 + 2 + 1 ⇒ (1) + 6 + 2 + 2 + 1 = 12
+6 bab +2 str +2 naturalist +1 haste
Skeleton Damage, Claw A: 1d4 + 2 + 3 ⇒ (1) + 2 + 3 = 6
+2 str +3 occultist
Skeleton Claw B, to Hit: 1d20 + 6 + 2 + 2 + 1 ⇒ (10) + 6 + 2 + 2 + 1 = 21
Skeleton Damage, Claw B: 1d4 + 2 + 3 ⇒ (3) + 2 + 3 = 8
Skeleton Claw C, to Hit: 1d20 + 6 + 2 + 2 + 1 ⇒ (7) + 6 + 2 + 2 + 1 = 18
Skeleton Damage, Claw C: 1d4 + 2 + 3 ⇒ (2) + 2 + 3 = 7
Mauro steps into the fight and lays about him with enthusiasm with his Ranseur
Mauro 5' step and full attack on Purple. Any spare attacks go to Blue.
Mauro to Hit A: 1d20 + 6 + 5 + 1 + 1 + 2 + 1 ⇒ (12) + 6 + 5 + 1 + 1 + 2 + 1 = 28
+6 bab +5 str +1 enhancement +1 haste +2 naturalist +1 bless
Mauro Damage, A: 2d4 + 7 + 2 + 1 ⇒ (2, 4) + 7 + 2 + 1 = 16
7 str* 1.5 +2 Champion spirit +1 enhancement
Mauro to Hit B: 1d20 + 6 + 5 + 1 + 1 - 5 + 2 + 1 ⇒ (19) + 6 + 5 + 1 + 1 - 5 + 2 + 1 = 30
+6 bab +5 str +1 enhancement +1 haste -5 iterative+2 naturalist +1 bless
Mauro Damage, B: 2d4 + 7 + 2 + 1 ⇒ (3, 2) + 7 + 2 + 1 = 15
Mauro to Hit, Haste Attack: 1d20 + 6 + 5 + 1 + 1 + 2 + 1 ⇒ (15) + 6 + 5 + 1 + 1 + 2 + 1 = 31
Mauro Damage, Haste Attack: 2d4 + 7 + 2 + 1 ⇒ (2, 2) + 7 + 2 + 1 = 14
Mauro grinds out "Asher, chase down the one with Medrinnah's dad - I can settle these clowns..."
With Haste, Naturalist and Protection from Evil (Talath's Aura)Mauro Effective AC 25. Skeleton Effective AC 19 w/Haste, Naturalist HP 22/22

Asher 'Cinnis' Regillenus |
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DM, is the faceless stalker that dragged Medrinnah's dad off still reachable?
I have also added HUntress' AC and Init scores to the end of my profile tag. Currently, her AC is 22.
And Asher is in melee with his nodachi and not using his bow.

GM Ventiine |

✦ Talmandor's Bounty: Broken Masks (area M) * ˚ ✦
In Round 2, Mauro and the skeletal servant work together to cut down the red faceless stalker. The occultist then turns towards the blue faceless stalker, slicing two deep cuts into the fleshy body!
In an intimidating display, Crispin simply points his finger at the purple faceless stalker, and flames violently erupt - completely engulfing the creature. It shrieks inhumanely and charrs into a black charcoal crisp! The arcanist calls out authoritatively for someone to go after the kidnapper, all traces of his usual meekness gone.
Round 2
Purple 22 (34 damage, charred to a crisp)
Red 21 (37 damage, dead)
Mauro (and skeleton) 21
Yellow 19
Crispin 18 (3 damage)
Orange 16 (57 damage, very dead)
Green 13 (11 damage)
Blue 11 (29 damage, very injured)
Asher (and Huntress) 9
Becky 8
Talath 3 (Magic Circle Against Evil)
Party-wide buffs: Haste, Bless, Bardic Performance
Round 3
Mauro (and skeleton) 21
Crispin 18 (3 damage)
At the start of Round 3, you hear the dying shriek of another faceless stalker as the head of a spear penetrates from the neck through the skull. Holding the length of the spear is a familiar face! You realize it's Tasrel, the sole survivor of the gillman tribe you spared and saved!
The faceless stalker who'd surprized the woman (presumably masquerading as her husband) loses their grip and the woman runs toward and past you, screaming in terror. The other settler - a dwarf outfitted in logging gear - intercepts the faceless stalker. "Oh no you don't, beastie. Ye got to deal with me now!" The dwarf flexes his grip on his axe. The blade is covered in red goo from the other dead faceless stalker.
Bold may act!
Oh, whoops yep melee not ranged! Good catch! XD Sorry for the typos too. My lunch is almost over. You can give chase - you would need to split the party unless you all want to move now. Please let me know if you wish to split the party.

