GM Imperius' Skull & Shackles

Game Master bluedove

Skull & Shackles Art and Maps
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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

"Excellent!"

Tucci gets in line for spells, casting healing from the wand at the same time to get Kasin and himself healthy.

Not sure if we're still in rounds either so I'll wait.


Combat over
As the officers of the 'Charm' fly about discussing their plans the great room falls silent.

After Mac's channel, I'm showing Tucci @ - 11 HP, Kasin @ - 46 HP and Veronica @ - 29 HP


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: 59/63; AC: 27, tch 15, flat 25 (included: barkskin +3 net)
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 5/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Air Walk (1)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon)
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 (0/1, 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 taps into the wand for healing, wanting to save his potions for emergencies.

Tucci CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Kasin CLW: 7d8 + 7 ⇒ (5, 8, 5, 6, 5, 5, 5) + 7 = 46

Ready to go for his part, Tucci stands by the door, ready to open it. He waits patiently though, knowing there are many more spells to cast.


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 administers Veronica's CMW potion, giving her a shot to follow it.
"Drink! Drink some more!"
CMW: 2d8 + 10 ⇒ (4, 7) + 10 = 21

Then he does the same with one of his two potions of CLW.
CLW: 1d8 + 5 ⇒ (6) + 5 = 11

Think that is 3 rounds elapsed; round 1 to sheathe his rapier and administer the boost, since Veronica already had the potion in hand; round 2 to draw a potion; round 3 to administer it to Veronica and boost it.


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, Mac. I think those shots did the trick " Veronica says with a grin.

Considering it's taking Tucci 8 rounds to use the wand, I think we can get all the buffs up in that time

Veronica uses another charge from the Mirror Image wand when Eric gets back and hands it over to Mac. She then takes out her potion of Invisibility, hands it out, and uses the scroll on herself. Eric will cast an Invisibility spell as well when they're all ready.

Images: 1d4 + 1 ⇒ (4) + 1 = 5

Rolling for strength now to move things along, but would give everyone else time to do anything they want to get ready first. Eric should be somewhere where he can get a clear shot through the door when it opens.

Strength check: 1d20 + 7 ⇒ (20) + 7 = 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

"Tucci, do you have any spells that might assist us? I am entirely out."


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: 59/63; AC: 27, tch 15, flat 25 (included: barkskin +3 net)
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 5/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Air Walk (1)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon)
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 (0/1, 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 (0/5): 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 (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Thanks for the nudge Mac! I should have posted this earlier...

Tucci thinks a moment, "Not much I'm afraid. I could grant one of you Barkskin, and that is a good idea." He'll cast it on Veronica - the one most likely to do the most damage and become the greatest target. (+4 natural armor, full dungeon)

"I was also thinking of sending in an earth elemental to lead us. Take the first hit as it were..."

If they don't disagree, he'll summon an earth elemental with Summon Nature’s Ally IV the round before the doors are opened, and send it in as soon as they shift!

Earth Elemental (medium):
Earth Elemental (medium) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
hp 34 (4d10+12)
Fort +7, Ref +0, Will +4
Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d8+7)
Special Attacks earth mastery
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3
- - -


As Veronica thrusts the doors open and the earth elemental rush in, the officers of the 'Charm' quickly realize the chief and his senchanal are not in the high-ceilinged room 50 ft.

G17. HALL OF CHAMPIONS
Six columns carved to resemble h uge cyclopes in decorative armor support the ceiling of this immense chamber. Fallen rubble blocks passageways to the north and southeast, but double doors still stand in the north wall and another set of double doors leads farther south. In the northeast corner, a giant animal hide is stretched across the floor beside a pile of bones stripped of meat. Several dinosaur skulls hang from the western wall.

Knowledge (local?) DC 25:
The original inhabitants of Ghol-Gan called this chamber the Hall of Champions. Here they honored the accomplishments of their greatest heroes, whether warriors, philosophers, seers, or sorcerers. Each column portrays a famous cyclops from before the Age of Legend, the heroes' names inscribed in ancient Cyclops runes on the floor before them: the Heretic Aveshai, Tok Shal the Fearless, Junlo of the Third Eye, Losailia the All-Wise, Perrom of the Temporal Sphere, and the Twice-Favored Isada Rek.

Stuff:

CSW: 3d8 + 5 ⇒ (7, 5, 1) + 5 = 18
CSW: 3d8 + 5 ⇒ (3, 2, 1) + 5 = 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: 59/63; AC: 27, tch 15, flat 25 (included: barkskin +3 net)
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: None (sw, +4, 5/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Air Walk (1)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Invisible
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 (0/1, 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 (0/5): 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 (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Conscious that the elemental won’t be with them long, Tucci sends it to the next set of doors and commands him (in Terran) to open them when the party lines up.

