GM Imperius' Skull & Shackles

Game Master bluedove

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

"There were four shapes atop that tower, so yeah, seemed to be manned. Which also makes the tower the priority, I think - best if no one knows we're here, especially if the tower has a working sending crystal. Might be a good idea to wait for tomorrow and go better prepared, though. I think Eric can get us all invisible if we want to go with a stealthy approach, and we can all go in flying, as well, if we want - just have to make sure I get the spells prepared in the morning."


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"Invisible and flying sound great! I'll cast carry companion on Kasin until we're in the thick of it and invisibility doesn't matter anymore." Tucci suggests to lighten the load of needed spells.

He'll start making camp to rest the rest of the day and overnight - taking his watch as usual.

That evening, after a conversation with Kasin, Tucci takes out a scroll and, using his Vestment, casts Carry Companion upon him. He carefully picks up the figurine that Kasin has become and pockets him safely.

MacLaren, at one point you gave me a flask of Empowered Aid, which I sadly failed to use. Is that a regular thing? Not asking for it, but if you keep giving it to me, I need to start using it. :)


Relieved to see the officers return to the ship, Ambrose asks questions about their day as he sets them down in the officers mess. Owlbear brags about how he'd spent the day swimming and catching things as the big fellow helps serve the 'clam bake' with clams, scallops and crabs. After the late meal, the officers set a watch, prepare for the next day and head to bed.

After a restful evening aboard ship, they prepare to head back to the island.

Are you flying to the tower? Landing on the battlements, or in front of the single door? What other preparations are you making?


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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

Brother MacLaren conjures rounds of ale for the crew and shares a toast with the Ambrose, Owlbear, and the others.

"Another day and still a Charmed life. To the crew!"

In the morning, he prepares his spells.

Spells for the Day:

Purify Food and Drink, Grasp, Create Water*, Light
Divine Favor, Shield of Faith (2), Protection from Evil, Liberating Command, Enlarge Person (D)
CMW, Instant Weapon, Aid (2), Bear's Endurance, Bull's Strength (D)
Invisibility Purge, Magic Circle Against Evil, Dispel Magic, Communal Resist Energy, Fly (D)
Blessing of Fervor, Divine Power, Dimension Door (D)
Summon Monster V, Righteous Might (D)
CMW is in the Sipping Jacket
Last Call holds:
Shield of Faith
Enlarge Person
Fly
Bear's Endurance
Bull's Strength
Ale

He uses two points from his reservoir (5 remaining) to Empower one of his Aid draughts and hands it to Tucci.
Might not do this every day, but fighting giants it seems useful.

"We can use the Farglass to get a good look at the giants on the guard tower."


Male Halfling Hunter 10 | 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: 57/57 (+16 tmp); AC: 27, tch 14, flat 25 (included: barkskin)
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 9/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Aid (2)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam)
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 (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (4/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -

”Thanks Mac, I promise to use it this time!” Tucci tucks the option in a ready-access spot.

He’ll hold off on the spell prep until they’re closer and ready to prepare the attack.

At that time, he’ll draw his pike, and cast
- Deadeye's Lore (full dungeon) (1)
- Barkskin (+4 natural armor, full dungeon) (2 - rod)
- Shared Training (MacLaren, Veronica, & Eric; full dungeon; Outflank & Bonded Mind) (2 - rod)

He’ll also quaff the MacLaren flask for 1d8 + 9 ⇒ (2) + 9 = 11 x 150% = 16 temporary hit points for two encounters.

Note he does not cast Magic Fang Greater on Kasin. He’s a statue at the moment…


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

Spells Prepared:

Prepared Spells (CL 9; (5/6/5/4/0/0/0), concentration +18(+20 to cast defensively))
3rd (4/day)- Haste, Tactical Adaptation, Fly x2
2nd (5/day)- Mirror Image x2, Glitterdust, Defending Bone, Bladed Dash
1st (6/day)- Rime Frostbite x2, Deivon's Parryx3, Blade Tutor Spirit
0th (at will)- Brand; Detect Magic; Ghost Sound; Light; open

Before they leave the ship, Veronica makes sure to cast her protective hex on everyone, and calls upon the ship's figurehead magic to protect herself as well.

False Life: 1d10 + 5 ⇒ (7) + 5 = 12

"The Farglass is an excellent idea, Mac, see what we're dealing with before we charge in. We fly up those steps invisibly, have a look, and then fly in, either to the top or the base, depending on what we see?"

When they near the steps again, Veronica will make sure everyone gets a chance to prepare. For herself, she'll cast the following spells before they fly out.
- Defending Bone (1 full dungeon, 50 hp)
- Mirror Image Images: 1d4 + 3 ⇒ (2) + 3 = 5 (2 encounters)
- Blade Tutor Spirit (2 encounters)

When everyone is ready, she'll casts her two Fly spells on Eric and Tucci, extended with a rod, as well as her Flight Hex on herself.


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

As they prepare to head off to the tower, Eric adds a cast of Extended Good to the group, and follows it woth another charge from his Moment of Greatness wand, and a Mirror Image spell on himself. When everyone is ready, he starts turning everyone invisible.

Images: 1d4 + 2 ⇒ (3) + 2 = 5

Active Party Buffs:

Veronica
Spoiler:

Extended Good Hope (3 encounters)
Moment of Greatness (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
False Life (12 hp, full dungeon)
Mirror Image (5 images, 2 encounters)
Defending Bone (1 full dungeon, 50 hp)
Blade Tutor's Spirit (2 encounters)
Flight Hex - 1 encounter, extendable
Invisibility (2 encounters)

Eric

Spoiler:

Extended Good Hope (3 encounters)
Moment of Greatness (2 encounters)
Shared Training (Outflank, Bonded Mind) (full dungeon)
Mirror Image (5 images, 2 encounters)
Extended Fly (3 encounters )
Invisibility (2 encounters)
Protective Luck (2 rounds after triggering)

Mac

Spoiler:

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

Tucci

Spoiler:

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

Kasin

Spoiler:

Focus: Tiger & Bear (+4 dex and con) (always)


Initiative:

Mac: 1d20 + 3 ⇒ (14) + 3 = 17
Tucci: 1d20 + 2 ⇒ (6) + 2 = 8
Veronica: 1d20 + 1 ⇒ (6) + 1 = 7
Average 10.66
Enemy
Blue: 1d20 - 1 ⇒ (19) - 1 = 18
Green: 1d20 - 1 ⇒ (14) - 1 = 13
Red: 1d20 - 1 ⇒ (12) - 1 = 11
Yellow: 1d20 - 1 ⇒ (8) - 1 = 7
Average: 12.25

knowledge: local DC 15:

Mac: 1d20 + 4 ⇒ (5) + 4 = 9
Tucci: 1d20 + 4 ⇒ (15) + 4 = 19
Veronica: 1d20 + 5 ⇒ (12) + 5 = 17
Eric: 1d20 + 6 ⇒ (8) + 6 = 14

There is no graphic for this tower and the description feels confusing. We will go 'mind's eye' the top of the watch tower is the same size as the one at the fort, though it is just a watchtower. There are stairs leading to the ground level where there is a singular door.