Talath Na'El |

Quickly speaking to Asher Talath says, "Run them down!"
Talath takes a small step towards the stalker attacking Huntress and attempts to strike the faceless fiend!
Starknife, Bard, Haste: 1d20 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 151d4 ⇒ 2
Starknife, Bard, Haste: 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 271d4 ⇒ 2
Crit?
Starknife, Bard, Haste: 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 271d4 ⇒ 2
Back to back 20s, heh.

Becky Beys |

Becky says a few more encouraging and inspirational words to bolster her friends and the other colonists fighting the faceless stalkers before withdrawing from the fight to go after the monster attempting to kidnap Sighra. En route, she taps Medrinnah on the shoulder to let her know that she's there and will be trying to rescue her dad.
Maintaining bardic performance as a free action. Then using the withdraw action to detach from combat (and avoid an AoO from Blue) and pursue the stalker that's abducting Sighra. (I believe that occurred at the left edge of the map; if not, please reposition Becky's token to a move appropriate spot on the map.)
Bardic Performance (Naturalist--Faceless Stalkers): Round #2 of 16. +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities. Lingering Performance will give folks outside of the normal range of the performance (i.e.--out of earshot) two additional rounds of the bonus.

Asher 'Cinnis' Regillenus |

DM, can you indicate where the stalker dragging Sighra off is? Asher has enough movement with the Haste (thanks Crispin) to Charge that stalker and pin it. If not, please let me know. He should still have enough movement to engage normally, and if not, will use the Quick Runner Shiort to add to his movement.

Becky Beys |

Ooh, I forgot about haste! So Becky could go aways beyond the map's edge (which was a 55-foot double move/withdraw for her). She's also got a quick runner's shirt, but she wouldn't have thought of using that. I'll save that in case the faceless stalker has somehow gotten out of sight already and Asher and Becky need to split up to find it.

Talath Na'El |

I just remembered a starknife is a x3 crit!
Starknife: 1d4 ⇒ 3
7 massive points, take that!

GM Ventiine |

If you want to exit the map, I'm going to narrate a few things and I'll roll a percentage change die for a chance of finding the faceless stalker that kidnapped the guard captain. (High roll will be good.)
Do you all want to split the party? Asher and Becky, are you leaving the other party members on this map? I won't immediately plop you on a new combat map.
If the scene didn't convey it clearly: Talmandor's Bounty has descended into chaos. Everyone is fleeing, fighting, hiding, or getting kidnapped by faceless stalkers. Everyone is running in every direction, which makes it challenging to keep an eye on a specific individual or where they are heading. Think of the first Pirates of the Caribbean movie when the pirates land to kidnap Elizabeth and everyone is running around on the streets.

Crispin Xantrian |

Looking around Crispin can see that Mauro, Tasrel and Taleth now have the advantage where we are. He points at Yellow and repeats his Scorching ray
Scorching ray vs Touch + PBS: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage + PBS: 4d6 + 1 ⇒ (4, 2, 1, 6) + 1 = 14
He then steps into a fold of space and steps out just behind Ashur & Becky.
Dimensional slide 60' range. used like a 5' step.

Asher 'Cinnis' Regillenus |

Becky, do you still want o go off the map if the chaos is so widespread? We only have a chance of finding our target, and we'll be leaving our team.

Becky Beys |

Becky, do you still want to go off the map if the chaos is so widespread? We only have a chance of finding our target, and we'll be leaving our team.
Yeah. From a strictly RPing standpoint, Becky would do anything in her power to save Medrinnah's dad. Even from a "Let's think this through" viewpoint, I think it's not a bad play. Lingering Performance should help the others in their fight. And with haste active, hopefully we'll be back to the main fight sooner rather than later. Lastly, I'm figuring that the stalker that abducted Sighra won't have gotten far carrying a grown man presumably wearing some kind of metal armor.
ALSO: We have Medrinnah as a witness. She can presumably point in which direction the stalker took her dad.

