| Veronica Blackblade |
"Well done, guys. Not being able to fly really slowed me down this time. But you all still managed to stop them from warning others. Her comment about the hunters had me wondering, though..." Veronica gestures to the building where fhey'd fought them off. "If those were their only capable hunters, then I guess there's less cyclops here then I first thought."
After they go through the rest of the buildings, Veronica looks to the entrance where one of the fleeing cyclops was headed to.
"Considering they were rushing there, supposedly to get reinforcements, I'm guessing we're going to find another fight that way. Might be a good idea to search the rest of the city first."
Knowledge (engineering): 1d20 + 5 ⇒ (2) + 5 = 7
Knowledge (history): 1d20 + 7 ⇒ (8) + 7 = 15
| Eric Blackblade |
Knowledge (engineering): 1d20 + 6 ⇒ (17) + 6 = 23
Knowledge (history): 1d20 + 6 ⇒ (9) + 6 = 15
"I think I can help with the flying problem, V. Probably won't last as long as you like, but should still help you a bit."
Casting Extended Fly through the Mnemonic Vestment, and using another Extend charge from a rod.
After casting the spell on his sister, Eric puts away the rod and uses another charge from his Moment of Greatness wand. Afterwards, he asks Veronica for the wand of Shield, and tries to use it, but the wand stops responding to him for some reason. Shrugging, he hands it back to his sister, who tries it on herself without a problem.
Use Magic Device vs DC 20: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
Veronica
Good Hope (1 encounters)
Shared Training (Outflank, Bonded Mind) (all day)
Defending Bone (all day, 40 hp)
Extended Fly (3 encounters)
Shield (2 encounters)
Moment of Greatness (2 encounters)
Eric
Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Good Hope (1 encounters)
Moment of Greatness (2 encounters)
Mac
Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Divine Power (1 encounters)
Good Hope (1 encounters)
Enlarge Person (2 encounters)
Moment of Greatness (2 encounters)
Tucci
Extended Fly (full dungeon)
Deadeye's Lore (all day) (1)
Extended Barkskin (+4 natural armor, all day)
Bloodhound (all day)
Good Hope (1 encounters)
Moment of Greatness (2 encounters)
Kasin
Focus: Tiger & Bear (+4 dex and con) (always)
Air Walk (all day)
Greater Magic Fang (all day)
Good Hope (1 encounters)
Moment of Greatness (2 encounters)
| Brother MacLaren |
Brother MacLaren has studied neither engineering nor history.
"I'm ready for a fight now if we want to head towards it."
| narrator robot |
Mac: 1d20 + 3 ⇒ (14) + 3 = 17
Tucci: 1d20 + 2 ⇒ (5) + 2 = 7
Veronica: 1d20 + 1 ⇒ (20) + 1 = 21
Average: 15
Enemy
Blue: 1d20 + 8 ⇒ (9) + 8 = 17
Green: 1d20 + 8 ⇒ (11) + 8 = 19
Orange: 1d20 + 8 ⇒ (2) + 8 = 10
Purple: 1d20 + 8 ⇒ (15) + 8 = 23
Red: 1d20 + 8 ⇒ (4) + 8 = 12
Yellow: 1d20 + 8 ⇒ (15) + 8 = 23
Average: 17.33
Mac: 1d20 + 0 ⇒ (6) + 0 = 6
Tucci: 1d20 + 4 ⇒ (18) + 4 = 22
Veronica: 1d20 + 8 ⇒ (18) + 8 = 26
Eric: 1d20 + 6 ⇒ (6) + 6 = 12
GS. GARGOYLE AERIE
A wide flight of stone stairs leads to a terrace, which offers a commanding view of the ruined streets and buildings below. Several statues gaze outward from its wall. To the northeast and southeast, a giant cavern opens into the mountainside where two tunnels lie choked with rubble.
As the officers of the 'Charm' fly nearer to the terrace they realize the statues (Seemingly carved from a dark gray stone, these sinister crouching humanoids resemble horned, winged demons) on top are beginning to move. Tucci and Veronica quickly recognize them as Gargoyles: clawed evil creatures whose stone like skin protect them from all but magical weapons.
Round 1
Each of the Gargoyles take to the air, drawing long bows as they climb. Each selecting a target they fire at the officers of the Charm. Three aiming at Eric, Two aiming at Tucci and one aiming at Mac. The arrow aimed at Mac flew past, But both of the arrows aimed at Tucci hit and, sadly, all three arrows fired at Eric clipped the bard.
40 ft up 70 ft away
Round 1 Bold may go.
Mac
Tucci - 16 HP
Kasin - 7
Veronica
Eric - 21
Blue Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Green Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Orange Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Purple Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Red Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Yellow Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Blue targets: Mac 1, Tucci 2, Kasin 3, Veronica 4, Eric 5: 1d5 ⇒ 1
Blue, longbow, Mac: 1d20 + 13 ⇒ (3) + 13 = 16 for damage: 1d8 + 2 ⇒ (2) + 2 = 4
Green targets: Mac 1, Tucci 2, Kasin 3, Veronica 4, Eric 5: 1d5 ⇒ 5
Green, longbow, Eric: 1d20 + 13 ⇒ (19) + 13 = 32 for damage: 1d8 + 2 ⇒ (6) + 2 = 8
Orange targets: Mac 1, Tucci 2, Kasin 3, Veronica 4, Eric 5: 1d5 ⇒ 2
Orange, longbow, Tucci: 1d20 + 13 ⇒ (12) + 13 = 25 for damage: 1d8 + 2 ⇒ (7) + 2 = 9
Purple targets: Mac 1, Tucci 2, Kasin 3, Veronica 4, Eric 5: 1d5 ⇒ 2
Purple, longbow, Tucci: 1d20 + 13 ⇒ (20) + 13 = 33 for damage: 1d8 + 2 ⇒ (1) + 2 = 3
Red targets: Mac 1, Tucci 2, Kasin 3, Veronica 4, Eric 5: 1d5 ⇒ 5
Red, longbow, Eric: 1d20 + 13 ⇒ (14) + 13 = 27 for damage: 1d8 + 2 ⇒ (3) + 2 = 5
Yellow targets: Mac 1, Tucci 2, Kasin 3, Veronica 4, Eric 5: 1d5 ⇒ 5
Yellow, longbow, Eric: 1d20 + 13 ⇒ (18) + 13 = 31 for damage: 1d8 + 2 ⇒ (6) + 2 = 8
Purple, longbow, Tucci Confirm crit: 1d20 + 13 ⇒ (4) + 13 = 17 for damage: 1d8 + 2 ⇒ (1) + 2 = 3
| Brother MacLaren |
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Brother MacLaren takes a step, hangs his tankard at his belt, and casts Communal Air Walk on himself, Rumble, Veronica, and Tucci.
This will last 3 encounters (10 min/level, +1 tier for 10th level, -1 tier for communal).
Rumble casts Guidance on MacLaren. Imagining the dog thinking "Who's a good human? You are! You can do it! Good boy."
"Stay near me for a moment and we'll get to them."
| Tucci Hedgehopper |
Kasin HP: 60/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger & Bear (sw, +4, 7/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Hope (1), Moment of Greatness (2), Air Walk (3)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Hope (1), Moment of Greatness (2)
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 (1/6): 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
- - -
"Stay near me for a moment and we'll get to them."
”But I can fly over!” Tucci whines, but does as he’s told, staying close to the Brother.
Just in case, and mostly just ‘cause, Tucci leans over and touches MacLaren, providing him with +4 to attacks, skill checks, ability checks, and saving throws (sacred) until the start of Tucci’s next round.
Tucci gestures to Kasin, unsure if he’s part of whatever MacLaren is going to do. Kasin will double move if not involved (climb 30’). Per OOC he’s not involved.