Having prepared for the day, the officers of the 'Charm' fly invisibly towards the tower. As they fly up and over the great plateau the see the things Veronica had told them about. Nearing the sixty foot tall stone watchtower they see it is a similar design to the one in the fort, providing a commanding view of the seaside cliffs. Though there are two differences with this tower. Any sending stone that may have been there is gone and there are four Cyclops keeping watch on the tower, each armed with a crossbow and a great axe.

As they near, Tucci is reminded that the Cyclops are ferocious, and their mystical singular eye may provide a flash of insight.

Suprise round, officers may act.


Male Halfling Hunter 10 | 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: 57/57 (+16 tmp); AC: 27, tch 14, flat 25 (included: barkskin)
Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 9/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Aid (tmp hp, +1 att, 2), Fly (2?), Good Hope (3), Moment of Greatness (2), Invisible
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam)
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 (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (4/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
- - -

Tucci closes during the surprise round to melee range with his pole arm (10’) and alights on the battlements. He tries to position himself in flank if possible for one of the others to take advantage later. His flying isn’t great, so he doesn’t want to have to maintain flight and attack. He does so stealthily so as not to tip their hand.

Stealth: 1d20 + 13 + 22 ⇒ (10) + 13 + 22 = 45 (invisibility, hope)


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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

Brother MacLaren casts Extended Blessing of Fervor on the party (2 encounters, reservoir down to 4).

Blessing of Fervor wrote:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

  • Increase its speed by 30 feet.
  • Stand up as a swift action without provoking an attack of opportunity.
  • Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell. Blessing of Fervor just lets you apply the metamagic effects; you do not get to cast a spell for free. I have seen players confused by this.

    These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.


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

    Veronica glides over to the nearest target, hoping the cyclops remain unaware of their positions until they are all ready to strike.

    Stealth (Good Hope, Invisibility): 1d20 + 1 + 2 + 20 ⇒ (18) + 1 + 2 + 20 = 41


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

    Eric opts to hover far enough away from the tower to be outside melee range, and waits a moment to ensure everyone is in position, not wanting to give their presence away with his battle music before they are ready.

    Just moving to make sure he can stay flying without a check.


    perception DC 23: 1d20 + 11 ⇒ (19) + 11 = 30

    Round 1
    As some the officers of the 'Charm' surround the nearest blue Cyclops, Mac casts his spell drawing the attention of said cyclops. Lifting his weapon he aims it into the air, calling in his language, "inkräktare" as he fires. His heavy bolt flashing off into the distance. The other three gaunt cyclops lift their weapons, waiting for someone or something to appear. Readied attacks Green, Red, Yellow

    Round 1 Bold may go.
    Mac
    Tucci
    Kasin
    Veronica
    Eric

    stuff:

    Blue: HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity. Flash of Insight (Su)
    Green: HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity. Flash of Insight (Su)
    Red: HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity, Flash of Insight (Su)
    Yellow: HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity, Flash of Insight (Su)

    Blue heavy crossbow Mac: 1d20 + 5 ⇒ (11) + 5 = 16 damage: 2d8 ⇒ (7, 2) = 9
    invisible 50% low hits: 1d100 ⇒ 20
    Green heavy crossbow Readied attack whoever becomes visible first: 1d20 + 5 ⇒ (8) + 5 = 13 damage: 2d8 ⇒ (1, 4) = 5
    Red heavy crossbow Readied attack whoever becomes visible first: 1d20 + 5 ⇒ (20) + 5 = 25 damage: 2d8 ⇒ (1, 7) = 8
    Yellow heavy crossbow Readied attack whoever becomes visible first: 1d20 + 5 ⇒ (3) + 5 = 8 damage: 2d8 ⇒ (1, 4) = 5
    Red heavy crossbow Readied attack whoever becomes visible first: confirm crit: 1d20 + 5 ⇒ (8) + 5 = 13 damage: 2d8 ⇒ (5, 6) = 11


    Male Halfling Hunter 10 | 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: 57/57 (+8 tmp, then 18/18 focus); AC: 29, tch 16, flat 25 (included: barkskin, tiger)
    Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (not included: +3 dodge when moving); SR: 14
    Tucci Conditions = Focus: Tiger & Bear (sw, +4, 9/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Aid (tmp hp, +1 att, 2), Fly (2?), Good Hope (3), Moment of Greatness (2), Blessings of Fervor (2)
    Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam)
    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 (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
    . . 3rd (4/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
    - - -

    Tucci uses the Blessings for an extra attack. ”Oo-oo-oh!” Tucci shudders, ”That feels good!”

    As he appears, swinging, several large bolts pass his way - one hitting, but not confirming. He’s glad for the aid spell as no damage gets past the temporary advantage MacLaren gave him (-8 hp off temp).

    He attacks, with flank if possible. (Flank is +4) Oh, and his first attack is out of invisibility, so against its flat footed AC.

    Pike: 1d20 + 13 + 3 ⇒ (9) + 13 + 3 = 25 (aid, hope)
    damage (P): 1d6 + 8 + 2 ⇒ (6) + 8 + 2 = 16 (hope)

    Pike: 1d20 + 8 + 3 ⇒ (2) + 8 + 3 = 13 (aid, hope)
    damage (P): 1d6 + 8 + 2 ⇒ (2) + 8 + 2 = 12 (hope)

    BoF Pike: 1d20 + 13 + 3 ⇒ (10) + 13 + 3 = 26 (aid, hope)
    damage (P): 1d6 + 8 + 2 ⇒ (3) + 8 + 2 = 13 (hope)

    He’ll also swiftly take on the mien of both the tigers and the bear (+4 to dex and con).


    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

    Brother MacLaren casts Divine Favor (1 encounter? 1 minute) and moves adjacent to a Cyclops, drawing his rapier. He remains invisible for now.


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

    Seeing Tucci appear on the tower top, Eric begins his battle music and takes a shot at the same cyclops.

    Starting IC +3 as a move action 18/19 rounds left.
    Blessing of Fervor: +2 to attack, dodge and reflex
    Attack vs Flat Footed (Good Hope, IC, BoF, Deadly Aim): 1d20 + 5 + 5 + 1 + 2 + 3 + 2 - 2 ⇒ (4) + 5 + 5 + 1 + 2 + 3 + 2 - 2 = 20
    Damage(Good Hope, IC, Arcane Strike, Deadly Aim): 1d6 + 1 + 1 + 2 + 3 + 2 + 4 ⇒ (6) + 1 + 1 + 2 + 3 + 2 + 4 = 19


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

    Veronica makes her move as well, unleashing a flurry of cold infused strikes on her target.

    Arcane pool for +2 and Keen, Black Blade Strike, Spell Combat Rime Frostbite. If this one foes down and another is in range of a 5ft step, will do so and continue the attacks.