Talath Na'El |

Asher 'Cinnis' Regillenus wrote:Becky, do you still want to go off the map if the chaos is so widespread? We only have a chance of finding our target, and we'll be leaving our team.Yeah. From a strictly RPing standpoint, Becky would do anything in her power to save Medrinnah's dad. Even from a "Let's think this through" viewpoint, I think it's not a bad play. Lingering Performance should help the others in their fight. And with haste active, hopefully we'll be back to the main fight sooner rather than later. Lastly, I'm figuring that the stalker that abducted Sighra won't have gotten far carrying a grown man presumably wearing some kind of metal armor.
ALSO: We have Medrinnah as a witness. She can presumably point in which direction the stalker took her dad.
Channels 'Battle Bots': FIGHT FIGHT FIGHT FIGHT FIGHT! :)

Asher 'Cinnis' Regillenus |

Asher will double move to the edge of the map and reasses, and will engage with the target faceless stalker if it's spotted. If it's not spotted, he will continue with Becky and use the Quick Runner Short to get into engagement range for melee to force it to drop Medrinnah's father.
DM, please roll our spot check.

GM Ventiine |

✦ Talmandor's Bounty: Broken Masks (area M) * ˚ ✦
In Round 2, Asher and Becky gives chase to the faceless stalker kidnapping Sighra Harleau.
Asher Spot Faceless Stalker DC 50+: 1d100 ⇒ 19 Oof.
Becky Spot Faceless Stalker DC 50+: 1d100 ⇒ 70
The two run in the same direction as the faceless stalker, but other colonists bump into you, slowing your pursuit. As you continue chase (heading North towards the palisade) Becky spots the escaping faceless stalker!
Asher and Becky hear Ramona's voice and turn to see the colony leader singing and swinging a rapier. She notices you but doesn't break lyric. This may or may not be the first time you've heard Ramona sing and she's an excellent singer.
The two colony priests, (Kurvis Nurpico and Eamon Caranth) are also within the palisade, saving colonists who are under attack and tending to those already injured. Both priests are holding what looks like metamagic rods. Kurvis gravely calls to you as you pass: "careful, people aren't what they seem. A lot of colonists have transformed."
Eamon Caranth: 1d100 ⇒ 79
Eamon Caranth spots something and shouts, "stop carrying him!"
??? DC18: 1d20 + 4 ⇒ (13) + 4 = 17
You follow Eamon's gaze and he's looking towards the western palisade gates. The faceless stalker you've given chase to appears to have dropped the unconscious Sighra Harleau, but has escaped into the masses. The soldier's body lays facedown in the dirt and a couple of panicked colonists trample over his body as they dash inside the palisade walls. Behind Eamon, a faceless stalker cuts down a colonist with a longsword and the priest wheels around to face the immediate threat.
Asher & Becky, you can full-round run to reach the unconscious Sighra Harleau in Round 3.
`*•.¸,¤°´✿.。.:*
Meanwhile, (in Round 2) right outside the palisades, Talath strikes at the green faceless stalker with his starknife! The second swing cuts deeply into the faceless stalker's ambiguous form and it shrieks!
In Round 3, the yellow faceless stalker takes a five-foot step towards Talath and swings a longsword at the cleric but the blade hits armor! (forgot to have yellow act last post, whoops)
Attack (Longsword): 1d20 + 5 ⇒ (11) + 5 = 16
Damage (Longsword): 1d8 + 2 ⇒ (6) + 2 = 8
Crispin shoots more fire from his fingertips, this time directed at the yellow faceless stalker! The creature shrieks and looks painfully singed!
Round 3
Purple 22 (34 damage, charred to a crisp)
Red 21 (37 damage, dead)
Mauro (and skeleton) 21
Yellow 19 (14 damage, injured)
Crispin 18 (3 damage)
Orange 16 (57 damage, very dead)
Green 13 (18 damage, injured)
Blue 11 (29 damage, very injured)
Asher (and Huntress) 9 (off map)
Becky 8 (off map)
Talath 3 (Magic Circle Against Evil)
Party-wide buffs: Haste, Bless
Bold may act!
Whew, that post was a little complicated. Please let me know if I missed something!

