GM Imperius' Skull & Shackles

Game Master Robert Henry

Sumithia Map...Combat Map...spreadsheet
Important numbers: Infamy: 33, Disrepute: 33, Plunder: 5, Sub-officers 9, crew 78
Ships watch/Bells ...Port Peril Map...The Isle of Empty Eyes


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Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Will: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31 (good hope, moment of greatness)

Whew...


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Brother MacLaren heals Tucci, sacrificing Remove Curse.
CSW: 3d8 + 9 ⇒ (7, 3, 6) + 9 = 25

"Good enough?"


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 52/57 (+18/18); AC: 29, tch 14, flat 25 (barkskin included, protective luck active)
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (protective luck active) (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 8/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Good Hope (2), Spell Immunity (phantasmal killer/confusion, 2), Protective Luck (roll twice to hit first time 2/2r)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), Magic Fang (+2, full), Spell Immunity (phantasmal killer/confusion, 2), Good Hope (2), Moment of Greatness (1), Protective Luck (roll twice to hit first time)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (4/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -

”Good enough indeed - thanks Mac!”

”Let’s see if there are any more dreams about. Nasty things… No wonder that poor man went mad.”

Tucci will poke his head in B10 before heading up stairs.
Perception: 1d20 + 24 + 2 ⇒ (6) + 24 + 2 = 32 (hope)


narrator robot wrote:

B1O. KITCHEN

This once well-stocked kitchen has been thoroughly ransacked, as has the root cellar beneath, accessible through a trap door in the room's north corner. The Root cellar is also stripped clean of anything edible or valuable.
B11. MESS HALL
Clearly a well used mess hall and tavern in slight disrepair. Unsurprising the shelves, cupboards, and rum barrels, are all ransacked and empty. The stairs to the west lead up the second floor.

AS the officers of the 'Charm' head up the stairs they find:

B18. MADAMS QUARTERS
It seemed at some point someone brought several prostitutes with them to the Island of Empty Eyes. These professionals quickly established a brothel to keep the occuapnts of the fort entertained and motivated, claiming the upper floors of the mess hall as their own. The prostitutes' matronly madam selected this bedroom for herself, though it now lies in disarray. The stairs outside the door lead downstairs to the mess hall.

B19. BROTHEL BEDROOMS
The brothel's employees used these rooms to entertain their clients in exchange for whatever spoils the occupants of the fort could offer in trade. The rooms are now empty.


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

"A bit disappointing that everything was already picked clean. Seems to point to the Animate Dreams moving in after the occupants were gone, though, rather than being the ones responsible." Veronica comments as she looks around the rooms.

"Well, if there's nothing else here, I say we keep exploring the rest of the fort. I'd rather explore while it's still daytime."

So, B9 next?


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"Makes me wonder who, or what, did the initial damage." Tucci suggests. The dreams were tough though, so whomever it was, they were weaker than the critters they've managed to best - though through careful planning.

He follows Veronica to the next structure. Yup, B9, then B8, etc.


B9. CHAPEL OF ARODEN
Only a handful of pews still stand in this simple chapel. The others have fallen long ago and lie scattered and broken on the floor. A large circle encompassing a winged eye forged of gold hangs from the twenty-foot-high ceiling.

Please place yourselves on the map in B9:)

DC 15 Knowledge (religion):
identifies the symbol on the ceiling as the holy symbol of the dead god Aroden. : The holy symbol of Aroden dates back several centuries and could prove valuable to collectors, fetching a price of 2,700 gp.


Initiative:

Mac: 1d20 + 3 ⇒ (8) + 3 = 11
Tucci: 1d20 + 2 ⇒ (19) + 2 = 21
Veronica: 1d20 + 1 ⇒ (4) + 1 = 5

Enemy
Blue: 1d20 + 7 ⇒ (17) + 7 = 24
Green: 1d20 + 7 ⇒ (15) + 7 = 22
Red: 1d20 + 7 ⇒ (18) + 7 = 25
Yellow: 1d20 + 7 ⇒ (16) + 7 = 23


knowledge: arcane DC 15:

I believe good hope is still active
Mac: 1d20 + 0 ⇒ (4) + 0 = 4
Tucci: 1d20 + 0 ⇒ (4) + 0 = 4
Veronica: 1d20 + 8 + 3 ⇒ (15) + 8 + 3 = 26
Eric: 1d20 + 6 + 3 ⇒ (9) + 6 + 3 = 18

As our intrepid adventures enter further into the chapel, four large spider-like monster with an eerie, humanoid face surrounded by a shaggy mane of fur manifest from thin air and begin to scitter down the walls. Eric and Veronica instantly recognize them as Phase Spiders, Creatures which live in the Ethereal plane and can move in and out of the material plane at a whim. Veronica, who'd studied them more, also knows they are more intelligent than regular arachnids, have a poisonous bite and can speak Aklo.

Suprise round
Each phase spider manifests near an officer chattering in Aklo to maximize their effectiveness as they attack the flat footed pirates. Mac and Tucci quickly avoid the first blue, and second Green spider. While Eric loses one of his mirror images thanks to the Third red spider. Meanwhile the fourth yellow spider bites Veronica, injecting her with poison.

Round 1
Taking advantage of the pirates, they attack again. Mac and Tucci again avoid the first blue, and second Green spider. While Eric loses another of his mirror images thanks to the Third red spider. Meanwhile the fourth yellow spider bites Veronica again, injecting her with poison. As quickly as they appeared, the disappeared back to the ethereal plane.

Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica - 24 HP, Fort DC 18 @ 2; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.
Eric 3 mirror images

stuff:

Blue Phase Spider HP 51 AC 17, touch 12, flat-footed 14 Fort +8, Ref +8, Will +3,
Green Phase Spider HP 51 AC 17, touch 12, flat-footed 14 Fort +8, Ref +8, Will +3
Red Phase Spider HP 51 AC 17, touch 12, flat-footed 14 Fort +8, Ref +8, Will +3
Yellow Phase Spider HP 51 AC 17, touch 12, flat-footed 14 Fort +8, Ref +8, Will +3
SPECIAL ABILITIES
Ethereal Ambush (Ex) A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.
Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).
Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.

surprise round Ethereal Ambush
Blue, bite Mac: 1d20 + 10 ⇒ (4) + 10 = 14 for damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)
green, bite Tucci flank: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 for damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)
Red, bite Eric flank: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 for damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)
Mirror images 5, 1 is bad: 1d6 ⇒ 6
Yellow, bite Veronica flank: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 for damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)

1st round Standard Attack, move Ethereal jaunt.
Blue, bite Mac: 1d20 + 10 ⇒ (4) + 10 = 14 for damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)
green, bite Tucci flank: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 for damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)
Red, bite Eric flank: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 for damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)
Mirror images 4, 1 is bad: 1d5 ⇒ 3
Yellow, bite Veronica flank: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 for damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)

Just in case, protective luck for Eric surprise round
Red, bite Eric flank: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Just in case, protective luck for Eric 1st rd. round
Red, bite Eric flank: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Knowledge (Religion) DC 15. Good Hope: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Mac knows very little about the holy symbol. Moving on!