    Concentration vs DC 17: 1d20 + 18 + 2 ⇒ (13) + 18 + 2 = 33

    Attack vs Flat Footed: Spellstrike (PA, IC, Good Hope, Blade Tutor's Spirit, Spell Combat): 1d20 + 5 + 6 + 6 - 0 + 3 + 2 - 2 ⇒ (18) + 5 + 6 + 6 - 0 + 3 + 2 - 2 = 38
    Damage (PA,IC,Good Hope, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 2 + 3 ⇒ (4) + 5 + 6 + 4 + 3 + 2 + 3 = 27
    Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (2) + 9 = 11+Fatigue+Entangled
    Crit Confirm? (PA, IC, Good Hope, Blade Tutor's Spirit): 1d20 + 5 + 6 + 6 - 0 + 3 + 2 ⇒ (10) + 5 + 6 + 6 - 0 + 3 + 2 = 32
    Crit Damage (PA,IC,Good Hope, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 2 + 3 ⇒ (5) + 5 + 6 + 4 + 3 + 2 + 3 = 28
    Crit Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (4) + 9 = 13

    Attack:First Iterative(PA, IC, Good Hope, Blade Tutor's Spirit, Spell Combat): 1d20 + 5 + 6 + 6 - 0 + 3 + 2 - 2 ⇒ (7) + 5 + 6 + 6 - 0 + 3 + 2 - 2 = 27
    Damage (PA,IC,Good Hope, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 2 + 3 ⇒ (4) + 5 + 6 + 4 + 3 + 2 + 3 = 27
    Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (3) + 9 = 12+Fatigue+Entangled

    Attack: BoF (PA, IC, Good Hope, Blade Tutor's Spirit, Spell Combat): 1d20 + 5 + 6 + 6 - 0 + 3 + 2 - 2 ⇒ (4) + 5 + 6 + 6 - 0 + 3 + 2 - 2 = 24
    Damage (PA,IC,Good Hope, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 2 + 3 ⇒ (2) + 5 + 6 + 4 + 3 + 2 + 3 = 25
    Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (1) + 9 = 10+Fatigue+Entangled

    Attack: Second Iterative (PA, IC, Good Hope, Blade Tutor's Spirit, Spell Combat): 1d20 + 5 + 1 + 6 - 0 + 3 + 2 - 2 ⇒ (15) + 5 + 1 + 6 - 0 + 3 + 2 - 2 = 30
    Damage (PA,IC,Good Hope, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 2 + 3 ⇒ (4) + 5 + 6 + 4 + 3 + 2 + 3 = 27
    Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (5) + 9 = 14+Fatigue+Entangled

    Active Party Buffs:

    Veronica
    Spoiler:

    Extended Good Hope (3 encounters)
    Moment of Greatness (2 encounters)
    Shared Training (Outflank, Bonded Mind) (full dungeon)
    False Life (12 hp, full dungeon)
    Mirror Image (5 images, 2 encounters)
    Defending Bone (1 full dungeon, 50 hp)
    Blade Tutor's Spirit (2 encounters)
    Flight Hex - 1 encounter, extendable
    Blessing of Fervor (1 encounter)
    Arcane Pool +2 and Keen
    Inspire Courage +3
    Black Blade Strike
    Rime Frostbite

    Eric

    Spoiler:

    Extended Good Hope (3 encounters)
    Moment of Greatness (2 encounters)
    Shared Training (Outflank, Bonded Mind) (full dungeon)
    Mirror Image (5 images, 2 encounters)
    Extended Fly (3 encounters )
    Protective Luck (2 rounds after triggering)
    Blessing of Fervor (1 encounter)
    Inspire Courage +3

    Mac

    Spoiler:

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

    Tucci

    Spoiler:

    Extended Good Hope (3 encounters)
    Moment of Greatness (2 encounters)
    Extended Fly (3 encounters)
    Deadeye's Lore (full dungeon) (1)
    Extended Barkskin (+4 natural armor, full dungeon)
    Protective Luck (1 round)
    Blessing of Fervor (1 encounter)
    Inspire Courage +3

    Kasin

    Spoiler:

    Focus: Tiger & Bear (+4 dex and con) (always)


    As soon as Tucci appears and stabs thier blue companion, The other three guards on watch (situatied at the points of the compass) fire their heavy crossbows at the halfling. One red giving a shout as he hit his target. Meanwhile Eric appears and shoots the same Blue cyclops and Veronica appears, finishing the fellow.

    Mac with a fly speed of 60ft. and 30 ft away you would have been able to been near green or red, pick one.
    Round 2
    Quickly reacting to their training, all three cyclops drop their crossbows and charge towards their foes, drawing great axes as they move. Recognizing the Captain as the greater threat, the two nearest Green and red Charge the captain and attack. Both seeing through her images strike true, While the more distant yellow Cyclops charges Tucci, barely missing due to the protective luck.

    Round 2 Bold may go.
    Mac
    Tucci - 8
    Kasin
    Veronica - 71 hp
    Eric

    stuff:

    Blue: -16, -13, -19 - 27 -28, he's dead Jim
    Green: HP 65 AC 19 17, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity. Flash of Insight (Su)
    Red: HP 65 AC 19 17, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity, Flash of Insight (Su)
    Yellow: HP 65 AC 19 17, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity, Flash of Insight (Su)

    Green charge Veronica, Flash of insight: Rolled 20: damage: 3d6 + 7 ⇒ (6, 4, 2) + 7 = 19
    Green charge Veronica, confirm crit: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 damage: 6d6 + 14 ⇒ (6, 3, 5, 5, 2, 3) + 14 = 38
    mirror image@5: 1 is bad: 1d6 ⇒ 1
    Red charge Veronica, Flash of insight: Rolled 20: damage: 3d6 + 7 ⇒ (1, 4, 2) + 7 = 14
    Red charge Veronica, confirm crit: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 damage: 6d6 + 14 ⇒ (6, 6, 2, 6, 5, 1) + 14 = 40
    mirror image@5: 1 is bad: 1d6 ⇒ 1
    Yellow charge Tucci, Flash of insight: Rolled 20: damage: 3d6 + 7 ⇒ (5, 4, 2) + 7 = 18
    Protective luck roll
    Yellow charge tucci, reroll: 1d20 + 11 + 2 ⇒ (14) + 11 + 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

    Let's say that Mac moved up to Green.
    He'll hit that one with an AOO as it leaves his threatened area.

    AOO, IC +3, Divine Favor +3, Good Hope +2, BoF +2: 1d20 + 12 + 3 + 3 + 2 + 2 ⇒ (8) + 12 + 3 + 3 + 2 + 2 = 30
    Damage: 1d6 + 6 + 3 + 3 + 2 ⇒ (5) + 6 + 3 + 3 + 2 = 19

    Then he moves up and stabs it again.

    Attack, IC +3, Divine Favor +3, Good Hope +2, BoF +2, PA -2: 1d20 + 12 + 3 + 3 + 2 + 2 - 2 ⇒ (12) + 12 + 3 + 3 + 2 + 2 - 2 = 32
    Damage: 1d6 + 6 + 3 + 3 + 2 + 4 ⇒ (3) + 6 + 3 + 3 + 2 + 4 = 21

    He'll take an AOO on the movement, but his AC is 25 (with Blessing of Fervor) and he has Protective Luck.