Crispin Xantrian |

Ashur & Becky seem to have found reinforcements so Crispin Dimensionally slides back to assist Taleth by blasting Yellow again.
Scorching ray + PBS on Yellow: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
damage + PBS: 4d6 + 1 ⇒ (6, 5, 2, 1) + 1 = 15

Becky Beys |

"I'll try to heal Sighra and get him back on his feet!" Becky tells Asher as she races toward where her friend's father lies.
Becky Beys Spellcraft Check: 1d20 + 8 ⇒ (10) + 8 = 18

Mauro Ocela |

Evil cunning has Mauro's skeleton step into a flanking position on the faceless stalker next to it before lashing out with it's claws...
5' step gives it a flank on Blue, with Mauro's reach weapon
full attack
Skeleton Claw A, to Hit: 1d20 + 6 + 2 + 2 + 1 + 2 ⇒ (3) + 6 + 2 + 2 + 1 + 2 = 16
+6 bab +2 str +2 naturalist +1 haste +2 flank
Skeleton Damage, Claw A: 1d4 + 2 + 3 ⇒ (1) + 2 + 3 = 6
+2 str +3 occultist
Skeleton Claw B, to Hit: 1d20 + 6 + 2 + 2 + 1 + 2 ⇒ (18) + 6 + 2 + 2 + 1 + 2 = 31
Skeleton Damage, Claw B: 1d4 + 2 + 3 ⇒ (3) + 2 + 3 = 8
Skeleton Claw Haste, to Hit: 1d20 + 6 + 2 + 2 + 1 + 2 ⇒ (6) + 6 + 2 + 2 + 1 + 2 = 19
Skeleton Damage, Claw Haste: 1d4 + 2 + 3 ⇒ (4) + 2 + 3 = 9
Mauro then takes a step to attack Talath's opponent
5' step and full attack yellow ; given I'm before Crispin in the init order, and I expect yellow to die here, perhaps Crispin blasts green?
Mauro to Hit A: 1d20 + 6 + 5 + 1 + 1 + 2 + 1 ⇒ (10) + 6 + 5 + 1 + 1 + 2 + 1 = 26
+6 bab +5 str +1 enhancement +1 haste +2 naturalist +1 bless
Mauro Damage, A: 2d4 + 7 + 2 + 1 ⇒ (4, 3) + 7 + 2 + 1 = 17
7 str* 1.5 +2 Champion spirit +1 enhancement
Mauro to Hit B: 1d20 + 6 + 5 + 1 + 1 - 5 + 2 + 1 ⇒ (14) + 6 + 5 + 1 + 1 - 5 + 2 + 1 = 25
+6 bab +5 str +1 enhancement +1 haste -5 iterative+2 naturalist +1 bless
Mauro Damage, B: 2d4 + 7 + 2 + 1 ⇒ (4, 3) + 7 + 2 + 1 = 17
Mauro to Hit, Haste Attack: 1d20 + 6 + 5 + 1 + 1 + 2 + 1 ⇒ (8) + 6 + 5 + 1 + 1 + 2 + 1 = 24
Mauro Damage, Haste Attack: 2d4 + 7 + 2 + 1 ⇒ (3, 4) + 7 + 2 + 1 = 17

Talath Na'El |

@GM: You can have Yellow take an extra swing from last round at Talath if you want. I'll wait to see how Mauro's and Crispin's attacks resolve before deciding on Talath's actions. If the way is clear, he'll advance to the Black Faceless Stalker by Tasrel.

Asher 'Cinnis' Regillenus |

With Sighra well in hand with Becky, Asher will engage the stalker behind Eamon and then check the area to see if it is safe to dash bask to the main group.
DM, no need to do a combat there. Let me know if you think there are other opponents visible by the palisade, and if not, Asher will Run back, Hasted. Let me know where he can reach in turn four.
Becky, is Sighra OK? Our friends may need us, so let's clean up this area and get back as soon as we can.
In the meantime, Huntress will attack Green.
Attack 1 - Bite: 1d20 + 9 ⇒ (13) + 9 = 22
Damage - Bite: 1d6 + 4 ⇒ (1) + 4 = 5
Attack 2 (Haste) - Bite: 1d20 + 9 ⇒ (19) + 9 = 28
Damage - Bite: 1d6 + 4 ⇒ (1) + 4 = 5