The phase spiders are extremely quick, striking and retreating before the crew of the Charm can act.

The Ghost Whip can affect Incorporeal foes, but not Ethereal ones.

He draws his rapier and readies to strike the next spider that appears.

Readied Action:
Attack, Good Hope +2, PA -2, Divine Favor +3: 1d20 + 12 + 2 - 2 + 3 ⇒ (16) + 12 + 2 - 2 + 3 = 31
Damage, Good Hope, PA, Divine Favor: 1d8 + 7 + 2 + 4 + 3 ⇒ (6) + 7 + 2 + 4 + 3 = 22

AC 21 with Enlarge.


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 52/57 (+18/18); AC: 27, tch 14, flat 25 (protective luck active) (included: barkskin)
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (protective luck active) (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 8/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Good Hope (2), Spell Immunity (phantasmal killer/confusion, 2), Protective Luck (roll twice to hit first time 2/2r)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), Magic Fang (+2, full), Spell Immunity (phantasmal killer/confusion, 2), Good Hope (2), Moment of Greatness (1), Protective Luck (roll twice to hit first time)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (4/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -

Knowledge Religion: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 (good hope)
”Hey, I think that’s Aroden. That might be worth something. We should take it down and ship it over to the hold next time we head that way.” He grins, and admires the symbol.

- - -

”Damn spiders!” Tucci cries as they dig into Veronica twice. He readies attacks for their return as needed, as does Kasin - along with 5’ steps as needed. If possible, he’ll focus fire on any wounded spider, but that might not be an easy option so he’ll take what he can get.

Readied Actions:

Pike: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 (hope)
damage (P): 1d6 + 8 + 2 ⇒ (5) + 8 + 2 = 15 (hope)

Kasin Bite (magic): 1d20 + 12 + 4 ⇒ (6) + 12 + 4 = 22 (fang, hope)
damage (B/P/S): 1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12 (fang, hope)
- - -


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Fort save vs DC18 (Good Hope): 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Fort save vs DC18 (Good Hope): 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32

Veronica grits her teeth as she feels the spider bite her twice. Thankfully, she seems to manage to stave off the poison.

"Great, more things that can attack us and retreat. I'm starting to miss the undead infested island already." Veronica looks to Eric. "Eric, can you start your music? I'll be swinging blindly, so some extra inspiration would be helpful."

Started out with the fort saves and ended up typing up the whole post. This should go after Eric's - I would delay until he used IC - but with the post already done, figured I would post it first and Eric's next.

Actions: Arcane Pool for +3, spell combat for Frostbite, attacking Green (specifically, the square above Tucci - figured they would want to stick to thw walls and be somewhere they can pop in, attack and retreat without having to move much). Casting Frostbite at the end of the attacks (no use wasting charges)

Total Concealment (hit if > 50): 1d100 ⇒ 58
Attack (Inspire Courage, Good Hope, PA, Enlarge, Spell Combat): 1d20 + 6 + 7 + 5 + 3 + 2 - 2 - 1 - 2 ⇒ (5) + 6 + 7 + 5 + 3 + 2 - 2 - 1 - 2 = 23
Damage (Force) (PA, Inspire Courage, Good Hope, Enlarged): 2d6 + 5 + 7 + 4 + 3 + 2 ⇒ (5, 3) + 5 + 7 + 4 + 3 + 2 = 29

Total Concealment (hit if > 50): 1d100 ⇒ 23
Iterative Attack (Inspire Courage, Good Hope, PA, Enlarge, Spell Combat): 1d20 + 1 + 7 + 5 + 3 + 2 - 2 - 1 - 2 ⇒ (17) + 1 + 7 + 5 + 3 + 2 - 2 - 1 - 2 = 30
Damage (Force) (PA, Inspire Courage, Good Hope, Enlarged): 2d6 + 5 + 7 + 4 + 3 + 2 ⇒ (3, 2) + 5 + 7 + 4 + 3 + 2 = 26

Total Concealment (hit if > 50): 1d100 ⇒ 84
Spellstrike Attack (Inspire Courage, Good Hope, PA, Enlarge, Spell Combat): 1d20 + 6 + 7 + 5 + 3 + 2 - 2 - 1 - 2 ⇒ (5) + 6 + 7 + 5 + 3 + 2 - 2 - 1 - 2 = 23
Damage (Force) (PA, Inspire Courage, Good Hope, Enlarged): 2d6 + 5 + 7 + 4 + 3 + 2 ⇒ (3, 4) + 5 + 7 + 4 + 3 + 2 = 28

Flamboyant Arcana if attacked:

Parry (Inspire Courage, Good Hope, PA): 1d20 + 6 + 7 + 5 + 3 + 2 - 2 - 1 ⇒ (15) + 6 + 7 + 5 + 3 + 2 - 2 - 1 = 35
If successful
Riposte (Inspire Courage, Good Hope, PA): 1d20 + 6 + 7 + 5 + 3 + 2 - 2 - 1 ⇒ (5) + 6 + 7 + 5 + 3 + 2 - 2 - 1 = 25
Damage (Force) (2h, PA, Inspire Courage, Good Hope): 2d6 + 5 + 10 + 6 + 3 + 2 ⇒ (1, 3) + 5 + 10 + 6 + 3 + 2 = 30
Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (4) + 9 = 13 +Fatigue+Entangled
Intimidate(Demoralise): 1d20 + 22 ⇒ (2) + 22 = 24 If check exceeds DC by 10 or more, Will Save DC 19 or be frightened for 1 round


M Human HP 39/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 4/5 2nd: 1/6 3rd: 2/3

Eric swiftly starts his performance at his sister's request, and prepares to strike the first spider that comes into range.