(Tucci 5’ up, Kasin 40’ up)
| Veronica Blackblade |
"If you're bringing us over there, here. This should help us tear into them when we're in range. Or let us all charge at them together, too."
Veronica casts Haste on the group (except Kasin, as I don't think he's in range?), as she enchants her Blackblade in preparation.
Arcane Pool for +2 and Keen.
| Eric Blackblade |
"Sure thing, Mac, but can I, huh... Stay behind you? Don't really like the idea of giving them another chance of turning me into a pin cushion."
Eric flies behind Mac, hoping his magic can help mitigate some of the damage he just took.
Casting CLW
CLW: 1d8 + 5 ⇒ (4) + 5 = 9
Veronica
Good Hope (1 encounters)
Shared Training (Outflank, Bonded Mind) (all day)
Defending Bone (all day, 40 hp)
Extended Fly (3 encounters)
Shield (2 encounters)
Moment of Greatness (2 encounters)
Air Walk (3 encounters)
Haste (1 encounter)
Eric
Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Good Hope (1 encounters)
Moment of Greatness (2 encounters)
Haste (1 encounter)
Mac
Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Divine Power (1 encounters)
Good Hope (1 encounters)
Enlarge Person (2 encounters)
Moment of Greatness (2 encounters)
Air Walk (3 encounters)
Haste (1 encounter)
Tucci
Extended Fly (full dungeon)
Deadeye's Lore (all day) (1)
Extended Barkskin (+4 natural armor, all day)
Bloodhound (all day)
Good Hope (1 encounters)
Moment of Greatness (2 encounters)
Air Walk (3 encounters)
Haste (1 encounter)
Kasin
Focus: Tiger & Bear (+4 dex and con) (always)
Air Walk (all day)
Greater Magic Fang (all day)
Good Hope (1 encounters)
Moment of Greatness (2 encounters)
Rumble
Good Hope (1 encounters)
Moment of Greatness (2 encounters)
Air Walk (3 encounters)
Haste (1 encounter)
| narrator robot |
Round 2
Watching the humans, the Gargoyles realize only the large rodent is methodically moving their way. Cosidering it the only immediate threat they all turn and fire at Kasin. Three of the arrows striking him, but only two drawing blood.
40 ft up 70 ft away
Round 2 Bold may go.
Mac
Tucci - 4 HP
Kasin - 15
Veronica
Eric
Blue Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Green Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Orange Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Purple Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Red Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Yellow Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Blue, longbow, Kasin: 1d20 + 13 ⇒ (8) + 13 = 21 for damage: 1d8 + 2 ⇒ (6) + 2 = 8
Blue, longbow, Kasin: 1d20 + 8 ⇒ (2) + 8 = 10 for damage: 1d8 + 2 ⇒ (5) + 2 = 7
Green, longbow, Kasin: 1d20 + 13 ⇒ (20) + 13 = 33 for damage: 1d8 + 2 ⇒ (3) + 2 = 5
Green, longbow, Kasin: 1d20 + 8 ⇒ (20) + 8 = 28 for damage: 1d8 + 2 ⇒ (6) + 2 = 8
Orange, longbow, Kasin: 1d20 + 13 ⇒ (13) + 13 = 26 for damage: 1d8 + 2 ⇒ (5) + 2 = 7
Orange, longbow, Kasin: 1d20 + 8 ⇒ (6) + 8 = 14 for damage: 1d8 + 2 ⇒ (2) + 2 = 4
Purple, longbow, Kasin: 1d20 + 13 ⇒ (12) + 13 = 25 for damage: 1d8 + 2 ⇒ (3) + 2 = 5
Purple, longbow, Kasin: 1d20 + 8 ⇒ (16) + 8 = 24 for damage: 1d8 + 2 ⇒ (1) + 2 = 3
Red, longbow, Kasin: 1d20 + 13 ⇒ (10) + 13 = 23 for damage: 1d8 + 2 ⇒ (8) + 2 = 10
Red, longbow, Kasin: 1d20 + 8 ⇒ (5) + 8 = 13 for damage: 1d8 + 2 ⇒ (2) + 2 = 4
Yellow, longbow, Kasin: 1d20 + 13 ⇒ (15) + 13 = 28 for damage: 1d8 + 2 ⇒ (8) + 2 = 10
Yellow, longbow, Kasin: 1d20 + 8 ⇒ (5) + 8 = 13 for damage: 1d8 + 2 ⇒ (7) + 2 = 9
Green, longbow, Kasin confirm crit: 1d20 + 13 ⇒ (8) + 13 = 21 for damage: 2d8 + 4 ⇒ (7, 4) + 4 = 15
Green, longbow, Kasin confirm crit: 1d20 + 8 ⇒ (17) + 8 = 25 for damage: 2d8 + 4 ⇒ (5, 3) + 4 = 12
| Brother MacLaren |
Brother MacLaren casts Dimension Door, bringing the Communal Air Walking party to the archers. Himself, Veronica, Tucci, and Rumble.
The group appears in mid-air (40' up) directly adjacent to the gargoyle archers.
Rumble moves a bit and unleashes a tremendous bark like a burst of thunder (catching Red, Orange, and Yellow).
Sonic Damage: 5d6 ⇒ (1, 5, 2, 6, 5) = 19
Deafness Rounds: 2d6 ⇒ (5, 1) = 6
Fort DC 19 halves damage and negates deafness.
Rumble is AC 22 with Haste, and has DR 5/Cold Iron. Mac is AC 23 with Enlarge (-2) and Haste (+1). He also has 10 temporary HP from Divine Power.
| Eric Blackblade |
Figuring the gargoyles (the ones who survive the approaching onslaught anyway) will have other priority targets now that the rest of the group has just popped up in front of them, Eric flies forward and starts his music.
IC +3, 6/19
| Veronica Blackblade |
Veronica grins as Mac casts his spell and starts tearing into the gargoyles.
Spell combat: Brand, starting with green, then yellow, then 5ft step to orange.
Damage summary:
Green: 68 (drops even with half damage from Rumble)
Yellow: 46
Concentration vs DC 15: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31
Attack (Brand) (PA, IC, Good Hope, Spell Combat): 1d20 + 5 + 7 + 6 - 2 + 3 + 2 - 2 ⇒ (17) + 5 + 7 + 6 - 2 + 3 + 2 - 2 = 36
Damage (PA,IC,Good Hope): 1d6 + 5 + 6 + 4 + 3 + 2 ⇒ (2) + 5 + 6 + 4 + 3 + 2 = 22 Fort save DC 14 or +1 damage
Crit Damage? (PA,IC,Good Hope): 1d6 + 5 + 6 + 4 + 3 + 2 ⇒ (5) + 5 + 6 + 4 + 3 + 2 = 25
Attack (1st) (PA, IC, Good Hope, Spell Combat): 1d20 + 5 + 7 + 6 - 2 + 3 + 2 - 2 ⇒ (17) + 5 + 7 + 6 - 2 + 3 + 2 - 2 = 36
Damage (PA,IC,Good Hope): 1d6 + 5 + 6 + 4 + 3 + 2 ⇒ (5) + 5 + 6 + 4 + 3 + 2 = 25
Confirm? (PA, IC, Good Hope, Spell Combat): 1d20 + 5 + 7 + 6 - 2 + 3 + 2 - 2 ⇒ (6) + 5 + 7 + 6 - 2 + 3 + 2 - 2 = 25
Crit Damage? (PA,IC,Good Hope): 1d6 + 5 + 6 + 4 + 3 + 2 ⇒ (1) + 5 + 6 + 4 + 3 + 2 = 21
Attack (Haste)(PA, IC, Good Hope, Spell Combat): 1d20 + 5 + 7 + 6 - 2 + 3 + 2 - 2 ⇒ (12) + 5 + 7 + 6 - 2 + 3 + 2 - 2 = 31
Damage (PA,IC,Good Hope): 1d6 + 5 + 6 + 4 + 3 + 2 ⇒ (2) + 5 + 6 + 4 + 3 + 2 = 22
Attack (2nd) (PA, IC, Good Hope, Spell Combat): 1d20 + 5 + 2 + 6 - 2 + 3 + 2 - 2 ⇒ (10) + 5 + 2 + 6 - 2 + 3 + 2 - 2 = 24
Damage (PA,IC,Good Hope): 1d6 + 5 + 6 + 4 + 3 + 2 ⇒ (4) + 5 + 6 + 4 + 3 + 2 = 24
| Tucci Hedgehopper |
Kasin HP: 52/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger & Bear (sw, +4, 6/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Hope (1), Moment of Greatness (2), Air Walk (3), Haste (1)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Hope (1), Moment of Greatness (2)
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 (1/6): 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
- - -
"Hey thanks Mac! That saves on shoe-leather!" Tucci grins before turning his attention to the task at hand.