    "Fall back or vanish if you need to, Veronica - we can handle them."


    Male Halfling Hunter 10 | 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: 57/57 (+8 tmp, then 18/18 focus); AC: 29, tch 16, flat 25 (included: barkskin, tiger)
    Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (not included: +3 dodge when moving); SR: 14
    Tucci Conditions = Focus: Tiger & Bear (sw, +4, 8/9), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Aid (tmp hp, +1 att, 2), Fly (2?), Good Hope (3), Moment of Greatness (2), Blessings of Fervor (2)
    Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam)
    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 (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
    . . 3rd (4/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
    - - -

    Tucci likely can only reach yellow, so he’ll work on that cyclops. He’ll shift though (5’ stepping) to get closer to green to attack if he gets the chance.

    Pike: 1d20 + 13 + 6 ⇒ (14) + 13 + 6 = 33 (aid, hope, inspire)
    damage (P): 1d6 + 8 + 5 ⇒ (1) + 8 + 5 = 14 (hope, inspire)

    Pike: 1d20 + 8 + 6 ⇒ (10) + 8 + 6 = 24 (aid, hope, inspire)
    damage (P): 1d6 + 8 + 5 ⇒ (2) + 8 + 5 = 15 (hope, inspire)

    BoF Pike: 1d20 + 13 + 6 ⇒ (10) + 13 + 6 = 29 (aid, hope, inspire)
    damage (P): 1d6 + 8 + 5 ⇒ (3) + 8 + 5 = 16 (hope, inspire)

    He wishes Kasin was there to help out with the assault.


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

    Veronica reels back from the two attacks, particularly the brutal blow from one of the cyclops' axes. Glaring at its wielder, Veronica replies to Mac, her voice strained with pain, but also filled with fury towards her attackers.

    "No, Mac. I have another idea in mind: Payback.

    She considers her options, and reluctantly turns her attention to the uninjured cyclops, rather than the one who dealt her the more grievous wound.

    "Eric, finish that one off while I take care of its partner."

    Swiftly closing the distance to the Red cyclop, Veronica unleashes a series of devastating strikes againt it.

    5 ft step, Spell Combat: Brand. Taking my normal attacks first and Spellstriking with Brand at the end (since it ends Frostbite)

    Damage Summary: Red: 157 + 58 Non Lethal

    Too many rolls ;) :

    Attack vs Red (1st Iterative) (PA, IC, Good Hope, Blade Tutor's Spirit, Spell Combat): 1d20 + 5 + 6 + 6 - 0 + 3 + 2 - 2 ⇒ (20) + 5 + 6 + 6 - 0 + 3 + 2 - 2 = 40
    Damage (PA,IC,Good Hope, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 2 + 3 ⇒ (6) + 5 + 6 + 4 + 3 + 2 + 3 = 29
    Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (3) + 9 = 12+Fatigue+Entangled

    Crit Confirm? (PA, IC, Good Hope, Blade Tutor's Spirit, Spell Combat): 1d20 + 5 + 6 + 6 - 0 + 3 + 2 - 2 ⇒ (4) + 5 + 6 + 6 - 0 + 3 + 2 - 2 = 24
    Crit Damage (PA,IC,Good Hope, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 2 + 3 ⇒ (1) + 5 + 6 + 4 + 3 + 2 + 3 = 24
    Crit Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (1) + 9 = 10

    Attack vs Red (Blessing(PA, IC, Good Hope, Blade Tutor's Spirit, Spell Combat): 1d20 + 5 + 6 + 6 - 0 + 3 + 2 - 2 ⇒ (15) + 5 + 6 + 6 - 0 + 3 + 2 - 2 = 35
    Damage (PA,IC,Good Hope, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 2 + 3 ⇒ (6) + 5 + 6 + 4 + 3 + 2 + 3 = 29
    Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (1) + 9 = 10+Fatigue+Entangled

    Crit Confirm? (PA, IC, Good Hope, Blade Tutor's Spirit, Spell Combat): 1d20 + 5 + 6 + 6 - 0 + 3 + 2 - 2 ⇒ (8) + 5 + 6 + 6 - 0 + 3 + 2 - 2 = 28
    Crit Damage (PA,IC,Good Hope, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 2 + 3 ⇒ (1) + 5 + 6 + 4 + 3 + 2 + 3 = 24
    Crit Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (6) + 9 = 15

    Attack vs Red (PA, IC, Good Hope, Blade Tutor's Spirit, Spell Combat): 1d20 + 5 + 1 + 6 - 0 + 3 + 2 - 2 ⇒ (12) + 5 + 1 + 6 - 0 + 3 + 2 - 2 = 27
    Damage (PA,IC,Good Hope, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 2 + 3 ⇒ (3) + 5 + 6 + 4 + 3 + 2 + 3 = 26
    Frostbite(cold, non-lethal, IC): 1d6 + 9 ⇒ (2) + 9 = 11+Fatigue+Entangled

    Concentration vs DC 15: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29

    Attack vs Red (PA, IC, Good Hope, Blade Tutor's Spirit, Spell Combat): 1d20 + 5 + 6 + 6 - 0 + 3 + 2 - 2 ⇒ (6) + 5 + 6 + 6 - 0 + 3 + 2 - 2 = 26
    Damage (PA,IC,Good Hope, BB Strike): 1d6 + 5 + 6 + 4 + 3 + 2 + 3 ⇒ (2) + 5 + 6 + 4 + 3 + 2 + 3 = 25 Fort save DC 14 or +1 damage

    Deivon's Parry if attacked:

    Parry vs Large (PA, IC, Good Hope, Blade Tutor's Spirit, Spell Combat): 1d20 + 5 + 6 + 6 - 0 + 3 + 2 - 2 ⇒ (8) + 5 + 6 + 6 - 0 + 3 + 2 - 2 = 28


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

    Eric nods and fires three arrows towards the other Green cyclops, missing with one of them and failing to bring him down.