IC+3, 14/19 rounds

Readied Attack:

Attack(Good Hope, IC): 1d20 + 5 + 1 + 2 + 2 + 3 ⇒ (12) + 5 + 1 + 2 + 2 + 3 = 25
Damage(Force)(Good Hope, IC, Arcane Strike): 1d8 + 1 + 2 + 2 + 3 + 2 ⇒ (4) + 1 + 2 + 2 + 3 + 2 = 14

Active Party Buffs:

Veronica
Spoiler:

Force Sword (1 encounters, +2 longsword)
Extended Channel Vigor (+6 competence on Will, Bluff and Intimidate) (1 encounters)
Extended Good Hope (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Spell Immunity (Phantasmal Killer, Confusion) (2 encounters)
Arcane Pool for +3 (1 encounter)
Enlarge Person (1 encounters)
Inspire Courage +3

Eric

Spoiler:

Force Sword (1 encounters, +2 longsword)
Extended Good Hope (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Spell Immunity (Phantasmal Killer, Confusion) (2 encounters)
Mirror Image (1 encounters, 3 images)
Inspire Courage +3

Mac

Spoiler:

Extended Good Hope (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Spell Immunity (Phantasmal Killer, Confusion) (2 encounters)
Inspire Courage +3
Moment of Greatness (1 encounters)
Enlarge Person (1 encounters)
Extended Divine Favor (1 encounters)
Death Ward
Extended Ghost Whip (1 encounters)

Tucci

Spoiler:

Extended Good Hope (2 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Spell Immunity (Phantasmal Killer, Confusion) (2 encounters)
Moment of Greatness (1 encounters)
Inspire Courage +3
Deadeye's Lore (full dungeon) (1)
Extended Barkskin (+4 natural armor, full dungeon)

Kasin

Spoiler:

Protective Luck (2 rounds after triggering)
Extended Good Hope (2 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Spell Immunity (Phantasmal Killer, Confusion) (2 encounters)
Moment of Greatness (1 encounters)
Inspire Courage +3
Magic Fang Greater (+2 Kasin’s bite, full dungeon)
Focus: Tiger & Bear (+4 dex and con) (always)


Swinging her blade repeatedly, as the others ready their attacks. Veronica guesses correctly that the phase spiders probably moved from their locations in the eather. As Eric begins his performance, the spiders watch to see if their venim effects the captain.

Round 2
Disipointed the captain seemed to be hale and whole the spiders move back to their points of attack and enter the material plane to attack. The first blue spider is struck by Mac's attack, just as the green spider gets bitten by Kasin, and Tucci stabs the yellow spider attacking Veronica. Meanwhile Eric stabs the red one manifesting in the door.

Each of the spiders attempt to bite their previous opponents, the first blue spider, struck by Mac, bites him back. The spiders attacking Veronica and Eric miss badly. but as Tucci takes his eyes off of it to stab the spider attacking Veronica, the green phase spider sinks its fangs into the halfling. But the Yellow spider stabbed by Tucci is so distracted, it not only missed Veronica but she flamboyantly struck the arachnid, doing all sorts of magical hoodoo to it as she wounds it and knocks it unconscious.

Round 2 Bold may go.
Mac - 17 HP, Fort DC 18; frequency 1/round for 8 rounds; 1/8 rds. effect 1d2 Constitution damage; cure 2 consecutive saves.
Tucci - 15 HP, Fort DC 18; frequency 1/round for 8 rounds; 1/8 rds. effect 1d2 Constitution damage; cure 2 consecutive saves.
Kasin
Veronica - 24 HP
Eric

stuff:

Blue Phase Spider - 22 HP 51 AC 17, touch 12, flat-footed 14 Fort +8, Ref +8, Will +3,
Green Phase Spider 12 HP 51 AC 17, touch 12, flat-footed 14 Fort +8, Ref +8, Will +3
Red Phase Spider - 14 HP 51 AC 17, touch 12, flat-footed 14 Fort +8, Ref +8, Will +3
Yellow Phase Spider - 45, - 13 nonlethal unconscious Fatigued –2 penalty to Strength and Dexterity + entagled –2 penalty on all attack rolls and a –4 penalty to Dexterity+ shaken (1st/2 rds) –2 penalty on attack rolls, saving throws, skill checks, and ability checks. HP 51 AC 17, touch 12, flat-footed 14 Fort +8, Ref +8, Will +3

2nd round move action, ethereal jaunt Attack.
Blue, bite Mac: 1d20 + 10 ⇒ (16) + 10 = 26 damage: 2d6 + 7 ⇒ (5, 5) + 7 = 17 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)
green, bite Tucci flank: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 damage: 2d6 + 7 ⇒ (4, 4) + 7 = 15 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)
Red, bite Eric flank: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)
Mirror images 3, 1 is bad: 1d4 ⇒ 2
Yellow, bite Veronica flank: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10 (plus poison Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.)


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 37/57; AC: 27, tch 14, flat 25 (included: barkskin)
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (protective luck active) (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 7/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Good Hope (2), Spell Immunity (phantasmal killer/confusion, 2), inspired
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), Magic Fang (+2, full), Spell Immunity (phantasmal killer/confusion, 2), Good Hope (2), Moment of Greatness (1), Protective Luck (roll twice to hit first time), inspired
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (4/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -

Tucci takes the poisoning and tries to resist (kicking himself for not animally energizing earlier!).
Fort: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 (hope) vs DC 18

Kasin focuses on red, biting twice.
Kasin Bite (magic): 1d20 + 12 + 7 ⇒ (13) + 12 + 7 = 32 (fang, hope, inspire)
damage (B/P/S): 1d8 + 7 + 7 ⇒ (4) + 7 + 7 = 18 (fang, hope, inspire)

Kasin Bite (magic): 1d20 + 7 + 7 ⇒ (15) + 7 + 7 = 29 (fang, hope, inspire)
damage (B/P/S): 1d8 + 7 + 7 ⇒ (7) + 7 + 7 = 21 (fang, hope, inspire)

He then 5’ steps over yellow to make room for Tucci.

Tucci swiftly adds the animals Tiger and Bear to his persona (dex and con) and 5’ steps where Kasin once stood. He still has no swing however as Veronica is too large and he’s hemmed in. So he’ll ready an action for a swing when he can… I could extend the pike, but I’ve already used my swift action this round.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Fort DC 18, Good Hope: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21

Brother MacLaren resists the toxin, uses the Sipping Jacket to heal himself (swift action), and presses the attack. He will remain on his guard, fighting defensively (for AC 23).