Earth Elemental (medium):
Earth Elemental (medium) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
hp 34 (4d10+12)
Fort +7, Ref +0, Will +4
Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d8+7)
Special Attacks earth mastery
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3
- - -


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

Knowledge (Local): 1d20 + 5 ⇒ (3) + 5 = 8

"Guess they took the time we gave them and ran away. Makes sense, but let's see if we can catch uo to them."

Realising her some of her magical protections have ended, Veronica draws her wand of Shield on the way to the door, and reuses it as she stays hovering near the ceiling over the elemental.

Mac, you could have tried to use the mirror image wand and this one as well, if you wanted to, while we got ready. Don't think you got the chance between us going out of rounds and opening the doors

Current AC should be 27: 21 normally, -2 for Enlarge Person, +4 Shield, +4 Barkskin.

Active Party Buffs:

Veronica
Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Defending Bone (all day, 40 hp)
Extended Fly (1 encounters)
Shield (2 encounter)
Moment of Greatness (0 encounters)
Air Walk (1 encounters)
Enlarge Person (1 encounters)
Mirror Image (2 encounters, 5 images)
Vanish (0 encounter? 0 rounds?)
Barkskin (+4 natural armor, full dungeon)
Invisibility (2 rounds)

Eric

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Moment of Greatness (0 encounters)
Mirror Image (1 encounters, 5 images)

Mac

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Enlarge Person (0 encounters)
Moment of Greatness (0 encounters)
Air Walk (1 encounters)
Bear's Endurance (2 encounters)
Invisibility (2 rounds)

Tucci

Spoiler:

Extended Fly (full dungeon)
Deadeye's Lore (all day) (1)
Extended Barkskin (+4 natural armor, all day)
Bloodhound (all day)
Moment of Greatness (0 encounters)
Air Walk (1 encounters)

Kasin

Spoiler:

Focus: Tiger & Bear (+4 dex and con) (always)
Air Walk (all day)
Greater Magic Fang (all day)
Moment of Greatness (0 encounters)
Invisibility (2 rounds)

Rumble

Spoiler:

Moment of Greatness (0 encounters)
Air Walk (1 encounter)


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

Knowledge Local: 1d20 + 6 ⇒ (14) + 6 = 20

Eric flies closer to the door, staying high enough that the cyclops shouldn't be able to reach him, and gets ready to shoot an arrow if the huge cyclops is visible when the doors are opened.

Readied Action:

Attack (Bane): 1d20 + 1 + 6 + 5 + 2 ⇒ (5) + 1 + 6 + 5 + 2 = 19
Damage ( Arcane Strike, Bane): 1d6 + 1 + 1 + 2 + 2 + 2d6 ⇒ (6) + 1 + 1 + 2 + 2 + (3, 5) = 20


G18. CROSSROADS
Several statues and two ornate runic circles stretch along this rubble-strewn hall. Several exits have been blocked by a cave-ins, but a single open passage, its dusty floor marked with giant-sized footprints, leads eastward.

As the elemental opens the doors two statues, carved to resemble large female cyclops warriors from the height of Ghol-Gan's enlightened age, and an ornate runic circle are visible in this dusty, low-ceilinged 30 ft room.

The room clearly continues on past the bend in the rocks, towards the north and east.

knowledge (arcane) DC 19:
The large statues are advanced caryatid columns, a construct that can stand perfectly still, emulating a statue.


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

Knowledge Arcane: 1d20 + 8 ⇒ (11) + 8 = 19

"Watch out!" Veronica's voice calls out as she takes a good look at the statues. "Those things are more than statues - they're actually a type of construct made to look like one. Kind of makes it difficult to close in with the cyclops invisibly. You guys still want to press on? Try to deal with these statue things, at least?"


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

Knowledge Arcane: 1d20 + 6 ⇒ (4) + 6 = 10

Eric tries to recall anything he knows about these constructs, but comes up with nothing.


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

"Let's not leave these solid in our wake. It could bite us in the back while dealing with a more deadly foe!"

Tucci prepares to charge in at one of the constructs, but waits for possible coordination.


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

"Okay, then. Let's do it."


Please feel free to take a surprise round, I'll start getting initiative ready and finish getting the stats ready.


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

"Well, lets make use of our Invisibility while we can. I'm closing in with the nearest one."

Veronica gets near the southern "statue" and gets ready to attack it.


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 flies into the room as well, sticking near the ceiling and trying to keep his distance, trying to finding a spot where he can see both of the "statues" while keeping his bow ready.


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: 59/63 (20/20); AC: 29, tch 17, flat 25 (included: barkskin +3 net, Tiger +2)
Kasin HP: 67/67 (+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 and Bear (sw, +4, 4/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Air Walk (1)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Invisible
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 (0/1, 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 (0/5): 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 (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci, not wanting to get too far ahead, keeps pace (flying) with the earth elemental. Kasin follows invisibly behind as well, though slightly elevated. Tucci also swiftly takes on the guise of the tiger and bear.