GM Ventiine |

✦ Talmandor's Bounty: Broken Masks * ˚ ✦
In Round 3, Mauro finishes off the blue faceless stalker with a single swing! Then, the occultist and Crispin cut and scorch the green faceless stalker before it has a chance to run away!
`*•.¸,¤°´✿.。.:*
Inside the palisade, Becky reaches unconscious Sighra Harleau and discovers he's just been knocked unconscious. There's blood and a wound on his head.
Asher is too far away to move and assist in the fight, but he's able to run back to the others and inform them where Becky is.
`*•.¸,¤°´✿.。.:*
Assuming the party take a round to regroup with Becky, the young bard brings the guard caption to consciousness. He sits up and touches the back of his head, confused.
(If you desire) I'll let you all RP how you regroup. More narration tomorrow (Saturday) evening to progress.

Talath Na'El |

"Gather as many of the wounded as possible and bring them to me so I can channel the power of Desna to heal their wounds. Were we able to capture any of those...things? Even if not we should recover some of the corpses to see what we can learn about them. Tracking, object reading...anything at our disposal."

Becky Beys |

Becky uses one of her more powerful healing spells to bring Sighra Harleau back around. She knows she has to do more than just keep the soldier from dying; he has to be able to help join the fight against the faceless stalkers trying to overrun the colony!
Hearing Asher's called question, Becky gives her comrade a vigorous nod.
Offering the much larger man a hand to pull him back to his feet, Becky smiles at her best friend's dad. "Medrinnah may have saved your life." she tells him. "My friends and I were ambushed by a half-dozen of those things; if it weren't for Medrinnah running up, yelling and pointing, we might not even have realized you'd been taken! Let's get you back to her...."
Becky Beys cure moderate wounds (Sighra): 2d8 + 6 ⇒ (6, 6) + 6 = 18

GM Ventiine |

✦ Talmandor's Bounty: Burning Supply Ship (area N) * ˚ ✦
The party regroups around Becky, who brings the guard captain back to consciousness. "My Medrinnah saved my life?" As if on cue, the teen rushes forward and flings her arms around his neck. "Daddy!"
Talath starts giving orders, directing those who have their wits enough to help. You see Ramona nod to Talath in approval, although she hasn't stopped singing.
You spot Luetin Calewick, the blacksmith running out of the forge. He jams a plate helmet on his head while running with a longsword in his other hand. He engages in with the faceless stalker pairing off against Eamon Caranth and lands a blow from behind! It seems like some that ran were just going home to retrieve weapons and armor to fight.
From the chaos observed, you think half of the colonists must be faceless stalkers. You see a faceless stalker in the crowd wearing Kereda Harper's clothing and another wearing Andvara Jeclair's dress and expensive jewelry!
BOOM!
A plume of smoke is rising up into the air from the Andoran supply ship!
"The ship!" Lyra Heatherly appears near you, wearing leather and holding a longbow. A fresh set of screams erupt from the docks and panic seems to heighten.
`*•.¸,¤°´✿.。.:*
When the party is ready, you sprint towards the shore! As you're running, your ears hear crackling and popping of fire as flames rise around the Argent Cornucopia. Your eyes water and your throat feels dry from the smoke.
You see a female dwarf at the base of the dock with a crate of liquid-filled vials. She tosses one at the ship and it explodes into a firey mass. "A- Alba?" Not 10 feet away, you see an old adventuring friend: Antaral is staring incredulously at Alba Divenvaar's back.
The dwarf turns and you see her gleeful face ripple into the unsettling wharls and slits of a faceless stalker!
"You..." Antaral's voice is full of barely contained rage. "You are not my dear friend. What have you done with her?!" He uncorks a concoction and downs it, charging toward the imposter!
A few people call to you from aboard the ship. "Help! Help!" Fire races up the ship’s sails, and a handful of sailors try to fend off numerous faceless horrors.
Combat timer instructions in next post.

Talath Na'El |

Talath can't miss the Perception check (+15).
"Damn it, people near the docks are on fire! If we can gather them I can channel to heal them!"
Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11
"I'm going onto the ship!"
With his increased movement Talath races towards the ship.
@GM: Would he have time to cast 1 spell before reaching the ship?