CMW: 2d8 + 9 ⇒ (6, 5) + 9 = 20

Attack vs Green, PA -2, IC +3, Good Hope +2, Outflank +4, Divine Favor +3, Defensively -4: 1d20 + 12 - 2 + 3 + 2 + 4 + 3 - 4 ⇒ (6) + 12 - 2 + 3 + 2 + 4 + 3 - 4 = 24
Damage, PA +4, IC +3, GH +2, DF +3: 1d8 + 7 + 4 + 3 + 2 + 3 ⇒ (1) + 7 + 4 + 3 + 2 + 3 = 20

Iterative: 1d20 + 7 - 2 + 3 + 2 + 4 + 3 - 4 ⇒ (10) + 7 - 2 + 3 + 2 + 4 + 3 - 4 = 23
Damage, PA +4, IC +3, GH +2, DF +3: 1d8 + 7 + 4 + 3 + 2 + 3 ⇒ (5) + 7 + 4 + 3 + 2 + 3 = 24


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Surprised that the spiders didn't immediately return to the Etheral Plane, Veronica strikes fiercely at the pnes around her, trying to make sure they don't get another chance.

I think Blue is the only one still standing after Kasin's and Mac's attacks? Attacking that one first.

Attack vs Blue (Inspire Courage, Good Hope, PA, Enlarge): 1d20 + 6 + 7 + 5 + 3 + 2 - 2 - 1 ⇒ (3) + 6 + 7 + 5 + 3 + 2 - 2 - 1 = 23
Damage (Force) (2h, PA, Inspire Courage, Good Hope, Enlarged): 2d6 + 5 + 10 + 6 + 3 + 2 ⇒ (6, 1) + 5 + 10 + 6 + 3 + 2 = 33
Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (3) + 9 = 12 +Fatigue+Entangled
Intimidate(Demoralise): 1d20 + 22 ⇒ (8) + 22 = 30 If check exceeds DC by 10 or more, Will Save DC 19 or be frightened for 1 round

Attack vs Blue (Inspire Courage, Good Hope, PA, Enlarge): 1d20 + 1 + 7 + 5 + 3 + 2 - 2 - 1 ⇒ (14) + 1 + 7 + 5 + 3 + 2 - 2 - 1 = 29
Damage (Force) (2h, PA, Inspire Courage, Good Hope, Enlarged): 2d6 + 5 + 10 + 6 + 3 + 2 ⇒ (5, 3) + 5 + 10 + 6 + 3 + 2 = 34
Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (6) + 9 = 15 +Fatigue+Entangled
Intimidate(Demoralise): 1d20 + 22 ⇒ (18) + 22 = 40 If check exceeds DC by 10 or more, Will Save DC 19 or be frightened for 1 round


M Human HP 39/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 4/5 2nd: 1/6 3rd: 2/3

Eric keeps up his inspiring music as the others quickly take the spiders down. Seeing as how all seem to be bleeding unconscious from the team's vicious counter attacks, Eric figures he might as well try and make sure the one next to him is really dead.

IC +3, 13/19 rounds

Assuming red is down. If not, attacking that one.

Coup de Grace on Yellow (Arcane Strike, IC, Good Hope): 2d8 + 2 + 4 + 4 + 6 + 4 ⇒ (1, 8) + 2 + 4 + 4 + 6 + 4 = 29

Attack vs Red if it's still up (Good Hope, IC): 1d20 + 5 + 1 + 2 + 2 + 3 ⇒ (8) + 5 + 1 + 2 + 2 + 3 = 21
Damage(Force)(Good Hope, IC, Arcane Strike): 1d8 + 1 + 2 + 2 + 3 + 2 ⇒ (2) + 1 + 2 + 2 + 3 + 2 = 12

Active Party Buffs:

Veronica
Spoiler:

Force Sword (1 encounters, +2 longsword)
Extended Channel Vigor (+6 competence on Will, Bluff and Intimidate) (1 encounters)
Extended Good Hope (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Spell Immunity (Phantasmal Killer, Confusion) (2 encounters)
Arcane Pool for +3 (1 encounter)
Enlarge Person (1 encounters)
Inspire Courage +3

Eric

Spoiler:

Force Sword (1 encounters, +2 longsword)
Extended Good Hope (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Spell Immunity (Phantasmal Killer, Confusion) (2 encounters)
Mirror Image (1 encounters, 3 images)
Inspire Courage +3

Mac

Spoiler:

Extended Good Hope (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Spell Immunity (Phantasmal Killer, Confusion) (2 encounters)
Inspire Courage +3
Moment of Greatness (1 encounters)
Enlarge Person (1 encounters)
Extended Divine Favor (1 encounters)
Death Ward
Extended Ghost Whip (1 encounters)

Tucci

Spoiler:

Extended Good Hope (2 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Spell Immunity (Phantasmal Killer, Confusion) (2 encounters)
Moment of Greatness (1 encounters)
Inspire Courage +3
Deadeye's Lore (full dungeon) (1)
Extended Barkskin (+4 natural armor, full dungeon)
Focus: Tiger & Bear (+4 dex and con) (1 encounter - extendable)

Kasin

Spoiler:

Protective Luck (2 rounds after triggering)
Extended Good Hope (2 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Spell Immunity (Phantasmal Killer, Confusion) (2 encounters)
Moment of Greatness (1 encounters)
Inspire Courage +3
Magic Fang Greater (+2 Kasin’s bite, full dungeon)
Focus: Tiger & Bear (+4 dex and con) (always)


Combat over
Realizing the spiders made a tactical error, the officers of the 'Charm' quickly take advantage of the situation. Each killing the 'Phase Spider' they attacked, scattering their bloody remains across the chapel floor.

If you move on to B8. COLLAPSED BUILDING
Only the four corners of this building remain standing. The walls and roof have long since fallen into a pile of debris. As you walk towards the fallen structure Tucci notices The collapsed timbers give way if anyone walks across this area, dropping victims among the sharp, broken beams into a deep cellar below.

I was going to have Eric take 10 on the trap, then realized taking the time for the trap will be an encounter, and I wasn't sure you would want to do so.
WEAKENED FLOOR Trap Disable Device DC 25 Effect 30-fl:.-deep pit (3d6 falling damage); broken pilings and supports (Atk +13, 1d4 spikes per target for 1d6+5 damage each); DC 25 Reflex save avoids; multiple targets (all targets in a 15-ft.-square area)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

"Eric, can you disable that trap? Looks like it could be bad."


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

While Eric looks at the trap, Tucci takes out the wand of healing. Then he remembers, and hesitates, "Mac, do you want to do some healing before I use this? A few of us took hits on that one and I'd like to freshen up."

Mac - 17 HP
Tucci - 15 HP
Veronica - 24 HP


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

"Of course."

Brother MacLaren channels the power of Cayden Cailean to heal.

Channel 1 of 4: 3d6 ⇒ (6, 6, 5) = 17

His injuries and Tucci's are healed in an instant, and Veronica's mostly so.


M Human HP 39/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 4/5 2nd: 1/6 3rd: 2/3
Brother MacLaren wrote:
"Eric, can you disable that trap? Looks like it could be bad."