Tucci takes a 5’ step back before stabbing at Yellow, hoping to soften it up for Veronica.
Pike: 1d20 + 14 + 5 ⇒ (3) + 14 + 5 = 22 (hope, inspire)
damage (P): 1d6 + 8 + 5 ⇒ (1) + 8 + 5 = 14 (hope, inspire)
Pike: 1d20 + 9 + 5 ⇒ (5) + 9 + 5 = 19 (hope, inspire)
damage (P): 1d6 + 8 + 5 ⇒ (1) + 8 + 5 = 14 (hope, inspire)
Kasin charges Blue, biting into it as best he can.
Kasin Bite (magic): 1d20 + 12 + 7 ⇒ (5) + 12 + 7 = 24 (fang, hope, inspire)
damage (B/P/S): 1d8 + 7 + 7 ⇒ (8) + 7 + 7 = 22 (fang, hope, inspire)
(Tucci 40’ up, Kasin 40’ up)
There are some high quality rolls. Thanks Paizo... hehehe.
| narrator robot |
Taken by Suprise at the magical appearance of their new foes, only one of the gargoyles is able to avoid most of the damage caused by the dogs sonic attack. Eric continues singing from a safe distance as Veronica's combination of sword and sorcery ends, one green gargoyle and badly wounds a yellow second. Meanwhile, Tucci tries to finish off the Yellow gargoyle the Captain had wounded as Kasin finds his own Blue Gargoyle to gnaw upon.
Round 3
Recovering from the shock of the attack the Gargoyles drop their bows, moving into positions where they can flank and attack with tooth, horn and claw. Two blue/purpleGargoyles attacking Kasin, two yellow/orange attacking the very dangerous captain and one red attacking the heavenly dog. The first Blue Gargoyle misses Kasin entirely, but the second purple is able to both bite and claw the rodent, though doing less damage than it thought. The Gargoyles attacking the captain have better luck, the first yellow horing her, while the seconds orange strikes with all attacks. Meanwhile the last red gargoyle is able to put it's claws on 'Rumble' but is not able to penetrate the heavenly creatures thick skin.
Round 3 Bold may go.
Mac
Rumble
Tucci - 4 HP
Kasin - 18 HP
Veronica - 65 HP
Eric
Red Fort DC 19: 1d20 + 5 ⇒ (4) + 5 = 9
Orange Fort DC 19: 1d20 + 5 ⇒ (12) + 5 = 17
Yellow Fort DC 19: 1d20 + 5 ⇒ (18) + 5 = 23
green Fort save DC 14: 1d20 + 5 ⇒ (17) + 5 = 22
green stabilize DC 24: 1d20 + 3 ⇒ (17) + 3 = 20
Blue Gargoyle rogue (sniper) -22 HP 76 AC 19, touch 15, flat-footed 14 Fort +s, Ref +12, Will +6
Green Gargoyle rogue (sniper)- 90 unconscious/unstable HP 76 AC 19, touch 15, flat-footed 14 Fort +5, Ref +12, Will +6
Orange Gargoyle rogue (sniper) - 19 HP 76 AC 19, touch 15, flat-footed 14 Fort +5, Ref +12, Will +6 Deaf 1/6
Purple Gargoyle rogue (sniper) HP 76 AC 19, touch 15, flat-footed 14 Fort +5, Ref +12, Will +6
Red Gargoyle rogue (sniper) - 19 HP 76 AC 19, touch 15, flat-footed 14 Fort +5, Ref +12, Will +6 Deaf 1/6
Yellow Gargoyle rogue (sniper) - 52 HP 76 AC 19, touch 15, flat-footed 14 Fort +5, Ref +12, Will +6
Blue, bite, Kasin, flank: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 for damage: 1d4 + 2 ⇒ (1) + 2 = 3 sneak: 2d6 ⇒ (2, 4) = 6
Blue, claw, Kasin, flank: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 for damage: 1d4 + 2 ⇒ (2) + 2 = 4 sneak: 2d6 ⇒ (4, 3) = 7
Blue, claw, Kasin, flank: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 for damage: 1d4 + 2 ⇒ (3) + 2 = 5 sneak: 2d6 ⇒ (4, 4) = 8
Blue, gore, Kasin, flank: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 for damage: 1d4 + 2 ⇒ (3) + 2 = 5 sneak: 2d6 ⇒ (6, 1) = 7
purple, bite, Kasin, flank: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 for damage: 1d4 + 2 ⇒ (1) + 2 = 3 sneak: 2d6 ⇒ (3, 4) = 7
purple, claw, Kasin, flank: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 for damage: 1d4 + 2 ⇒ (1) + 2 = 3 sneak: 2d6 ⇒ (3, 3) = 6
purple, claw, Kasin, flank: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 for damage: 1d4 + 2 ⇒ (2) + 2 = 4 sneak: 2d6 ⇒ (3, 4) = 7
purple, gore, Kasin, flank: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25 for damage: 1d4 + 2 ⇒ (3) + 2 = 5 sneak: 2d6 ⇒ (5, 3) = 8
yellow, bite, Veronica, flank: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 for damage: 1d4 + 2 ⇒ (2) + 2 = 4 sneak: 2d6 ⇒ (1, 5) = 6
yellow, claw, Veronica, flank: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 for damage: 1d4 + 2 ⇒ (2) + 2 = 4 sneak: 2d6 ⇒ (2, 1) = 3
yellow, claw, Veronica, flank: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 for damage: 1d4 + 2 ⇒ (3) + 2 = 5 sneak: 2d6 ⇒ (4, 2) = 6
yellow, gore, Veronica, flank: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 for damage: 1d4 + 2 ⇒ (4) + 2 = 6 sneak: 2d6 ⇒ (3, 6) = 9
orange, bite, Veronica, flank: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31 for damage: 1d4 + 2 ⇒ (3) + 2 = 5 sneak: 2d6 ⇒ (5, 1) = 6
orange, claw, Veronica, flank: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31 for damage: 1d4 + 2 ⇒ (4) + 2 = 6 sneak: 2d6 ⇒ (1, 3) = 4
orange, claw, Veronica, flank: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 for damage: 1d4 + 2 ⇒ (4) + 2 = 6 sneak: 2d6 ⇒ (4, 2) = 6
orange, gore, Veronica, flank: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 for damage: 1d4 + 2 ⇒ (3) + 2 = 5 sneak: 2d6 ⇒ (6, 6) = 12
red, bite, dog: 1d20 + 12 ⇒ (18) + 12 = 30 for damage: 1d4 + 2 ⇒ (1) + 2 = 3
red, claw, dog: 1d20 + 12 ⇒ (16) + 12 = 28 for damage: 1d4 + 2 ⇒ (1) + 2 = 3
red, claw, dog: 1d20 + 12 ⇒ (10) + 12 = 22 for damage: 1d4 + 2 ⇒ (3) + 2 = 5
red, gore, dog: 1d20 + 12 ⇒ (6) + 12 = 18 for damage: 1d4 + 2 ⇒ (1) + 2 = 3
| Brother MacLaren |
| 1 person marked this as a favorite. |
Brother MacLaren attacks with Rapier and Tankard.