Mauro Ocela |

Perception: 1d20 + 6 + 3 + 1 + 3 ⇒ (19) + 6 + 3 + 1 + 3 = 32 vs dc 16
6 rank +3 trained +1 wis +2 racial +3 Skill Focus
K Arcana: 1d20 + 6 + 3 + 2 ⇒ (8) + 6 + 3 + 2 = 19 vs DC 12
6 ranks +3 trained +2 int
Even as Mauro and his skeletal warrior rush to the fight, he proposes: "Split up the work - some of us kill stalkers, the others fight fires!"
@ Ventiine, some question before I actually act - 1) Has haste worn off yet? 2) If I step into the dashed yellow square, can I attack faceless stalker Blue with my ranseur (reach weapon) or is there enough freeboard to the ship to prevent this? 3) How much move to go up the ramp ( I am guessing difficult terrain = 10 ft) 4) where is fake Alba on the map (or is she offscreen with Antaral)?

Becky Beys |

Becky invites herself into a quick group hug with Sighra and Medrinnah, shedding a few tears of joy at their reunion. "Be safe!" she says as she separates herself and begins looking about in a panic. Rushing over to Ramona, the teen asks, "Ramona! Have you seen my mother?"
Becky Beys Perception Check: 1d20 + 10 ⇒ (14) + 10 = 24
Becky Beys Knowledge (arcana) Check: 1d20 + 15 ⇒ (11) + 15 = 26
Becky Beys Perception Check (looking for her mom): 1d20 + 10 ⇒ (4) + 10 = 14

GM Ventiine |

Becky: 1d20 + 3 ⇒ (1) + 3 = 4
Crispin: 1d20 + 2 ⇒ (8) + 2 = 10
Mauro: 1d20 + 2 ⇒ (17) + 2 = 19
Talath: 1d20 + 2 ⇒ (12) + 2 = 14
Red Faceless Stalker: 1d20 + 5 ⇒ (6) + 5 = 11
Blue Faceless Stalker: 1d20 + 5 ⇒ (8) + 5 = 13
Yellow Faceless Stalker: 1d20 + 5 ⇒ (10) + 5 = 15
Green Faceless Stalker: 1d20 + 5 ⇒ (3) + 5 = 8
Pink Sailor (Shipmate): 1d20 + 1 ⇒ (17) + 1 = 18
Purple Sailor (Shipmate): 1d20 + 1 ⇒ (10) + 1 = 11
Teal Sailor (Shipmate): 1d20 + 1 ⇒ (13) + 1 = 14
Orange Sailor (Shipmate): 1d20 + 1 ⇒ (1) + 1 = 2
✦ Talmandor's Bounty: Burning Supply Ship (area N) * ˚ ✦
In response to Becky's question, the colony leader points to the Government Building but doesn't stop singing her inspirational tune. Becky doesn't and hasn't seen her mom among those running and fighting on the streets.
`*•.¸,¤°´✿.。.:*
Screams ring out across Talmandor’s Bounty, and the panicked voices of sailors are highlighted by the crackle and pop of freshly rising flames. The Argent Cornucopia, a resupply ship from Andoran docked at the colony, has come under attack. Fire races up the ship’s sails and a handful of sailors try to fend off numerous faceless horrors.
You assess the situation:
The Argent Cornucopia has been set ablaze. You have about a minute (10 rounds) from the time you arrive at the docks to defeat the faceless stalkers and extinguish the flames, or else the fire on the ship will spread too far for you to stop it and the entire vessel will be a loss.
There are also four brave sailors fighting to keep the faceless stalkers back so they can try to put out the raging fire. The sailors are vastly outmatched and you don’t think they’ll survive without your aid.
You think you can attempt to actively halt the spread of fire with the aid of spells such as create water or quench. Each square of fire successfully doused adds 1 round to the time you have to defeat the faceless stalkers.
Information about the fire mechanics can be found on the combat slide. At the start of the round, I will roll a d20 to see where the fire spreads. There are four faceless stalkers (solid borders) and four sailors (dotted borders).
The dock is 5 feet above the water. The ship is 5 feet above the dock with a stable sloping ramp connecting the two. The ship is large enough and tied to the dock such that the area above the water is normal terrain.
In Round 1, the fire blazes!
Fire: 1d20 ⇒ 15 The fire does not spread.
Round 1
Mauro 19
Pink Sailor (Shipmate) 18
Yellow Faceless Stalker 15
Talath 14 (Magic Circle Against Evil, Resist Energy Fire, Fly)
Teal Sailor (Shipmate) 14
Blue Faceless Stalker 13
Red Faceless Stalker 11
Purple Sailor (Shipmate) 11
Crispin 10 (3 damage)
Green Faceless Stalker 8
Asher 7
Becky 4
Orange Sailor (Shipmate) 2
Party-wide buffs: Bless
Bold may act!
Haste has worn off.
Talath, (if you wish) you can still cast that spell if you like prior to Round 1.
Mauro, you can't reach the blue faceless stalker from the yellow square. You'll have to board the ship.