"Yeah, wouldn't want anyone falling down here. Let me see what I can do."

Disable Device (Good Hope): 1d20 + 25 + 2 ⇒ (5) + 25 + 2 = 32

Rounds: 2d4 ⇒ (2, 1) = 3

When he finishes dealing with the trap, Eric reapplies his helpful magic to the group.

Casting Extended Good Hope again, and Moment of Greatness (wand at 46/50)


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Veronica recasts her protective spell on the group as Eric works on the trap, and then applies some additional magical aids to herself as well.

Casting Blade Tutor Spirit, and using the Shield and Mirror Image wands (47/50 and 18/23)

Images: 1d4 + 1 ⇒ (4) + 1 = 5

Active Party Buffs:

Veronica
Spoiler:

Extended Good Hope (3 encounters)
Moment of Greatness (2 encounters)
Shield (2 encounters)
Mirror Image (2 encounters, 5 images)
Blade Tutor Spirit (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)

Eric

Spoiler:

Extended Good Hope (3 encounters)
Moment of Greatness (2 encounters)
Protective Luck (2 rounds after triggering)
Shared Training (Outflank, Bonded Mind) (full dungeon)

Mac

Spoiler:

Extended Good Hope (3 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (2 encounters)
Protective Luck (2 rounds after triggering)

Tucci

Spoiler:

Extended Good Hope (3 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (2 encounters)
Protective Luck (2 rounds after triggering)
Deadeye's Lore (full dungeon) (1)
Extended Barkskin (+4 natural armor, full dungeon)

Kasin

Spoiler:

Protective Luck (2 rounds after triggering)
Extended Good Hope (3 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (2 encounters)
Magic Fang Greater (+2 Kasin’s bite, full dungeon)
Focus: Tiger & Bear (+4 dex and con) (always)


After Eric deals with the traps by moving several of the boards, Tucci notices at the bottom of the pit (30 ft down) an iron chest in the
cellar.

If the chest is retrieved

Iron Chest:
The chest contains two elixirs of fire breath, a potion of heroism, an intact spyglass, a bottle of fine wine worth 10 gp, 264 gp, 399 sp, and 517 cp.


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

"Nicely spotted, Tucci. Wonder who thought storing a chest in a trapped pit was a good idea." Veronica shrugs as she looks down. "Give me a bit and I'll get that thing up here."

Casting her flight hex, Veronica flies down and grabs the chest, bringing it back up to the group.


Having retrieved the Iron chest and it's contents, the officers of the 'Charm' continue moving in their clockwise motion.

B7. RUINED STOREROOM
This building has partially collapsed, its timbers scorched from an old fire. Several crates and boxes lie scattered and open beneath its sagging roof.

B6. FORGE
A large fireplace dominates the west wall of this forge. Broken tools and iron implements lie scattered about the floor. I appears someon used this forge for crafting and repairing armor and weapons. The tools and implements remaining here can be used to form two sets of masterwork artisan's tools. for Craft (armor) and Craft (weapons) checks.

B5. RUINED OUTBUILDING
The stench of decayed flesh permeates this half-collapsed building. A large hole opens in the shattered eastern wall, and four, square, animal cages lie broken amid the rubble.

If you are going to inspect the building further, please place yourselves on the map.


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

"Ugh, that stench... With the way things have been going, I wouldn't be surprised if we got jumped by an invisible undead thing next. Be careful, everyone."

Veronica walks cautiously into the room, her Blackblade drawn, prodding at the rubble with it as she moves.


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

In their usual formation, with Kasin in front, Tucci and his celestial friend advance with Veronica. Tucci looks about.

Perception: 1d20 + 24 + 2 ⇒ (4) + 24 + 2 = 30 (hope)
Survival, tracks: 1d20 + 25 + 2 ⇒ (14) + 25 + 2 = 41 (hope)

Moved on map.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

"Veronica, can I try that wand of Shield?"

If Veronica offers it, MacLaren tries to use it.
UMD DC 20, Good Hope: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
UMD DC 20, Good Hope: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
UMD DC 20, Good Hope: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23

It takes him a bit, but he manages to activate it and hand it back.

He follows into the room, tankard in hand.


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

"Go ahead, Mac. And Eric, go ahead and try to mimic what Mac's doing - no such thing as too much magical protection."

Having Eric use it as well. Wand at 45/50

UMD (Good Hope): 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29

Active Party Buffs:

Veronica
Spoiler:

Extended Good Hope (3 encounters)
Moment of Greatness (2 encounters)
Shield (2 encounters)
Mirror Image (2 encounters, x images)
Blade Tutor Spirit (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)

Eric

Spoiler:

Extended Good Hope (3 encounters)
Moment of Greatness (2 encounters)
Protective Luck (2 rounds after triggering)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Shield (2 encounters)

Mac

Spoiler:

Extended Good Hope (3 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (2 encounters)
Protective Luck (2 rounds after triggering)
Shield (2 encounters)

Tucci

Spoiler:

Extended Good Hope (3 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (2 encounters)
Protective Luck (2 rounds after triggering)
Deadeye's Lore (full dungeon) (1)
Extended Barkskin (+4 natural armor, full dungeon)

Kasin

Spoiler:

Protective Luck (2 rounds after triggering)
Extended Good Hope (3 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (2 encounters)
Magic Fang Greater (+2 Kasin’s bite, full dungeon)
Focus: Tiger & Bear (+4 dex and con) (always)


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Initiative:

Mac: 1d20 + 3 ⇒ (1) + 3 = 4
Tucci: 1d20 + 2 ⇒ (6) + 2 = 8
Veronica: 1d20 + 1 ⇒ (14) + 1 = 15
Average 9
Enemy
Blue: 1d20 + 2 ⇒ (3) + 2 = 5
Green: 1d20 + 2 ⇒ (2) + 2 = 4
Red: 1d20 + 2 ⇒ (8) + 2 = 10
Yellow: 1d20 + 2 ⇒ (1) + 2 = 3
average 5.5

knowledge: religion DC 15:

Mac: 1d20 + 4 ⇒ (7) + 4 = 11
Tucci: 1d20 + 4 ⇒ (15) + 4 = 19
Veronica: 1d20 + 5 ⇒ (5) + 5 = 10
Eric: 1d20 + 6 ⇒ (2) + 6 = 8

As the officers of the 'Charm' move into the ruined outbuilding, noting the broken cages, they hear skittering. Four giant rotting hands emerge rocking unsteadily, propped upon thick, stubby fingers. Their pale, necrotic flesh pulses and crawls with sickly boils as they quickly work their way from under the rubble near their broken cages.