    IC 17/19 rounds

    Attack (Good Hope, IC, Rapid Shot): 1d20 + 5 + 5 + 1 + 2 + 3 - 2 ⇒ (9) + 5 + 5 + 1 + 2 + 3 - 2 = 23
    Damage(Good Hope, IC, Arcane Strike): 1d6 + 1 + 1 + 2 + 3 + 2 ⇒ (1) + 1 + 1 + 2 + 3 + 2 = 10

    Attack (Blessing) (Good Hope, IC, Rapid Shot): 1d20 + 5 + 5 + 1 + 2 + 3 - 2 ⇒ (4) + 5 + 5 + 1 + 2 + 3 - 2 = 18
    Damage(Good Hope, IC, Arcane Strike): 1d6 + 1 + 1 + 2 + 3 + 2 ⇒ (5) + 1 + 1 + 2 + 3 + 2 = 14

    Attack (Rapid Shot) (Good Hope, IC, Rapid Shot): 1d20 + 5 + 5 + 1 + 2 + 3 - 2 ⇒ (6) + 5 + 5 + 1 + 2 + 3 - 2 = 20
    Damage(Good Hope, IC, Arcane Strike): 1d6 + 1 + 1 + 2 + 3 + 2 ⇒ (1) + 1 + 1 + 2 + 3 + 2 = 10

    Active Party Buffs:

    Veronica
    Spoiler:

    Extended Good Hope (3 encounters)
    Moment of Greatness (2 encounters)
    Shared Training (Outflank, Bonded Mind) (full dungeon)
    Mirror Image (5 images, 2 encounters)
    Defending Bone (1 full dungeon, 40 hp)
    Blade Tutor's Spirit (2 encounters)
    Flight Hex - 1 encounter, extendable
    Blessing of Fervor (1 encounter)
    Arcane Pool +2 and Keen
    Inspire Courage +3
    Black Blade Strike
    Rime Frostbite

    Eric

    Spoiler:

    Extended Good Hope (3 encounters)
    Moment of Greatness (2 encounters)
    Shared Training (Outflank, Bonded Mind) (full dungeon)
    Mirror Image (5 images, 2 encounters)
    Extended Fly (3 encounters )
    Protective Luck (2 rounds after triggering)
    Blessing of Fervor (1 encounter)
    Inspire Courage +3

    Mac

    Spoiler:

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

    Tucci

    Spoiler:

    Extended Good Hope (3 encounters)
    Moment of Greatness (2 encounters)
    Extended Fly (3 encounters)
    Deadeye's Lore (full dungeon) (1)
    Extended Barkskin (+4 natural armor, full dungeon)
    Blessing of Fervor (1 encounter)
    Inspire Courage +3

    Kasin

    Spoiler:

    Focus: Tiger & Bear (+4 dex and con) (always)


    Suprised by Mac appearing and striking them, the green Cyclops realizes Mac was coming near. Striking the cleric with their great axe, as the Cleric stabs them again.

    Meanwhile Tucci stabs the other yellow Cyclops three times with his pike. while Eric quickly puts three arrows into them as well.

    As Veronica repeatedly chops at the red Cyclops, cutting them in two.

    Round 3
    Seeing the first two warriors fall beneath Veronica's blade, the Green cyclops turns towards Mac, believing he may get past the little man, he chops twice at Mac twice, but Mac's protective luck holds, causing the cyclops to miss. As the severely wounded yellow cyclops staggers forwards, chopping uselessly at Tucci and falls to the battlement's dead.

    Round 3 Bold may go.
    Mac -16
    Tucci - 8,
    Kasin
    Veronica - 49
    Eric

    stuff:

    Green AoO, Mac Great axe: 1d20 + 11 ⇒ (20) + 11 = 31
    Protective luck
    Green AoO, Mac Great axe : 1d20 + 11 ⇒ (14) + 11 = 25 damage: 3d6 + 7 ⇒ (1, 3, 5) + 7 = 16

    Blue: dead
    Green: - 40 HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity Con 15
    Red: dead
    Yellow: - 79 HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity, Con 15 staggered - 80 HP now dead...

    Green , Mac, Great axe: 1d20 + 11 ⇒ (13) + 11 = 24
    Protective luck
    Green , Mac, Great axe: 1d20 + 11 ⇒ (15) + 11 = 26 damage: 3d6 + 7 ⇒ (4, 1, 4) + 7 = 16
    Second attack
    Green , Mac, Great axe: 1d20 + 5 ⇒ (18) + 5 = 23
    Protective luck
    Green , Mac, Great axe: 1d20 + 5 ⇒ (5) + 5 = 10 damage: 3d6 + 7 ⇒ (2, 5, 2) + 7 = 16
    Yellow, Tucci Great axe: 1d20 + 11 ⇒ (1) + 11 = 12
    Protective luck
    Yellow, Tucci, Great axe: 1d20 + 11 ⇒ (7) + 11 = 18 damage: 3d6 + 7 ⇒ (5, 5, 1) + 7 = 18


    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

    Brother MacLaren attacks the last one with blade and tankard.

    Taking the extra attack from BoF.
    Attack, IC +3, Divine Favor +3, Good Hope +2, PA -2, TWF -2: 1d20 + 12 + 3 + 3 + 2 - 2 - 2 ⇒ (10) + 12 + 3 + 3 + 2 - 2 - 2 = 26
    Damage: 1d6 + 6 + 3 + 3 + 2 + 4 ⇒ (3) + 6 + 3 + 3 + 2 + 4 = 21

    Tankard, IC +3, Divine Favor +3, Good Hope +2, PA -2, TWF -2: 1d20 + 11 + 3 + 3 + 2 - 2 - 2 ⇒ (2) + 11 + 3 + 3 + 2 - 2 - 2 = 17
    Damage: 1d6 + 2 + 3 + 3 + 2 + 2 ⇒ (3) + 2 + 3 + 3 + 2 + 2 = 15

    BoF Attack, IC +3, Divine Favor +3, Good Hope +2, PA -2, TWF -2: 1d20 + 12 + 3 + 3 + 2 - 2 - 2 ⇒ (4) + 12 + 3 + 3 + 2 - 2 - 2 = 20
    Damage: 1d6 + 6 + 3 + 3 + 2 + 4 ⇒ (2) + 6 + 3 + 3 + 2 + 4 = 20

    Rapier Iterative, IC +3, Divine Favor +3, Good Hope +2, PA -2, TWF -2: 1d20 + 7 + 3 + 3 + 2 - 2 - 2 ⇒ (16) + 7 + 3 + 3 + 2 - 2 - 2 = 27
    Damage: 1d6 + 6 + 3 + 3 + 2 + 4 ⇒ (2) + 6 + 3 + 3 + 2 + 4 = 20


    Combat over

    Having taken the measure of the cyclops and found them wanting, Mac kills the final Green giant outright. Strewn across the top of the tower are the four bodies and all their worldly possessions: hide armor, Large greataxe, Large heavy crossbow and nine bolts.

    As the officers of the 'Charm' explore the tower they find the stairs going down to the ground floor where remains a fire ring with ashes and a few bones tossed in the ring.

    The large double doors point towards the east and the road that passes through the distant plateau.

    The tower is hollow and empty. Whatever purpose it had, other than a watch tower, has been lost to history.


    Male Halfling Hunter 10 | 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: 57/57 (+8 tmp, then 18/18 focus); AC: 27, tch 14, flat 25 (included: barkskin)
    Kasin HP: 60/60 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 (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), Aid (tmp hp, +1 att, 1), Fly (1?), Good Hope (2), Moment of Greatness (1), Blessings of Fervor (1)
    Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +7dam)
    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 (2/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
    . . 2nd (3/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
    . . 3rd (4/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
    - - -

    Tucci searches the tower (just in case) and looks at the tracks outside to see if the cyclops tended to head in one direction or another. I suspects they take the road, but he wants to be sure.