Attack vs Yellow, PA, Divine Power, IC +3, Good Hope, TWF, Haste: 1d20 + 13 - 2 + 3 + 3 + 2 - 2 + 1 ⇒ (4) + 13 - 2 + 3 + 3 + 2 - 2 + 1 = 22
Damage: 1d8 + 7 + 4 + 3 + 3 + 3 ⇒ (3) + 7 + 4 + 3 + 3 + 3 = 23
Still up at 1 HP? He bashes it with the tankard. Tankard doesn't count as magic but some damage should get through.
Tankard vs Yellow, PA, Divine Power, IC +3, Good Hope, TWF, Haste: 1d20 + 12 - 2 + 3 + 3 + 2 - 2 + 1 ⇒ (18) + 12 - 2 + 3 + 3 + 2 - 2 + 1 = 35
Damage: 1d8 + 2 + 2 + 3 + 3 + 2 ⇒ (1) + 2 + 2 + 3 + 3 + 2 = 13
That should do it even if their DR is 10/magic.
Brother MacLaren stabs a Gargoyle with his giant-sized rapier. It flaps weakly in the air before he smashes it to the ground with a roundhouse swing of Last Call.
He turns to the next one.
Divine Power/Haste bonus attack vs Orange: 1d20 + 13 - 2 + 3 + 3 + 2 - 2 + 1 ⇒ (20) + 13 - 2 + 3 + 3 + 2 - 2 + 1 = 38
Damage: 1d8 + 7 + 4 + 3 + 3 + 3 ⇒ (1) + 7 + 4 + 3 + 3 + 3 = 21
Confirm?: 1d20 + 13 - 2 + 3 + 3 + 2 - 2 + 1 ⇒ (17) + 13 - 2 + 3 + 3 + 2 - 2 + 1 = 35
Damage: 1d8 + 7 + 4 + 3 + 3 + 3 ⇒ (5) + 7 + 4 + 3 + 3 + 3 = 25
Rapier Iterative vs Orange, Guidance: 1d20 + 8 - 2 + 3 + 3 + 2 - 2 + 1 + 1 ⇒ (14) + 8 - 2 + 3 + 3 + 2 - 2 + 1 + 1 = 28
Damage: 1d8 + 7 + 4 + 3 + 3 + 3 ⇒ (8) + 7 + 4 + 3 + 3 + 3 = 28
And Orange goes down.
With two mighty strikes he brings another foe down.
Rumble delays until after Veronica. Then he will moves next to her and growl at the Gargoyles.
Three times per day, a caypup can issue a rumbling growl from its throat that sounds like distant thunder and scares away potential attackers. Creatures within 15 feet of the caypup must succeed at a DC1221 Will save to attack the caypup (as if affected by sanctuary). The caypup can choose to bestow the same effect on an adjacent ally as well. This effect lasts for 3 rounds or until the caypup or its ally attacks (whichever comes first), after which time the caypup must wait at least 1d6 rounds before using this ability again. The save DC is Charisma-based.
| Tucci Hedgehopper |
Kasin HP: 49/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger & Bear (sw, +4, 6/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Hope (1), Moment of Greatness (2), Air Walk (3), Haste (1)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Hope (1), Moment of Greatness (2)
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 (1/6): 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 takes a 5’ step to get into position with his dangly pole arm. He attacks Purple.
Pike: 1d20 + 14 + 6 ⇒ (19) + 14 + 6 = 39 (hope, inspire, haste)
damage (P): 1d6 + 8 + 5 ⇒ (5) + 8 + 5 = 18 (hope, inspire)
Pike: 1d20 + 9 + 6 ⇒ (8) + 9 + 6 = 23 (hope, inspire, haste)
damage (P): 1d6 + 8 + 5 ⇒ (4) + 8 + 5 = 17 (hope, inspire)
Hasted Pike: 1d20 + 14 + 6 ⇒ (6) + 14 + 6 = 26 (hope, inspire, haste)
damage (P): 1d6 + 8 + 5 ⇒ (5) + 8 + 5 = 18 (hope, inspire)
Kasin takes on purple as well, pivoting to blue if purple falls. He stands firm to provide flank on blue.
Kasin Bite (magic): 1d20 + 12 + 7 ⇒ (16) + 12 + 7 = 35 (fang, hope, inspire)
damage (B/P/S): 1d8 + 7 + 7 ⇒ (5) + 7 + 7 = 19 (fang, hope, inspire)
Kasin Bite (magic): 1d20 + 7 + 7 ⇒ (6) + 7 + 7 = 20 (fang, hope, inspire)
damage (B/P/S): 1d8 + 7 + 7 ⇒ (1) + 7 + 7 = 15 (fang, hope, inspire)
(Tucci 40’ up, Kasin 40’ up)
| Veronica Blackblade |
With Mac dropping both Gargoyles around her, Veronica closes in with the one going for Rumble, while getting a spell ready to help Tucci and Kasin out as well if she manages to bring it down.
5ft step, Spell Combat: Bladed Dash - cast after full attack. If Red goes down, will move to Blue. If not, will "move" to Red and hit him again.
Damage summary:
Red: 65 (I think that drops it)
Blue: 21
As her first Gargoyle goes down, Veronica turns towards the next closest Gargoyle and completes her spell, charging with blinding speed towards it while leaving multi colored images of her shimmering briefly in her wake.
Attack (1st Iterative)(PA, IC, Good Hope, Spell Combat): 1d20 + 5 + 7 + 6 - 2 + 3 + 2 - 2 ⇒ (15) + 5 + 7 + 6 - 2 + 3 + 2 - 2 = 34
Damage (PA,IC,Good Hope): 1d6 + 5 + 6 + 4 + 3 + 2 ⇒ (1) + 5 + 6 + 4 + 3 + 2 = 21
Confirm (PA, IC, Good Hope, , Spell Combat): 1d20 + 5 + 7 + 6 - 2 + 3 + 2 - 2 ⇒ (19) + 5 + 7 + 6 - 2 + 3 + 2 - 2 = 38
Crit Damage (PA,IC,Good Hope): 1d6 + 5 + 6 + 4 + 3 + 2 ⇒ (1) + 5 + 6 + 4 + 3 + 2 = 21
Attack (Haste)(PA, IC, Good Hope, Spell Combat): 1d20 + 5 + 7 + 6 - 2 + 3 + 2 - 2 ⇒ (3) + 5 + 7 + 6 - 2 + 3 + 2 - 2 = 22
Damage (PA,IC,Good Hope): 1d6 + 5 + 6 + 4 + 3 + 2 ⇒ (3) + 5 + 6 + 4 + 3 + 2 = 23
Attack (2nd iterative)(PA, IC, Good Hope, Spell Combat): 1d20 + 5 + 2 + 6 - 2 + 3 + 2 - 2 ⇒ (4) + 5 + 2 + 6 - 2 + 3 + 2 - 2 = 18
Damage (PA,IC,Good Hope): 1d6 + 5 + 6 + 4 + 3 + 2 ⇒ (1) + 5 + 6 + 4 + 3 + 2 = 21
Attack (Bladed Dash)(PA, IC, Good Hope, Spell Combat): 1d20 + 5 + 7 + 6 - 2 + 3 + 2 - 2 ⇒ (9) + 5 + 7 + 6 - 2 + 3 + 2 - 2 = 28
Damage (PA,IC,Good Hope): 1d6 + 5 + 6 + 4 + 3 + 2 ⇒ (1) + 5 + 6 + 4 + 3 + 2 = 21
| Eric Blackblade |
Eric keeps up his performance and aims three arrows at the only gargoyle still standing after the rest of the party's vicious attacks.