Tucci quickly recognizes these 'Things as Crawling hands: undead abominations used by necromancers as assassins. Not only are the things capable of silently strangling the life from their victims, but if cut they spray a vile puss nauseating their attacker.

Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric

stuff:

Blue Crawling hand HP 52 AC 19, touch 13, flat-footed 16 Fort +4, Ref +6, Will +6
Green Crawling hand HP 52 AC 19, touch 13, flat-footed 16 Fort +4, Ref +6, Will +6
Red Crawling hand HP 52 AC 19, touch 13, flat-footed 16 Fort +4, Ref +6, Will +6
Yellow Crawling hand HP 52 AC 19, touch 13, flat-footed 16 Fort +4, Ref +6, Will +6


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Brother MacLaren lofts his tankard and channels the power of Cayden Cailean to damage the undead.

Channel 2 of 4: 3d6 ⇒ (5, 4, 4) = 13
Will DC 13 for half.


M Human HP 39/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 4/5 2nd: 1/6 3rd: 2/3

"What are those things?"

Eric quickly starts his inspiring performance and shoots at the only hand he can get a clear shot at.

Attack vs Yellow (Good Hope, IC): 1d20 + 5 + 5 + 1 + 2 + 3 ⇒ (8) + 5 + 5 + 1 + 2 + 3 = 24
Damage(Good Hope, IC, Arcane Strike): 1d6 + 1 + 1 + 2 + 3 + 2 ⇒ (6) + 1 + 1 + 2 + 3 + 2 = 15

IC +3, 12/19 rounds


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 56/57; AC: 27, tch 14, flat 25 (protective luck active) (included: barkskin)
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (protective luck active) (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 7/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Good Hope (3), Moment of Greatness (2), Protective Luck (roll twice to hit first time)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), Magic Fang (+2, full), Good Hope (3), Moment of Greatness (2), Protective Luck (roll twice to hit first time)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (4/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -

Tucci first shares all he knows about their foe through bonded mind. Then he and Kasin focus on red, trying to bring one down after MacLaren’s religious assault. Should it falter, then green.

Pike: 1d20 + 13 + 5 ⇒ (11) + 13 + 5 = 29 (hope, inspire)
damage (P): 1d6 + 8 + 5 ⇒ (3) + 8 + 5 = 16 (hope, inspire)

Pike: 1d20 + 8 + 5 ⇒ (14) + 8 + 5 = 27 (hope, inspire)
damage (P): 1d6 + 8 + 5 ⇒ (5) + 8 + 5 = 18 (hope, inspire)

Kasin Bite (magic): 1d20 + 12 + 7 ⇒ (19) + 12 + 7 = 38 (fang, hope, inspire)
damage (B/P/S): 1d8 + 7 + 7 ⇒ (4) + 7 + 7 = 18 (fang, hope, inspire)

Kasin Bite (magic): 1d20 + 7 + 7 ⇒ (15) + 7 + 7 = 29 (fang, hope, inspire)
damage (B/P/S): 1d8 + 7 + 7 ⇒ (2) + 7 + 7 = 16 (fang, hope, inspire)

Expected nausea save...
Kasin Fort: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 (hope)


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

"Guess I got the undead part right, at least. Hopefully not as interested in hit and run tactics like the previous fights."

Tucci's warning about the things' vile pus has her worried, however. She looks down at her blade, and makes her decision.

Hey, what are you even thinking?! She can hear her blade's question ringing indignantly in her head, as she lets go of its grip.

Sorry.

With her hands now free, she quickly enchants her hand wraps, her hands becoming engulfed in magical flames and sparks, and swiftly goes for some magically enhanced hand to hand combat.

Drop Blackblade as a free action. Arcane pool for +1, Flaming and Shock on handwraps. Spell combat Brand. Attacking green, then yellow, then blue, if the previous one falls.

Concentration vs dc 15: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32

Attack (Inspire Courage, Good Hope, PA, Blade Tutor Spirit, Spell Combat): 1d20 + 6 + 6 + 1 + 3 + 2 - 0 - 2 ⇒ (10) + 6 + 6 + 1 + 3 + 2 - 0 - 2 = 26
Damage (PA, Inspire Courage, Good Hope,): 1d3 + 1 + 6 + 4 + 3 + 2 + 1d6 + 1d6 ⇒ (3) + 1 + 6 + 4 + 3 + 2 + (2) + (6) = 27

Attack (Inspire Courage, Good Hope, PA, Blade Tutor Spirit, Spell Combat): 1d20 + 6 + 6 + 1 + 3 + 2 - 0 - 2 ⇒ (14) + 6 + 6 + 1 + 3 + 2 - 0 - 2 = 30
Damage (PA, Inspire Courage, Good Hope): 1d3 + 1 + 6 + 4 + 3 + 2 + 1d6 + 1d6 ⇒ (2) + 1 + 6 + 4 + 3 + 2 + (4) + (6) = 28

Attack (Inspire Courage, Good Hope, PA, Blade Tutor Spirit, Spell Combat): 1d20 + 1 + 6 + 1 + 3 + 2 - 0 - 2 ⇒ (17) + 1 + 6 + 1 + 3 + 2 - 0 - 2 = 28
Damage (PA, Inspire Courage, Good Hope): 1d3 + 1 + 6 + 4 + 3 + 2 + 1d6 + 1d6 ⇒ (2) + 1 + 6 + 4 + 3 + 2 + (2) + (5) = 25


As Mac steps back and sends positive energy to damage the undead. Eric fires an arrow into the only yellow Crawling hand that he has a clear shot at. Tucci and Kasin attack first one Red crawling hand dropping it, then a second green crawling hand as Tucci deftly dodges the putrid puss pouring from the thing. Veronica, seemingly having an argument with her sword, drops the blade and punches two of the crawling hands green and yellow ending them.

Round 1
Undeterred by the loss of its fellows the last blue Crawling hand attempts to claw it's way up Veronica, but she quickly kicks it away.