    Perception: 1d20 + 24 + 2 ⇒ (1) + 24 + 2 = 27 (hope)
    Survival, tracking: 1d20 + 25 + 2 ⇒ (15) + 25 + 2 = 42 (hope)

    He'll also toss three cure lights Veronica's way. He expects MacLaren to channel, but she'll need topping up too.
    CLW x3: 3d8 + 15 ⇒ (1, 5, 2) + 15 = 23

    He doesn't yet summon Kasin as they're still flying and that speed might last a little while yet. Enough to get them closer to their next target perhaps.

    Tucci shares what he learns, if anything, through their bonded mind.


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    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

    Brother MacLaren indeed channels to heal.

    Channel #1: 3d6 ⇒ (5, 1, 3) = 9
    Channel #2: 3d6 ⇒ (5, 2, 2) = 9

    18 points of healing. Everyone full except Veronica at -8, I think.

    "We can try engaging them at range next time, perhaps. We lose quite a bit of effectiveness, but I think they lose even more. Crossbows don't let them bring their strength to bear."


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

    "Thanks for all the healing, both of you. And I agree, Mac. That definitely hurt. Going for a ranged approach next time might be for the best."

    With the search of the tower turning up nothing, she looks to the east, eyeing the bridge and the path going through it.

    "So, do we keep going? Might as well make use of our flight magic while it lasts. Avoid the bridge and keep following the path, see if it leads to the cyclops' city?"


    As Tucci goes outside of the tower he finds the ancient road, with many old tracks. The prints seem to be made from boots similar to what the dead cyclops are wearing.

    Where to and how?


    Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

    Tucci passes the information and agrees with Veronica. "Let's fly while we can!"

    He'll take off with the others following the ancient road.

    Should the fly wear out before they get to their location, he'll ask, "We're just flying the one time, right? 'cause I'd like Kasin to see this too now that we're on foot. And riding him I'll be much faster."

    If there's no opposition, then Tucci will re-animate Kasin, climb on, and ride the rest of the way.


    PART THREE: THE RUINS OF GHOL-GAN
    G. RUINS OF SUMITHA
    As you fly over the ancient road, you notice it passes through two great plateaus, hidden in the northern Plateau is a chiseled out 'valley' inside the valley you notice several ancient buildings, doored entrances into caves with balconies, and a triangular pool set in an open-air monument.

    Gl. MAIN APPROACH
    A flagstone path leads past alabaster columns and a pair of tall trees into a small mountain valley. Immense stone buildings stand dark and silent, some clearly weathered by the test of time. The path continues north between the structures to a wide set of stairs leading up to a circular, open-air monument.

    Flying above the ruins, the officers of the 'Charm' notice the first building.

    G2. GUARD POST
    The southwest wall of this building lies open to the elements. Several stones lie stacked together to create a low rampart with a clear view of the valley entrance.

    Just in case, Feel free to explore the outbuildings, but let's go ahead and level up before we start opening doors to caves.

    Stuff:

    perception: 1d20 + 11 ⇒ (11) + 11 = 22
    perception: 1d20 + 11 ⇒ (9) + 11 = 20


    Male Halfling Hunter 10 | 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: 63/63 (+8 tmp); AC: 28, tch 15, flat 26 (included: barkskin)
    Kasin HP: 67/67 (+16/16) DR 5/evil; AC: 30, tch 18, flat 23 (not included: +3 dodge when moving); SR: 14
    Tucci Conditions = Focus: None (sw, +4, 9/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Aid (tmp hp, +1 att, 1), Fly (1?), Good Hope (2), Moment of Greatness (1), Blessings of Fervor (1)
    Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (day)
    Weapon Equipped = Pike (10’)
    Boarding Pike: Att: BAB +7/2, 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 (0/3 barkskin, shared training, air walk)
    Spell Storing Armor (vampiric touch)
    Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
    . . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
    . . 1st (2/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
    . . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
    . . 3rd (3/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
    . . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
    - - -

    Tucci takes out the statue that is Kasin and sets him on the ground. He summons his friend and ally once again, and Kasin becomes flesh!

    He’ll scritch Kasin around the ears a few moments ”Welcome back buddy.” before turning back to the party. ”Shall we start with these buildings to the right? Go more or less structure to structure before delving? See what we’ve got?”

    He’ll cast Magic Fang Greater (+2 Kasin’s bite, all day) on Kasin. Then he’ll cast a new spell on himself - Bloodhound (scent, +8 perception (smell), +4 survival (scent), all day)

    Then he’ll talk to Kasin softly for a bit, and cast Air Walk (all day) upon him - boosted by the rod.

    Kasin will climb into the air 5’, just to have a little altitude, and advance before Tucci.

    Tucci will then poke around - though he’s a little worried what cyclops is going to smell like with his enhanced schnoz…

    He’ll take-10 on Perception to look about = 36, and remember he’s got scent now if it helps.


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

    Extra Prepared Spells:

    4th Level: Invisibility, Greater, Dimension Door

    "Yeah, starting by checking out the buildings before going deeper sounds like a good idea. Make sure we know what's at our backs in case we need to fall back."

    As Tucci brings Kasin back and throws up a few more spells, Veronica takes the time to use her Shield wand, hoping it helps avoid another blow like the one she suffered at the tower, and uses her Protective Luck on Kasin and Tucci.

    Please go over the buffs if you can, to make sure I didn't miss anything or make any mistakes regarding duration after our level up.

    Active Party Buffs:

    Veronica
    Spoiler:

    Extended Good Hope (2 encounters)
    Moment of Greatness (1 encounters)
    Shared Training (Outflank, Bonded Mind) (all day)
    Mirror Image (5 images, 2 encounters)
    Defending Bone (all day, 40 hp)
    Blade Tutor's Spirit (2 encounters)
    Shield (2 encounters) (+4 AC, 25)
    Extended Blessing of Fervor (1 encounter)
    Flight Hex (2 encounters)

    Eric

    Spoiler:

    Extended Good Hope (2 encounters)
    Moment of Greatness (1 encounters)
    Shared Training (Outflank, Bonded Mind) (all day)
    Mirror Image (5 images, 1 encounters)
    Extended Fly (full dungeon)
    Protective Luck (2 rounds after triggering)
    Extended Blessing of Fervor (1 encounter)

    Mac

    Spoiler:

    Extended Good Hope (2 encounters)
    Moment of Greatness (1 encounters)
    Shared Training (Outflank, Bonded Mind) (all day)
    Extended Fly (full dungeon)
    Extended Blessing of Fervor (1 encounter)

    Tucci

    Spoiler:

    Extended Good Hope (2 encounters)
    Moment of Greatness (1 encounters)
    Extended Fly (full dungeon)
    Deadeye's Lore (all day) (1)
    Extended Barkskin (+4 natural armor, all day)
    Bloodhound (all day)
    Protective Luck (2 rounds after triggering)
    Extended Blessing of Fervor (1 encounter)

    Kasin

    Spoiler:

    Focus: Tiger & Bear (+4 dex and con) (always)
    Air Walk (all day)
    Greater Magic Fang (all day)
    Protective Luck (2 rounds after triggering)


    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

    "May I borrow that?"
    If Veronica agrees, he tries the Shield wand.