Talath Na'El |

@GM: In the previous round Talath casts Resist Energy (fire) upon himself.
Talath calls upon Desna to grant Mauro the power of flight!
And then hurries along the dock and up the ramp onto the deck of the ship.
I believe I calculated his 40' of movement correctly; please adjust him if I didn't.
#2: Talath has neither Create Water nor Quench in memory or on scrolls so those aren't options.

Becky Beys |

Becky moves closer to the gangplank and reinitiates her Naturalist bardic performance to help her friends (and the sailors) battle the faceless stalkers aboard the vessel.
"Let's take them out quick!" the bard urges. "I need to find my mom!"
Bardic Performance (Naturalist--Faceless Stalkers): Round #3 of 16. +2 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.

Crispin Xantrian |

Crispin will refresh the Haste on the party as we draw close to the ship. He has no water spells so will use his magic to deal with the Stalkers.

Mauro Ocela |

As the party hustles to the docks where the Argent Cornucopia is under attack, Mauro fortifies himself with necromancy...
Casts False Life
False Life Temp HP: 1d10 + 6 ⇒ (6) + 6 = 12
Edit: Actions revised for Haste
With Crispin's magic accelerating them, Mauro and his skeleton rush the enemy and attack!
Mauro move action: 60' with haste, following the dashed green line. As he moves he readies his shield as a free action (he has a bab > +1)
Mauro Standard action : Attack green (who is flanked)
Skeleton Move action: 60' with Hast, following the dashed pink line and sets itself up as a target for 2 stalkers (blue and red), but also offers a flanking partner for 2 sailors (Orange and Teal)...
Skeleton Standard Action: Attack Blue
Skeleton Claw , to Hit Blue: 1d20 + 6 + 2 + 2 + 1 + 2 ⇒ (1) + 6 + 2 + 2 + 1 + 2 = 14
+6 bab +2 str +2 naturalist +1 haste +2 flank
Skeleton Damage, Claw Blue : 1d4 + 2 + 3 ⇒ (3) + 2 + 3 = 8
+2 str +3 occultist
Mauro to Hit Green: 1d20 + 6 + 5 + 1 + 1 + 2 + 1 + 2 ⇒ (17) + 6 + 5 + 1 + 1 + 2 + 1 + 2 = 35
+6 bab +5 str +1 enhancement +1 haste +2 naturalist +1 bless +2 flank
Mauro Damage, Ranseur Green: 2d4 + 7 + 2 + 1 ⇒ (1, 4) + 7 + 2 + 1 = 15
7 str* 1.5 +2 Champion spirit +1 enhancement
Mauro will use a point of focus and an immediate action to pull it back up at full HP. (Remember though, that the skeleton has DR 5/crushing, and the Stalkers are using longswords)
@Talath, A) are you even within touch range to cast fly on me, and B) Why are you proposing to cast Fly on me? None of our enemies are flying right now... I'd say save your spell for when we need it.

Talath Na'El |

@Talath, A) are you even within touch range to cast fly on me, and B) Why are you proposing to cast Fly on me? None of our enemies are flying right now... I'd say save your spell for when we need it.
A) On the Combat Map, before Talath moved, he was right next to Mauro. B) I selected Fly so Mauro wouldn't have to deal with the docks and the ramp and could directly fly onto the deck of the ship. We also didn't have Haste on us at the time I made the post so Fly would increase his movement to either 60' or 40', depending on armor.

Asher 'Cinnis' Regillenus |

[dooc]DM, if Asher is on the left side of the dock, can he target the faceless stalkers on the ship despite the height difference? Is that partial cover?[/ooc]