Round 2 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric

stuff:

blue Will DC 13: 1d20 + 6 ⇒ (11) + 6 = 17
green Will DC 13: 1d20 + 6 ⇒ (14) + 6 = 20
red Will DC 13: 1d20 + 6 ⇒ (12) + 6 = 18
yellow Will DC 13: 1d20 + 6 ⇒ (6) + 6 = 12
Blue Crawling hand - 6 HP 52 AC 19, touch 13, flat-footed 16 Fort +4, Ref +6, Will +6
Green Crawling hand Redead - 6 - 16 - 27 - 28 HP 52 AC 19, touch 13, flat-footed 16 Fort +4, Ref +6, Will +6
Red Crawling hand redead - 6 - 16 - 18 - 18 HP 52 AC 19, touch 13, flat-footed 16 Fort +4, Ref +6, Will +6
Yellow Crawling hand redead- 13 - 15 - 25 HP 52 AC 19, touch 13, flat-footed 16 Fort +4, Ref +6, Will +6
Pus Burst (Su)
When damaged by a piercing or slashing melee weapon, a spray of vile pus strikes the attacker unless the attacker makes a DC 15 Reflex save. Weapons that provide reach protect the attacker completely from a pus burst. Creatures struck by pus become nauseated for 1d3 rounds and take 2d6 points of negative energy damage. The save DC is Charisma-based.
Blue Melee claw Veronica: 1d20 + 11 ⇒ (3) + 11 = 14 damage: 1d6 + 7 ⇒ (2) + 7 = 9 grab: 1d20 + 14 ⇒ (3) + 14 = 17


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Veronica follows her kick with another flurry of punches, all focused on the last hand thing thos time.

Spell Combat Brand again, all attacks on blue.

Concentration vs dc 15: 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33

Attack (Inspire Courage, Good Hope, PA, Blade Tutor Spirit, Spell Combat): 1d20 + 6 + 6 + 1 + 3 + 2 - 0 - 2 ⇒ (4) + 6 + 6 + 1 + 3 + 2 - 0 - 2 = 20
Damage (PA, Inspire Courage, Good Hope,): 1d3 + 1 + 6 + 4 + 3 + 2 + 1d6 + 1d6 ⇒ (2) + 1 + 6 + 4 + 3 + 2 + (1) + (2) = 21

Attack (Inspire Courage, Good Hope, PA, Blade Tutor Spirit, Spell Combat): 1d20 + 6 + 6 + 1 + 3 + 2 - 0 - 2 ⇒ (17) + 6 + 6 + 1 + 3 + 2 - 0 - 2 = 33
Damage (PA, Inspire Courage, Good Hope,): 1d3 + 1 + 6 + 4 + 3 + 2 + 1d6 + 1d6 ⇒ (2) + 1 + 6 + 4 + 3 + 2 + (6) + (3) = 27

Attack (Inspire Courage, Good Hope, PA, Blade Tutor Spirit, Spell Combat): 1d20 + 1 + 6 + 1 + 3 + 2 - 0 - 2 ⇒ (13) + 1 + 6 + 1 + 3 + 2 - 0 - 2 = 24
Damage (PA, Inspire Courage, Good Hope,)
:
1d3 + 1 + 6 + 4 + 3 + 2 + 1d6 + 1d6 ⇒ (1) + 1 + 6 + 4 + 3 + 2 + (3) + (6) = 26


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 54/57; AC: 27, tch 14, flat 25 (protective luck active) (included: barkskin)
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (protective luck active) (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 7/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Good Hope (3), Moment of Greatness (2), Protective Luck (roll twice to hit first time)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), Magic Fang (+2, full), Good Hope (3), Moment of Greatness (2), Protective Luck (roll twice to hit first time)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (4/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -

Kasin Fort: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

Tucci leans on his pike, and admires Veroica’s ‘handy’ work. ”I didn’t know you could do that! Very impressive!” he exclaims.

If need be he’ll tap anything still moving with his pike while Kasin recovers from the goo.
Pike: 1d20 + 13 + 5 ⇒ (11) + 13 + 5 = 29 (hope, inspire)
damage (P): 1d6 + 8 + 5 ⇒ (3) + 8 + 5 = 16 (hope, inspire)

Pike: 1d20 + 8 + 5 ⇒ (15) + 8 + 5 = 28 (hope, inspire)
damage (P): 1d6 + 8 + 5 ⇒ (4) + 8 + 5 = 17 (hope, inspire)


Combat over

Veronica quickly pummels the Blue Crawling hand, returning it to an inanimated state. Sadly the room holds nothing other than the putrid stench.


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"Pew! We're going to need some industrial strength cleaner to make this go away." He thinks a moment, "Like fire." He cleans Kasin as best he can. Not with fire though.

Since we seem to have cleared the main fort, Tucci suggests the walls next. "Always seems like there are a lot of nooks and crannies in walls. You know?"

And the tower to the southwest of course.


Bq. ANCIENT CYCLOPS TOWER
Carved staircases rise from either side of the double doors entering this tower. Both lead to landings halfway up the walls holding tall doors, then disappear into the tower's upper levels. To the southwest, another flight of stairs leads below ground.

The landings are 15 feet above the ground floor, and open onto the battlements atop the fort's walls. The stairs continue up to above level. The southwestern stairs lead to the tower cellar.

As the doors swing wide an audible alarm spell producing the sound of a hand bell, can be heard ringing. In the quiet conditions, the ringing echos through the seemingly empty tower.


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Tucci braces for battle with Kasin out front. He listens for noises above or below in reaction to the alarm.

Perception: 1d20 + 24 + 2 ⇒ (9) + 24 + 2 = 35 (hope)

Moved on map.


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Veronica steps up besides Kasin, with her Blackblade in hand, alert for any sounds or movements after the alarm was activated.

Perception: 1d20 + 17 ⇒ (10) + 17 = 27

Active Party Buffs:

Veronica
Spoiler:

Extended Good Hope (2 encounters)
Moment of Greatness (1 encounters)
Shield (1 encounters)
Mirror Image (1 encounters, 5 images)
Blade Tutor's Spirit (1 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)

Eric

Spoiler:

Extended Good Hope (2 encounters)
Moment of Greatness (1 encounters)
Protective Luck (2 rounds after triggering)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Shield (1 encounters)

Mac

Spoiler:

Extended Good Hope (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (1 encounters)
Protective Luck (2 rounds after triggering)
Shield (1 encounters)

Tucci

Spoiler:

Extended Good Hope (2 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (1 encounters)
Protective Luck (2 rounds after triggering)
Deadeye's Lore (full dungeon) (1)
Extended Barkskin (+4 natural armor, full dungeon)

Kasin

Spoiler:

Protective Luck (2 rounds after triggering)
Extended Good Hope (2 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (1 encounters)
Magic Fang Greater (+2 Kasin’s bite, full dungeon)
Focus: Tiger & Bear (+4 dex and con) (always)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Brother MacLaren moves up as well.
Perception, Good Hope: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22

"I can try to Dispel the Alarm if we want, though that seems a bit pointless now."

He casts Invisibility Purge, using a point from his reservoir to Extend it (3 encounters, reservoir at 3/7).