    UMD, Good Hope: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
    UMD, Good Hope: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29

    It takes a few seconds but he gets it to work.

    "Ready when you are."

    AC 28 with Shield.


    As Tucci and Kasin approach the Alabaster columns, Tucci notices a scattering of 'cover' between them. On closer inspection he realizes there is a large well-hidden net stretched between the two pillars. The intent clearly to catch anything trying to enter into the ancient city.

    disable device DC 26:

    ENTANGLING NET CR 8
    Type mechanical; Perception DC 30; Disable Device DC 26
    EFFECTS
    Trigger location; Reset manual
    Effect Atk +20 ranged touch (entangled); multiple targets
    (20-ft:.-by-20-ft:. area)


    Male Halfling Hunter 10 | 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: 63/63 (+8 tmp); AC: 28, tch 15, flat 26 Protective Luck Active (included: barkskin)
    Kasin HP: 67/67 (+16/16) DR 5/evil; AC: 30, tch 18, flat 23 Protective Luck Active (not included: +3 dodge when moving); SR: 14
    Tucci Conditions = Focus: None (sw, +4, 9/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Aid (tmp hp, +1 att, 1), Fly (1?), Good Hope (2), Moment of Greatness (1), Blessings of Fervor (1), Protective Luck (2/2r)
    Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Protective Luck (2/2r)
    Weapon Equipped = Pike (10’)
    Boarding Pike: Att: BAB +7/2, 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)
    Holy Lance (1/1, make weapon holy 4r)
    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 10, Concentration +14, DC 14+lvl)
    . . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
    . . 1st (2/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
    . . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
    . . 3rd (3/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
    . . 4th (1/2): Air Walk, Commune with Nature, Summon Nature’s Ally
    - - -

    Tucci also has Aid going, thanks to MacLaren. Two more encounters to go on it. Also Air Walk is a full dungeon. I was mistaken when I used the rod on it - I can’t as it’s too high level for the rod I have.

    Tucci points out the trap, and though they might be able to go around it, he'll help disarm it.

    He'll aid.
    Disable Device: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 (hope) vs DC 10 to provide +4 aid.


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

    "Looks simple enough to deal with. Give me a moment."

    Disable Device (aid, good hope): 1d20 + 25 + 4 + 2 ⇒ (9) + 25 + 4 + 2 = 40
    Rounds: 2d4 ⇒ (1, 1) = 2


    Initiative:

    Mac: 1d20 + 3 ⇒ (9) + 3 = 12
    Tucci: 1d20 + 2 ⇒ (20) + 2 = 22
    Veronica: 1d20 + 1 ⇒ (8) + 1 = 9

    Enemy
    Blue: 1d20 - 1 ⇒ (6) - 1 = 5


    Surprise round
    As Eric kneels to deal with the 'entangling net' the officers of the 'Charm' hear the familiar sound of the 'twang' of a heavy crossbow coming from G2 southwest wall of the building, where stones lie stacked together to create a low rampart. A large crossbow bolt flies over Erics head, and the cyclops in the covered guard room curses.

    Eric is halfway done with the trap, the cyclops is behind the low rampart (5 ft?) and under what is left of the roof on that end. There is room to land beside him and or to fly in under the roof. He is presently holding the crossbow.
    Round 1 Bold may go.
    Mac
    Tucci
    Kasin
    Veronica
    Eric

    stuff:

    Blue: HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity.
    Flash of insight: Rolled nat. 20.
    Protective luck
    surprise attack, Eric, crossbow: 1d20 + 5 ⇒ (14) + 5 = 19 damage: 2d8 ⇒ (4, 8) = 12


    Male Halfling Hunter 10 | 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: 63/63 (+8 tmp); AC: 28, tch 15, flat 26 Protective Luck Active (included: barkskin)
    Kasin HP: 67/67 (+16/16) DR 5/evil; AC: 30, tch 18, flat 23 Protective Luck Active (not included: +3 dodge when moving); SR: 14
    Tucci Conditions = Focus: None (sw, +4, 9/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Aid (tmp hp, +1 att, 1), Fly (1?), Good Hope (2), Moment of Greatness (1), Blessings of Fervor (1), Protective Luck (2/2r)
    Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Protective Luck (2/2r)
    Weapon Equipped = Pike (10’)
    Boarding Pike: Att: BAB +7/2, 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 (7/8, +4 att/skill/ability/save (sacred) 1r)
    Holy Lance (1/1, make weapon holy 4r)
    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 10, Concentration +14, DC 14+lvl)
    . . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
    . . 1st (2/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
    . . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
    . . 3rd (3/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
    . . 4th (1/2): Air Walk, Commune with Nature, Summon Nature’s Ally
    - - -

    Tucci hangs in there, helping Eric with the trap, ”Keep on it there Eric, let’s shut this thing down and the others can deal with him.” He holds his position and continues to aid Eric.

    Kasin however, begins rushing the crossbowman. Double move. (Moved on map. Now 15’ up.)


    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

    Brother MacLaren moves to keep pace with Kasin.
    Double move, 15' up.


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

    Veronica follows Kasin and Mac and moves up towards their attackers as well.

    Fly (Good Hope, Fly, Good Maneuverability): 1d20 + 10 + 1 + 5 + 4 ⇒ (15) + 10 + 1 + 5 + 4 = 35


    As Tucci and Eric continue working on the net trap, Mac and Veronica move with Kasin towards the crumbled wall.

    Round 1
    The blue cyclops, more concerned about the net trap being disabled than the flying humans and their pet rat, drops his 'empty' crossbow. Lifting a second, he aims at Eric again, firing at the bard. "jäkla" The blue cyclops cursing as the second crossbow quarrel just barely misses again. With their elevated position, Mac and Veronica can see the blue cyclops dropping the second crossbow and begin reaching for his axe.

    Round 2 Bold may go.
    Mac
    Tucci
    Kasin
    Veronica
    Eric

    stuff:

    Blue: HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity.
    blue attacks, Eric, crossbow: 1d20 + 5 ⇒ (18) + 5 = 23
    Protective luck
    blue attacks, Eric, crossbow: 1d20 + 5 ⇒ (19) + 5 = 24 damage: 2d8 ⇒ (5, 5) = 10


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    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

    Brother MacLaren holds his position, draws a javelin, and throws it.