IC +3 (6/19)
Attack (Good Hope, IC, Haste, Rapid Shot): 1d20 + 5 + 5 + 1 + 2 + 3 + 1 ⇒ (3) + 5 + 5 + 1 + 2 + 3 + 1 = 20
Damage(Good Hope, IC, Arcane Strike): 1d6 + 1 + 1 + 2 + 3 + 2 ⇒ (3) + 1 + 1 + 2 + 3 + 2 = 12
Attack (Good Hope, IC, Haste, Rapid Shot): 1d20 + 5 + 5 + 1 + 2 + 3 + 1 ⇒ (18) + 5 + 5 + 1 + 2 + 3 + 1 = 35
Damage(Good Hope, IC, Arcane Strike): 1d6 + 1 + 1 + 2 + 3 + 2 ⇒ (1) + 1 + 1 + 2 + 3 + 2 = 10
Attack (Good Hope, IC, Haste, Rapid Shot): 1d20 + 5 + 5 + 1 + 2 + 3 + 1 ⇒ (2) + 5 + 5 + 1 + 2 + 3 + 1 = 19
Damage(Good Hope, IC, Arcane Strike): 1d6 + 1 + 1 + 2 + 3 + 2 ⇒ (4) + 1 + 1 + 2 + 3 + 2 = 13
| narrator robot |
Thrusting his rapier into the yellow Gargoyles groin, the creature tries to turn awayn but Mac knocks it unconscious with his beer stein. As the unconscious yellow Gargoyle falls to the ground, Mac viciously thrusts his rapier into the orange Gargoyle that had wounded the captain so badly. Drawing his rapier out, he strikes it again, killing it outright, taking revenge for his wounded captain.
Vengefully attacking the purple Gargoyle that had injured Kasin ever so slightly, Tucci thrusts his pole arm repeatedly into the creature's tough hide. Meanwhile Kasin takes his own revenge tearing out the purple Gargoyles throat.
The captain moves toward the Red Gargoyle attacking Mac's pet and quickly ends it, then dashes towards the second blue Gargoyle that had attacked Kasin wounding it as well. Keenly paying attention to the battle, Eric fires three arrows into the 'still flying' Blue Gargoyle. As its body falls to the ground, the officers of the 'Charm' realize that, at least for the moment, they are the only creatures in the air.
Combat Over: Each gargoyle carries masterwork arrows (20), giant bane arrows (5), monstrous humanoid bane arrows (5) and a masterwork composite longbow (+2 Str)
Tucci - 4 HP
Kasin - 18
Veronica - 65
Blue Gargoyle rogue (sniper) - 78 HP 76 unconscious falling to the ground
Green Gargoyle rogue (sniper) Dead
Orange Gargoyle rogue (sniper) Dead
Purple Gargoyle rogue (sniper) - 87 HP 76 unconscious falling to the ground
Red Gargoyle rogue (sniper) - 84 HP 76 unconscious falling to the ground
Yellow Gargoyle rogue (sniper) - 78 HP 76 unconscious falling to the ground
| Brother MacLaren |
Brother MacLaren starts patching up the Captain.
Aid to CMW: 2d8 + 10 ⇒ (6, 6) + 10 = 22
Bear's Endurance to CMW: 2d8 + 10 ⇒ (2, 2) + 10 = 14
Instant Weapon to CMW: 2d8 + 10 ⇒ (8, 2) + 10 = 20
Then he channels to heal the party.
Channel #3: 3d6 ⇒ (2, 3, 2) = 7
| Tucci Hedgehopper |
Kasin HP: 56/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger & Bear (sw, +4, 6/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Moment of Greatness (1), Air Walk (2)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Moment of Greatness (1)
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 (1/6): 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
- - -
”Thanks for the healing Mac!” Tucci isn’t up to full, but he’s close enough and feels healthy!
He pokes around the bodies, collecting their valuable bows, and the magic arrows. He looks around a bit too for anything they might have been guarding. He doesn’t expect anything, but he looks anyway.
Perception: 1d20 + 25 ⇒ (8) + 25 = 33
| Veronica Blackblade |
"Thanks, Mac. And sorry for being such a drain on your magic. I promise I'll try to pile a bit more defenses on before we start hacking away at more targets. And on that note..."
Veronica takes one of the extend rods, and casts her second mirror image spell for the day, using the rod to give it lasting power.
Images: 1d4 + 3 ⇒ (3) + 3 = 6 (for 1 full dungeon) (extend rod 4/6)
She then picks up one of the longbows for herself, as well as the normal arrows.
"I kind of meant to pick one of these up back in town before we set off, but was so focused on all the crafting I wanted to do that I forgot about it. Should have much better range and speed than the harpoon. The magic arrows should go to Eric, though, he's the better shot. Wasn't expecting the city's defendants to be carrying giant slaying arrows, though."
| narrator robot |
Returning to the area where the Cyclops' exited their kitchen the officers of the "Charm" continue their systematic search.
G11. MONEY CHANGER
Smashed tables and chairs, all sized for giants, lie scattered about this building's single, large room. In the heyday of ancient Ghol Gan, Sumitha hosted travelers from a variety of cultures, most coming to visit the Eye of Serenity. In exchange, the cyclopes charged a hefty sum, establishing an arbiter here to act as money changer.Treasure: Long forgotten among the detritus of Sumitha's ruin, several ancient coins from vanished empires can be fo und scattered about the room. All told, they're worth a total of 2,500 gp to various collectors.
G12. MAGISTRATES' HALL
A large brass door provides access to this ruined hal l, though an additional hole gapes in the northeast wall . Inside, much of the roof has long since collapsed and a garden of vegetation has taken root.
The cyclopes once maintained order from this ancient courthouse. Now, the building lies empty, overgrown with plant life. One ofthe trees inside bears a strange olivelike fruit, harvested by Ishtoreth's tribe for sustenance. Several more root vegetables, herbs, and medicinal plants grow among the wild grass and shrubbery underfoot.G13· LEGATION
The architecture of this building is markedly different from others in the valley-it appears to have been built for human-sized occupants.
** spoiler omitted ** This leaves G8 the balcony G16 and the interior G14 and other unmarked entrances
"I'm ready for a fight now if we want to head towards it."
I believe you were on your way from them towards G14 or G16 or one of the other doors. Any preferences?
| Brother MacLaren |
1:
2:
3: Invisibility Purge, Magic Circle Against Evil, Dispel Magic,
4:
5:
CMW is in the Sipping Jacket
Last Call holds:
Shield of Faith
Fly
Bear's Endurance
Bull's Strength
Ale
1 use left of Channel Energy
Bear's Endurance was in a draught so could not have been converted to CMW and is still in the tankard. Marked off 2 1st-level spells instead.
Brother MacLaren follows Tucci. G14 sounds fine.
| narrator robot |
Mac: 1d20 + 3 ⇒ (7) + 3 = 10
Tucci: 1d20 + 2 ⇒ (13) + 2 = 15
Veronica: 1d20 + 1 ⇒ (11) + 1 = 12
Since only blue is awake, I thought only they should get a roll
Enemy
Blue: 1d20 - 1 ⇒ (11) - 1 = 10
G14- FOUNDERS COURT
Beyond the double doors of this wide portico lies a huge chamber, illuminated by giant lamps suspended overhead. Very large sleeping pallets cover most of the floor space, and two more sets of double doors lead north and south.
The ceiling is 50 feet high in this hall, which the remaining cyclopes of Sumitha use as their primary sleeping quarters. The lamps originate from ancient Ghol-Gan and contain continual flames.
As Tucci pushes the door open and steps inside, a loud cry goes up, "Inkräktare" Seeing one blue cyclops on watch but five more stirring from their pallets as the shout goes up.
Feel free to adjust the marching order.
Round 1 Bold may go.