Spells Remaining:
Purify Food and Drink, Grasp, Create Water*, Light
Remove Fear, Shield of Faith, Divine Favor, Protection from Evil, Sure Casting, Enlarge Person (D)
CMW, Instant Weapon, Ghost Whip, Spiritual Weapon, Instant Armor, Bull's Strength (D)
Invisibility Purge, Magic Circle Against Evil, Dispel Magic, Remove Curse, Fly (D)
Anti-Incorporeal Shell, Death Ward, Dimension Door (D)
Communal Spell Immunity, Righteous Might (D)
CMW is in the Sipping Jacket
Last Call holds:
Shield of Faith
Enlarge Person
Fly
Death Ward
Ale


Initiative:

Mac: 1d20 + 3 ⇒ (12) + 3 = 15
Tucci: 1d20 + 2 ⇒ (11) + 2 = 13
Veronica: 1d20 + 1 ⇒ (8) + 1 = 9
12.33
Enemy
Paeta: 1d20 + 10 ⇒ (4) + 10 = 14

Suprise Rd
Manifesting from the ethereal plane a Mature Female Phase Spider responds to Mac's observation, "Yes, that would seem pointless, wouldn't it?" As she speaks, she attempts to bite Veronica, only biting one of the Captain's mirror images.

Round 1
Quickly turning her attention to Tucci, she bites the halfling, then grabs him up. Backing up the wall 5 ft move asking, "What are you willing to do to get your little one back?"

Round 1 Bold may go.
Mac
Tucci - 29 Fort DC 19 effect 1d2 Con, grappled
Kasin
Veronica 4 mirror images
Eric

stuff:

Paeta HP 133 AC 24, touch 19, flat-footed 17 Fort +11, Ref +17, Will +6 Ethereal Ambush, Ethereal Jaunt, sneak attack +4d6
Poison (Ex) Bite-injury; save Fort DC 19; frequency 1 round for 8 rounds; effect 1d2 Con; cure 2 consecutive saves.
Melee bite Veronica: 1d20 + 18 ⇒ (6) + 18 = 24 damage: 2d6 + 7 ⇒ (6, 3) + 7 = 16 Sneak attack: 4d6 ⇒ (6, 1, 6, 4) = 17 plus poison
mirror images@5, 1 is bad: 1d6 ⇒ 5
Melee bite Tucci: 1d20 + 18 ⇒ (18) + 18 = 36 damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11 Sneak attack: 4d6 ⇒ (6, 5, 1, 6) = 18 plus poison and grab grab: 1d20 + 22 ⇒ (18) + 22 = 40
Melee bite Tucci: 1d20 + 18 ⇒ (11) + 18 = 29
grab: 1d20 + 22 ⇒ (12) + 22 = 34


M Human HP 39/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 4/5 2nd: 1/6 3rd: 2/3

"Tucci! Let him go!"

Eric swiftly casts a spell to help Tucci as he starts his inspiring performance and moves into the tower, to be able to shoot at this new threat.

Swift Action: Liberating Command on Tucci (CL 7, so +14 on the check), move action to start IC, and another move to get inside the tower

IC +3, 11/19


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 25/57 (+18/18hp); AC: 29, tch 16, flat 25 (included: barkskin, tiger)
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (protective luck active) (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger & Bear (sw, +4, 6/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Good Hope (2), Moment of Greatness (1), Protective Luck (roll twice to hit first time 1/2r)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), Magic Fang (+2, full), Good Hope (2), Moment of Greatness (1), Protective Luck (roll twice to hit first time)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (4/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -

Tucci Fort: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 (hope) vs DC 18

Tucci Escape: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34 (hope)

More to come when I know whether I just fell 20' or not. I do have a feather fall which I will activate (free action) as needed.


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 25/57 (+18/18hp); AC: 29, tch 16, flat 25 (protective luck 2/2r)(included: barkskin, tiger)
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (protective luck active) (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger & Bear (sw, +4, 6/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Good Hope (2), Moment of Greatness (1), Protective Luck (roll twice to hit first time 2/2r)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam), Magic Fang (+2, full), Good Hope (2), Moment of Greatness (1), Protective Luck (roll twice to hit first time)
Weapon Equipped = Pike (10’)
Boarding Pike: Att: BAB +6/1, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (4/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -

”Get her!” he shouts before she can chew further. He also activates his animalistic tendencies (Tiger and Bear) to help.

For his part, he draws his fancy mithral dagger and stabs. "Leggo!"
mithral dagger: 1d20 + 12 + 3 ⇒ (16) + 12 + 3 = 31 (hope, inspire, -grappled)
damage: 1d3 + 4 + 5 ⇒ (3) + 4 + 5 = 12 (hope, inspire)

Kasin closes in, doing his lame leaping under the great beast - snapping at its legs if it gets close enough (unlikely!).


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Brother MacLaren drinks Fly from his tankard (2 encounters) and flies up to the spider, drawing his rapier.

He will be 20' up. The spider isn't able to make AOOs on him for his movement, because she is Grappled.


Female Human Magus 10 | HP 75/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 3/7, BB 2/3| Spells: 1st: 3/6 2nd: 3/5 3rd: 1/4 4th 1/2

Veronica activates her Flight hex and flies up as well alongside Mac, enchanting her Blackblade along the way.

Arcane pool for +2 and keen. Moving to 20ft up as well.

Active Party Buffs:

Veronica
Spoiler:

Extended Good Hope (2 encounters)
Moment of Greatness (1 encounters)
Shield (1 encounters)
Mirror Image (1 encounters, 5 images)
Blade Tutor's Spirit (1 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Flight Hex (1 encounter - extendable)
Inspire Courage+3
Arcane Pool for +2 and keen

Eric

Spoiler:

Extended Good Hope (2 encounters)
Moment of Greatness (1 encounters)
Protective Luck (2 rounds after triggering)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Shield (1 encounters)
Inspire Courage+3

Mac

Spoiler:

Extended Good Hope (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (1 encounters)
Protective Luck (2 rounds after triggering)
Shield (1 encounters)
Fly (2 encounters)
Inspire Courage+3

Tucci

Spoiler:

Extended Good Hope (2 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (1 encounters)
Protective Luck (2 rounds after triggering)
Deadeye's Lore (full dungeon) (1)
Extended Barkskin (+4 natural armor, full dungeon)
Focus: Tiger & Bear (+4 dex and con) (1 encounter-extendable)
Inspire Courage+3

Kasin

Spoiler:

Protective Luck (2 rounds after triggering)
Extended Good Hope (2 encounters)
Extended Shared Training (Outflank, Bonded Mind) (full dungeon)
Moment of Greatness (1 encounters)
Magic Fang Greater (+2 Kasin’s bite, full dungeon)
Focus: Tiger & Bear (+4 dex and con) (always)
Inspire Courage+3

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