    Base Fly is +6 after ACP, but Fly spell grants +9 (+4 Good Maneuverability, +5 from CL10) so he automatically succeeds on DC 15 to Hover

    Javelin, Good Hope, Deadly Aim, BoF, Moment of Greatness: 1d20 + 10 + 2 - 2 + 2 + 2 ⇒ (10) + 10 + 2 - 2 + 2 + 2 = 24
    Damage: 1d6 + 4 + 2 + 4 ⇒ (6) + 4 + 2 + 4 = 16


    Male Halfling Hunter 10 | 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: 63/63 (+8 tmp); AC: 28, tch 15, flat 26 Protective Luck Active (included: barkskin)
    Kasin HP: 67/67 (+16/16) DR 5/evil; AC: 30, tch 18, flat 23 Protective Luck Active (not included: +3 dodge when moving); SR: 14
    Tucci Conditions = Focus: None (sw, +4, 9/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Aid (tmp hp, +1 att, 1), Fly (1?), Good Hope (2), Moment of Greatness (1), Blessings of Fervor (1), Protective Luck (2/2r)
    Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Protective Luck (2/2r)
    Weapon Equipped = Pike (10’)
    Boarding Pike: Att: BAB +7/2, 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 (7/8, +4 att/skill/ability/save (sacred) 1r)
    Holy Lance (1/1, make weapon holy 4r)
    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 10, Concentration +14, DC 14+lvl)
    . . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
    . . 1st (2/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
    . . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
    . . 3rd (3/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
    . . 4th (1/2): Air Walk, Commune with Nature, Summon Nature’s Ally
    - - -

    Tucci hangs in there, helping Eric with the trap for the second round.

    "Kasin, flank!"

    Kasin should be able to close to flank this round (provoking). If not, double move and ignore the following attack.

    Kasin Bite (magic): 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 (fang)
    damage (B/P/S): 1d8 + 7 + 2 ⇒ (4) + 7 + 2 = 13 (fang)


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

    Following Mac's previous suggestion, and seeing the Cyclops reach for his axe, Veronica opts to stay at range, drawing, enchanting and throwing her harpoon.

    Arcane pool for +3

    Attack(Good Hope, Moment of Greatness, BoF, Deadly Aim, Blade Tutor Spirit): 1d20 + 7 + 1 + 4 + 4 + 2 - 0 ⇒ (2) + 7 + 1 + 4 + 4 + 2 - 0 = 20
    Damage (Good Hope, Deadly Aim): 1d8 + 6 + 4 + 2 + 4 ⇒ (8) + 6 + 4 + 2 + 4 = 24


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

    Eric keeps working on the net.

    "Almost done here!"


    Mac's Javelin and Veronica's harpoon, severly wound the Blue Cyclops as Kasin moves into the dark building, attacking the Blue Cyclops from the rear.

    Round 2
    The wounded Cyclops steps back dragging his axe with him. The officers of the ''Charm' hear shuffling from inside the building and the twang of crossbows being fired. As Tucci feels a clear amount of stress coming from Kasin, he realizes the rodent is nervous but unwounded. The sound of combat clearly coming from the building.

    Round 3 Bold may go.
    Mac
    Tucci
    Kasin
    Veronica
    Eric

    stuff:

    Blue: - 53 HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity.
    Green: HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity.
    Orange: HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity.
    Purple: HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity.
    Red: HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity.
    Yellow: HP 65 AC 19, T 8, f-f 19, Fort +9, Ref +2, Will +4: ferocity.

    orange attacks Kasin heavy crossbow, flash of insight
    Protective luck
    orange attacks, Kasin heavy crossbow: 1d20 + 5 ⇒ (6) + 5 = 11 damage: 2d8 ⇒ (6, 3) = 9
    purple attacks Kasin crossbow, flash of insight
    Protective luck
    purple attacks, Kasin crossbow: 1d20 + 5 ⇒ (6) + 5 = 11 damage: 2d8 ⇒ (6, 7) = 13
    Yellow attacks Kasin crossbow, flash of insight
    Protective luck
    Yellow attacks, Kasin crossbow: 1d20 + 5 ⇒ (7) + 5 = 12 damage: 2d8 ⇒ (1, 6) = 7
    Red attacks Kasin crossbow, flash of insight
    Protective luck
    Red attacks, Kasin crossbow: 1d20 + 5 ⇒ (1) + 5 = 6 damage: 2d8 ⇒ (2, 2) = 4
    Green attacks Kasin, Great Axe, flank Flash of insight
    Protective luck
    Green , attacks Kasin, Great axe, flank: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 damage: 3d6 + 7 ⇒ (2, 4, 4) + 7 = 17
    Blue attacks, Kasin, Great axe, flank: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
    Protective luck
    Blue attacks Kasin Great axe, flank: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18 damage: 3d6 + 7 ⇒ (1, 5, 4) + 7 = 17


    Male Halfling Hunter 10 | 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: 63/63 (+8 tmp); AC: 27, tch 15, flat 25 Protective Luck Active (included: barkskin +3 net)
    Kasin HP: 67/67 (+16/16) DR 5/evil; AC: 28, tch 18, flat 21 Protective Luck Active (included: Tiger, not included: +3 dodge when moving); SR: 14
    Tucci Conditions = Focus: None (sw, +4, 9/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Aid (tmp hp, +1 att, 1), Fly (1?), Good Hope (2), Moment of Greatness (1), Blessings of Fervor (1), Protective Luck (2/2r)
    Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Protective Luck (1/2r)
    Weapon Equipped = Pike (10’)
    Boarding Pike: Att: BAB +7/2, 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)
    Holy Lance (1/1, make weapon holy 4r)
    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 10, Concentration +14, DC 14+lvl)
    . . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
    . . 1st (2/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
    . . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
    . . 3rd (3/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
    . . 4th (1/2): Air Walk, Commune with Nature, Summon Nature’s Ally
    - - -

    Tucci swiftly takes a gander through Kasin’s eyes, but only a brief look before he flips back to his own. He lets the party know what he has seen before double moving closer on his short stubby legs. He uses blessings of fervor for additional movement.

    Kasin (15' up) tries to bring down blue. If he succeeds with his first bite, his second goes on green as he steps out of flank either way.

    Kasin Bite (magic): 1d20 + 12 + 3 ⇒ (11) + 12 + 3 = 26 (fang, height)
    damage (B/P/S): 1d8 + 7 + 2 ⇒ (2) + 7 + 2 = 11 (fang)

    Kasin Bite (magic): 1d20 + 7 + 3 ⇒ (11) + 7 + 3 = 21 (fang, height)
    damage (B/P/S): 1d8 + 7 + 2 ⇒ (4) + 7 + 2 = 13 (fang)


    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

    Brother MacLaren casts Righteous Might, spending a point to Extend it (reservoir at 3, spell will last 3 encounters).

    He descends to the ground while drawing his rapier.

    AC drops by 2 with Righteous Might, so he will use the +2 AC/Attacks/Reflex saves from Blessing of Fervor. AC remains at 24. He also has DR 5/evil, and these guys' attacks probably do not count as evil-aligned. And, his HP go up to 93 (+4 size bonus to Con).


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

    Now finished with the trap, Eric flies over to help the others, drawing his shortbow on the way as he starts his battle music to inspire the group.

    Fly: 1d20 + 9 + 5 + 4 ⇒ (4) + 9 + 5 + 4 = 22 Can fly up at more than 45 degrees

    Moving, preferably to somewhere with sight on the cyclops to be able to fire next round, and starting IC.

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