Mac
Rumble
Tucci - ? HP
Kasin
Veronica
Eric
Green HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Orange HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Purple HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Red HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Yellow HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
| Tucci Hedgehopper |
Kasin HP: 56/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger & Bear (sw, +4, 5/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Moment of Greatness (1), Air Walk (2)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Moment of Greatness (1)
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 (1/6): 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 and Kasin both climb higher once through the door - to be out of reach of the enemy’s melee attacks. At least to start. After moving, they both ready attacks - just in case. Tucci also swiftly takes on aspects of the tiger and bear.
(Tucci 20’ up, Kasin 20’ up)
Pike: 1d20 + 14 ⇒ (19) + 14 = 33
damage (P): 1d6 + 8 ⇒ (5) + 8 = 13
Kasin Bite (magic): 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 (fang)
damage (B/P/S): 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15 (fang)
- - -
| Eric Blackblade |
Eric starts his performance and takes a shot at the cyclops on watch with one of the giant's bane arrow.
IC +3 (5/19)
Attack (IC, Bane): 1d20 + 5 + 5 + 1 + 3 + 2 ⇒ (20) + 5 + 5 + 1 + 3 + 2 = 36
Damage(IC, Arcane Strike, Bane): 1d6 + 1 + 1 + 3 + 2 + 2 + 2d6 ⇒ (4) + 1 + 1 + 3 + 2 + 2 + (4, 4) = 21
Confirm? (IC, Bane): 1d20 + 5 + 5 + 1 + 3 + 2 ⇒ (16) + 5 + 5 + 1 + 3 + 2 = 32
Crit Damage(IC, Arcane Strike, Bane): 2d6 + 2 + 2 + 6 + 4 + 4 ⇒ (5, 3) + 2 + 2 + 6 + 4 + 4 = 26
| Veronica Blackblade |
"Nice shot, Eric!" Veronica looks at the rising cyclops and considers her options. "I'm not really looking forward to rushing inside and dealing with six cyclops at once. What do you say, Mac? Think we can block them here at the doors while Eric pelts them with arrows? If things seem dicey, we can always take to the air, and fight them from a distance. I'm a bit worried about Tucci and Kasin, though. Not sure going inside was the best option."
Taking out a potion of Enlarge Person, Veronica drinks it, moving slightly to make sure Eric's target can't get to him easily, while enchanting her blade in preparation for the cyclops to charge at them.
Arcane Pool for +2 and keen.
I know it's going against a 20, but could get lucky.
Parry (IC): 1d20 + 5 + 7 + 6 + 3 ⇒ (3) + 5 + 7 + 6 + 3 = 24
Guess not :(
| Brother MacLaren |
"We'll give it a shot."
Brother MacLaren drinks his draught of Bear's Endurance (move action, for HP 93/93) and uses Total Defense (standard action, for AC 28).
Rumble moves past Mac and readies to growl if an opponent comes within 15' (as Sanctuary, Will DC 21 required to attack either Mac or Rumble).
| narrator robot |
As Tucci and Kasin move into the building and an elevated position, Mac and Veronica ready to defend their position while Eric puts a well-placed arrow in the watchful guard.
Round 1
Screaming from the pain the Blue Guard begins giving orders. Most of the cyclops begin to stand and gather weapons, while one Red Stands and 5ft steps towards the doors near them. As the doors open the red cyclops screams "Inkräktare" Meanwhile the wounded Blue Cyclops, unable to get a clean shot at the archer, settles for the halfling. Raising their crossbow, using their Flash of insight, they shoot at Tucci, wounding the halfling.
The other four cyclops are double moving, stand up, pick up or draw a weapon
Round 2 Bold may go.
Mac
Rumble
Tucci - 21 HP
Kasin - 11 HP
Veronica
Eric
Blue - 47 HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity
Green HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Orange HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Purple HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Red HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Yellow HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Blue, flash of insight, Tucci, crossbow damage: 2d8 ⇒ (5, 7) = 12
Blue, crossbow, Tucci, confirm crit: 1d20 + 5 ⇒ (2) + 5 = 7 for damage: 2d8 ⇒ (5, 5) = 10
perception: 1d20 + 11 ⇒ (9) + 11 = 20
perception: 1d20 + 11 ⇒ (17) + 11 = 28
perception: 1d20 + 11 ⇒ (15) + 11 = 26
perception: 1d20 + 11 ⇒ (16) + 11 = 27
perception: 1d20 + 16 ⇒ (16) + 16 = 32
| Tucci Hedgehopper |
Kasin HP: 56/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger & Bear (sw, +4, 5/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Moment of Greatness (1), Air Walk (2)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Moment of Greatness (1)
Weapon Equipped = Pike (20’)
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 (1/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/5): 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 has a plan, now that the giants were weaponed and ready. He commands Kasin to stay from his attack, and readies to cast a spell as soon as the volley of crossbow bolts heads his way. He'll also extend (swift) his pike to 20' in case any of the giants is foolish enough to approach near him.
(Tucci 20’ up, Kasin 20’ up)
Tucci will cast a Wind Wall (90’ x 45’, 1 encounter). He’ll position it to protect himself and Kasin as targets, but not block Eric’s bow.
- - -
| Veronica Blackblade |
Veronica moves a bit south, standing between the two pillars and watching for any cyclops attempting to come out of either door.
Attack (IC,PA): 1d20 + 5 + 7 + 6 + 3 - 2 ⇒ (1) + 5 + 7 + 6 + 3 - 2 = 20
Damage (IC, PA, 2h): 1d8 + 5 + 10 + 6 + 3 ⇒ (3) + 5 + 10 + 6 + 3 = 27
Parry (IC,PA): 1d20 + 5 + 7 + 6 + 3 - 2 ⇒ (6) + 5 + 7 + 6 + 3 - 2 = 25
| Eric Blackblade |
Eric keeps his music going, and fires a volley of three arrows at the cyclops.Starting on blue, moving to green if it goes down
Attack (IC, Rapid Shot, Bane, Deadly Aim): 1d20 + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 ⇒ (19) + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 = 33
Damage(Arcane Strike, Deadly Aim, Bane): 1d6 + 1 + 1 + 3 + 2 + 4 + 2 + 2d6 ⇒ (4) + 1 + 1 + 3 + 2 + 4 + 2 + (6, 4) = 27
Attack (IC, Rapid Shot, Bane, Deadly Aim): 1d20 + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 ⇒ (18) + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 = 32
Damage(Arcane Strike, Deadly Aim, Bane): 1d6 + 1 + 1 + 3 + 2 + 4 + 2 + 2d6 ⇒ (4) + 1 + 1 + 3 + 2 + 4 + 2 + (6, 2) = 25
Attack (IC, Rapid Shot, Bane, Deadly Aim): 1d20 + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 ⇒ (9) + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 = 23
Damage(Arcane Strike, Deadly Aim, Bane): 1d6 + 1 + 1 + 3 + 2 + 4 + 2 + 2d6 ⇒ (4) + 1 + 1 + 3 + 2 + 4 + 2 + (5, 3) = 25
| Brother MacLaren |
Brother MacLaren drinks Bull's Strength from his tankard, takes a 5' step to provide some cover to Eric, and again uses Total Defense for AC 28.
Rumble readies to take a 5' step next to Mac and growl if an opponent comes within 15' (as Sanctuary, Will DC 21 required to attack either Mac or Rumble).
| narrator robot |
While the officers of the 'Charm' prepare for the Cyclops' assault, Eric puts three more arrows into the blue guard, killing them outright.
Round 2
Seeing Eric bring down their guard, the two cyclops Green/Yellow load their crossbows, moving out of each other's way and fireFoI at Eric. Meanwhile the other two purple/orange move towards the double doors, each opening one, while Red the other, moves out of sight into a parallel room.
Round 3 Bold may go.
Mac
Rumble
Tucci - 9 HP
Kasin - 11 HP
Veronica
Eric - 21 HP
Blue dead
Green HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Orange HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Purple HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Red HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Yellow HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Green, flash of insight, Tucci, crossbow damage: 2d8 ⇒ (2, 8) = 10
Yellow, crossbow, Tucci, confirm crit: 1d20 + 5 ⇒ (18) + 5 = 23 for damage: 2d8 ⇒ (1, 2) = 3
Blue, flash of insight, Tucci, crossbow damage: 2d8 ⇒ (8, 3) = 11
Blue, crossbow, Tucci, confirm crit: 1d20 + 5 ⇒ (10) + 5 = 15 for damage: 2d8 ⇒ (6, 8) = 14
| Tucci Hedgehopper |
Kasin HP: 56/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger & Bear (sw, +4, 5/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Moment of Greatness (1), Air Walk (2)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Moment of Greatness (1)
Weapon Equipped = Pike (20’)
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 (1/6): 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, frustrated that no one shot at him, wasted a round, but at least not a spell, as his ready doesn’t go off. He flies over green and attacks (he has 20’ reach currently). He debates what to do with Kasin, but as they’re the only ones engaged so far, he keeps him in reserve for now.
Pike: 1d20 + 14 + 3 ⇒ (8) + 14 + 3 = 25 (inspire)
damage (P): 1d6 + 8 + 3 ⇒ (3) + 8 + 3 = 14 (inspire)
(Tucci 20' up, Kasin 20' up)
| Veronica Blackblade |
Seeing the double doors to the south swing open, Veronica steps closer, intent on dealing the first strike, viciously slashing at the closest one forst and hoping to drop it.
5ft step south, Spell Combat: Brand. Aiming for Purple, a bit unsure if Orange is in reach. If so, aiming for it if purple goes down.
Damage summary:
Brand: 45 + Fort Save DC 14 for +1
1st Iterative: 52
2nd Iterative: 24
Concentration vs DC 15: 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37
Attack (IC,PA, Spell Combat): 1d20 + 5 + 7 + 6 + 3 - 2 - 2 ⇒ (15) + 5 + 7 + 6 + 3 - 2 - 2 = 32
Damage (IC, PA): 1d8 + 5 + 7 + 4 + 3 ⇒ (4) + 5 + 7 + 4 + 3 = 23
Confirm? (IC,PA, Spell Combat): 1d20 + 5 + 7 + 6 + 3 - 2 - 2 ⇒ (13) + 5 + 7 + 6 + 3 - 2 - 2 = 30
Crit Damage (IC, PA): 1d8 + 5 + 7 + 4 + 3 ⇒ (3) + 5 + 7 + 4 + 3 = 22
Attack (IC,PA, Spell Combat): 1d20 + 5 + 7 + 6 + 3 - 2 - 2 ⇒ (17) + 5 + 7 + 6 + 3 - 2 - 2 = 34
Damage (IC, PA): 1d8 + 5 + 7 + 4 + 3 ⇒ (7) + 5 + 7 + 4 + 3 = 26
Confirm? (IC,PA, Spell Combat): 1d20 + 5 + 7 + 6 + 3 - 2 - 2 ⇒ (20) + 5 + 7 + 6 + 3 - 2 - 2 = 37
Crit Damage (IC, PA): 1d8 + 5 + 7 + 4 + 3 ⇒ (7) + 5 + 7 + 4 + 3 = 26
Attack (IC,PA, Spell Combat): 1d20 + 5 + 2 + 6 + 3 - 2 - 2 ⇒ (14) + 5 + 2 + 6 + 3 - 2 - 2 = 26
Damage (IC, PA): 1d8 + 5 + 7 + 4 + 3 ⇒ (5) + 5 + 7 + 4 + 3 = 24
Parry (IC,PA): 1d20 + 5 + 7 + 6 + 3 - 2 ⇒ (10) + 5 + 7 + 6 + 3 - 2 = 29
| Eric Blackblade |
Eric cries out as the two large bolts hit him, but he tries to stay focused - best thing he can do is make sure the cyclops don't get to shoot him anymore.
Keeping his magical music aiding him and fhe rest of the officers, Eric again fires a trio of arrows inside the building towards the cyclops who shot him.
Going for Green, then Yellow
IC +3 (3/19)
Attack (IC, Rapid Shot, Bane, Deadly Aim): 1d20 + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 ⇒ (19) + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 = 33
Damage(Arcane Strike, Deadly Aim, Bane): 1d6 + 1 + 1 + 3 + 2 + 4 + 2 + 2d6 ⇒ (6) + 1 + 1 + 3 + 2 + 4 + 2 + (1, 5) = 25
Attack (IC, Rapid Shot, Bane, Deadly Aim): 1d20 + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 ⇒ (16) + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 = 30
Damage(Arcane Strike, Deadly Aim, Bane): 1d6 + 1 + 1 + 3 + 2 + 4 + 2 + 2d6 ⇒ (3) + 1 + 1 + 3 + 2 + 4 + 2 + (3, 1) = 20
Attack (IC, Rapid Shot, Bane, Deadly Aim): 1d20 + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 ⇒ (6) + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 = 20
Damage(Arcane Strike, Deadly Aim, Bane): 1d6 + 1 + 1 + 3 + 2 + 4 + 2 + 2d6 ⇒ (4) + 1 + 1 + 3 + 2 + 4 + 2 + (1, 1) = 19
Veronica
Shared Training (Outflank, Bonded Mind) (all day)
Defending Bone (all day, 40 hp)
Extended Fly (2 encounters)
Shield (1 encounter)
Moment of Greatness (1 encounters)
Air Walk (2 encounters)
Enlarge Person (2 encounters)
Eric
Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Moment of Greatness (1 encounters)
Mac
Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Enlarge Person (1 encounters)
Moment of Greatness (1 encounters)
Air Walk (2 encounters)
Bear's Endurance (3 encounters)
Tucci
Extended Fly (full dungeon)
Deadeye's Lore (all day) (1)
Extended Barkskin (+4 natural armor, all day)
Bloodhound (all day)
Moment of Greatness (1 encounters)
Air Walk (2 encounters)
Kasin
Focus: Tiger & Bear (+4 dex and con) (always)
Air Walk (all day)
Greater Magic Fang (all day)
Moment of Greatness (1 encounters)
Rumble
| narrator robot |
As Tucci thrust his pike into the green Cyclops, Eric fires three well placed arrows into it's chest. The green cyclops is clearly staggered, but still standing. Waitng for her chance near the door, the enlarged Veronica steps forwards and using sword and sorcery evisierates the first purple cyclops and wounds the second orange cyclops.
Round Bold may go.
Mac
Rumble
Tucci - 9 HP
Kasin - 11 HP
Veronica
Eric - 21 HP
| Brother MacLaren |
Brother MacLaren hangs his tankard at his belt and heals Eric's wounds.
Dispel Magic to CSW: 3d8 + 10 ⇒ (1, 3, 1) + 10 = 15
| narrator robot |
Round 3
Realizing Tucci was nearing, the staggered green cyclops drops their crossbow and begins to draw their axe. While their companion, yellow recocks their crossbow and fires at the halfling again, this time missing. The wounded orange cyclops lifts their axe and chops twice at the Captain and her mirror images, the first striking true, severely wounding the captain.
As the fleeing red cyclops returns with reinforcements, A large female warrior call out, "Hur många är det? Var finns de?"
Round 4 Bold may go.
Mac
Rumble
Tucci - 9 HP
Kasin - 11 HP
Veronica - 58 HP 5 mirror images
Eric - 6 HP
Blue dead
Green - 78 HP staggered (Move or standard action) 65/80 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Orange - 24, HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Purple dead
Red HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Yellow HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Red Berry HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Cornflower blue HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Cyan HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Magenta HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
SHAIJA HP 123 AC 23, touch 10, flat-footed 22 Fort +15, Ref +5, Will +5; +1 vs. fear, Flash of Insight, ferocity
Yellow, crossbow, Tucci,: 1d20 + 5 ⇒ (10) + 5 = 15 for damage: 2d8 ⇒ (8, 4) = 12
Orange, Veronica, great axe, flash of insight damage: 3d6 + 7 ⇒ (6, 3, 6) + 7 = 22
Orange, Veroncia, great axe, confirm crit: 1d20 + 11 ⇒ (18) + 11 = 29 for damage: 6d6 + 14 ⇒ (1, 2, 4, 5, 4, 6) + 14 = 36
mirror image, 1 is bad: 1d7 ⇒ 1
Orange, Veroncia, great axe,: 1d20 + 6 ⇒ (17) + 6 = 23 for damage: 3d6 + 7 ⇒ (5, 4, 1) + 7 = 17
mirror image, 1 is bad: 1d7 ⇒ 6
| Tucci Hedgehopper |
Kasin HP: 56/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger & Bear (sw, +4, 5/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Moment of Greatness (1), Air Walk (2)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Moment of Greatness (1)
Weapon Equipped = Pike (20’)
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 (1/6): 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 and Kasin are out of reach. Tucci has a 20’ pike which allows him to attack without reprisals from his height. Of course, with only one eye, and poor depth perception, I’m not surprised the cyclops thought there might be melee opportunities. :)
Tucci sees the new arrivals and worries. If they have ready crossbows, he’ll once again ready an action to oppose them. If they sport melee weapons, he’ll press his attack against green to try and drop it.
- - -
Pike: 1d20 + 14 + 3 ⇒ (1) + 14 + 3 = 18 (inspire)
damage (P): 1d6 + 8 + 3 ⇒ (3) + 8 + 3 = 14 (inspire)
- - -
(Tucci 20' up, Kasin 20' up)
| Veronica Blackblade |
Veronica lets out a cry of pain as her target's axe gets past her magical defenses. Before she can react, her eyes go wide as she sees the group rushing into the room and heading towards her. "That's... A lot more cyclops than I was expecting to find here." She looks to Eric and Mac, using Tucci's pseudo magical bond to discuss her plans without the cyclops overhearing.
I don't think we'll be able to handle all those at once, at least in a straight fight, especially not with the wound this bastard just gave me. Tucci seems to be doing well at keeping himself and Kasin safe, so I'm thinking I can port us over the roof, or one of the ruined buildings we've been into - get out of sight, prepare, and either get back here to engage or try to pick them off from range. Eric, try to bring your targets down, and then get closer so I can get you out of here. Mac, can you tell Rumble to get to safety, too?"
Trusting Eric to do as she says, she focuses on the cyclops that just wounded her, and slashes twice at it, and then takes a step back, touches Eric and Mac, and wills themselves out of the cyclops sight.
Spell Combat: Dimension Door. Attacking first, teleporting next. Activating Blackblade Strike as a free action.
Attack (IC,PA, Spell Combat): 1d20 + 5 + 7 + 6 + 3 - 2 - 2 ⇒ (7) + 5 + 7 + 6 + 3 - 2 - 2 = 24
Damage (IC, PA, BBS): 1d8 + 5 + 7 + 4 + 3 + 3 ⇒ (1) + 5 + 7 + 4 + 3 + 3 = 23
Attack (IC,PA, Spell Combat): 1d20 + 5 + 2 + 6 + 3 - 2 - 2 ⇒ (2) + 5 + 2 + 6 + 3 - 2 - 2 = 14
Damage (IC, PA, BBS): 1d8 + 5 + 7 + 4 + 3 + 3 ⇒ (7) + 5 + 7 + 4 + 3 + 3 = 29
Technically, should have posted after Eric, but figured there was no sense in splitting Veronica's post into two. Teleporting us somewhere out of sight, but still close that we can swiftly get back to the fight after were ready. Was thinking the roof of this building, if it has one, if not, then maybe G2 or G10. Bringing Mac along, too, if he's willing, of course.
| Eric Blackblade |
Eric nods at his sister, keeps his music going for just a while longer, and looses fhree arrows against the cyclops closest to Tucci, before stepping closer to Veronica.
Firing at green, then Yellow. Arrows for green are normal, yellow gets the bane ones.
IC +3 (2/19)
Attack (IC, Rapid Shot, Deadly Aim): 1d20 + 5 + 5 + 1 + 3 + 2 - 2 - 2 ⇒ (16) + 5 + 5 + 1 + 3 + 2 - 2 - 2 = 28
Damage(Arcane Strike, Deadly Aim): 1d6 + 1 + 1 + 3 + 2 + 4 ⇒ (5) + 1 + 1 + 3 + 2 + 4 = 16
Attack (IC, Rapid Shot, Bane, Deadly Aim): 1d20 + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 ⇒ (7) + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 = 21
Damage(Arcane Strike, Deadly Aim, Bane): 1d6 + 1 + 1 + 3 + 2 + 4 + 2 + 2d6 ⇒ (6) + 1 + 1 + 3 + 2 + 4 + 2 + (3, 3) = 25
Attack (IC, Rapid Shot, Bane, Deadly Aim): 1d20 + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 ⇒ (10) + 5 + 5 + 1 + 3 + 2 - 2 + 2 - 2 = 24
Damage(Arcane Strike, Deadly Aim, Bane): 1d6 + 1 + 1 + 3 + 2 + 4 + 2 + 2d6 ⇒ (4) + 1 + 1 + 3 + 2 + 4 + 2 + (5, 6) = 28
| Brother MacLaren |
Brother MacLaren will accept the spell and be teleported.
He then heals Veronica.
Invisibility Purge to CSW: 3d8 + 10 ⇒ (6, 2, 1) + 10 = 19
"Here, Rumble!" He calls the dog to follow (Rumble has Air Walk).
| narrator robot |
As Tucci prepares for the cyclops' assault, Eric kills the first Green cyclops and puts two arrows in the second Yellow cyclops wounding it severely. Meanwhile Veronica wounds the Orange Cyclops again, then plans her retreat. Taking Mac and Eric with her, the cleric quickly heals some of the captain's damage.
Round 4
Charging into the room the Female warrior quickly takes the scene in. Immediately giving orders, she points first towards the far double exterior doors, then the double doors to the north and then at Tucci, as she moves towards the near double exterior doors. "ni två, täck den dörren, ni, skydda hövdingen, ni tre blir av med halvlingen, jag tar hand om kvinnan."
Several things happening at once, the wounded Yellow Cyclops drops their crossbow and moves towards the interior double doors near Tucci, seeming to want to keep him out. Meanwhile the three cyclops furthest, drop their axes, loading their crossbows and firing at him; triggering the 'wind wall' protecting him from the 'Insightful' bolts. The cyclops in command, moves to the double doors, pushing them shut with the help of the orange wounded cyclops. More importantly the original redcyclops who'd warned the others, reaches the far door, 30 ft move pulling it shut move action, While the final cornflower blue Cyclops takes longer, and arrives at the door 35 ft, so double move :) but does not get the door pulled shut in time.
On the northern exterior door, the north door is shut, the south door is still open. On the southern exterior door, both doors are shut.
Round 5 Bold may go.
Mac
Rumble
Tucci - 9 HP
Kasin - 11 HP
Veronica - 34 HP 5 mirror images
Eric - 6
Blue dead
Green dead
Orange - 24, HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Purple dead
Red HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Yellow - 53 HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity,
Red Berry HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity,
Cornflower blue HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity, Flash of Insight
Cyan HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity,
Magenta HP 65 AC 19, touch 8, flat-footed 19 Fort +9, Ref +2, Will +4 ferocity,
SHAIJA HP 123 AC 23, touch 10, flat-footed 22 Fort +15, Ref +5, Will +5; +1 vs. fear, Flash of Insight, ferocity