Tucci is 15’ up, Kasin is 10’ up

Earth Elemental (medium):
Earth Elemental (medium) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
hp 34 (4d10+12)
Fort +7, Ref +0, Will +4
Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d8+7)
Special Attacks earth mastery
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3
- - -


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 and Rumble move into the room. Both are Air Walking, 10' up.


Initiative:

Mac: 1d20 + 3 ⇒ (8) + 3 = 11
Tucci: 1d20 + 2 ⇒ (14) + 2 = 16
Veronica: 1d20 + 1 ⇒ (1) + 1 = 2
average: 9.6
Enemy
Blue: 1d20 + 1 ⇒ (3) + 1 = 4
Red: 1d20 + 1 ⇒ (17) + 1 = 18
average 11

The officers of the charm work some of their magic and slowly head into the new room. As the see the expanse of the room, they feel the sensation of being watched....

Round 1
The statues near the odd magical circle do not move, maybe the captain was wrong and they are just decoration....

Round 1 Bold may go.
Mac
Rumble
Tucci - 4 HP
Kasin
Veronica 5 mirror images
Eric 5 mirror images

stuff:

Blue CYCLOPS CARYATIDS HP 101 AC 23, touch 10, fl at-footed 22 (+1 Dex, +13 natural, -1 size) Fort +4, Ref +5, Will +4 Defensive Abilities shatter weapons; DR 10/-; Immune construct traits, magic
Blue CYCLOPS CARYATIDS HP 101 AC 23, touch 10, fl at-footed 22 (+1 Dex, +13 natural, -1 size) Fort +4, Ref +5, Will +4 Defensive Abilities shatter weapons; DR 10/-; Immune construct traits, magic

Blue, Readied attack, Keen Falchion: 1d20 + 19 ⇒ (19) + 19 = 38 damage: 2d6 + 10 ⇒ (6, 3) + 10 = 19
Red, Readied attack, Keen Falchion: 1d20 + 19 ⇒ (7) + 19 = 26 damage: 2d6 + 10 ⇒ (1, 6) + 10 = 17
Blue, Readied attack, Keen Falchion, confirm crit: 1d20 + 19 ⇒ (7) + 19 = 26 damage: 2d6 + 10 ⇒ (1, 2) + 10 = 13


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: 59/63 (20/20); AC: 29, tch 17, flat 25 (included: barkskin +3 net, Tiger +2)
Kasin HP: 67/67 (+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 and Bear (sw, +4, 4/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Air Walk (1)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Invisible
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 (0/1, 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 (0/5): 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 (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

The earth elemental double moves up to the statuary (provoking) but can do no more with as slow as it is.

Tucci flies up and over before swating the column in the head with his extended reach.
Pike: 1d20 + 14 ⇒ (11) + 14 = 25
damage (P): 1d6 + 8 ⇒ (1) + 8 = 9

Kasin must also double move to get into position. He also provokes if the creature has combat reflexes and can sense the invisible rodent.

Tucci is 20’ up, Kasin is 10’ up

Earth Elemental (medium):
Earth Elemental (medium) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
hp 34 (4d10+12)
Fort +7, Ref +0, Will +4
Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d8+7)
Special Attacks earth mastery
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3
- - -


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

Rumble uses Guidance on Brother MacLaren.

The cleric double moves to get into position.


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 moves closer as well, getting close enough to the statue to strike, but waits a bit for the others to get ready as well - better if they all end the Invisibility at the same time. Still, she watches closely, in case the statue tries to attack any of them.

Flying closer, staying under Tucci - not sure if it can reach him, but if so, the idea is to provide cover if it tries to attack.

Readied Action if it tries to attack anyone in range:

Attack (Enlarge Person, PA): 1d20 + 7 + 7 + 3 - 1 - 2 ⇒ (12) + 7 + 7 + 3 - 1 - 2 = 26
Damage (2h, Enlarge, PA): 1d8 + 3 + 10 + 6 ⇒ (2) + 3 + 10 + 6 = 21


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 takes two shots at the statue, trying his best to find some manner of vulnerable spot to strike. Arrows don't tend to be particularly effective against stone.

Attack (Deadly Aim): 1d20 + 1 + 6 + 5 - 2 ⇒ (17) + 1 + 6 + 5 - 2 = 27
Damage ( Arcane Strike): 1d6 + 1 + 1 + 2 + 4 ⇒ (1) + 1 + 1 + 2 + 4 = 9

Attack(Deadly Aim): 1d20 + 1 + 6 + 5 - 2 ⇒ (3) + 1 + 6 + 5 - 2 = 13
Damage ( Arcane Strike): 1d6 + 1 + 1 + 2 + 4 ⇒ (1) + 1 + 1 + 2 + 4 = 9


As the earth elemental and Kasin move fowards, the statue ignores them, but turns and glares at the halfling as Tucci's pike scrapes off it's stone shoulder. Meanwhile Rumble uses Guidance, while Mac and Veronica move fowards and Eric fires two arrows at the stone creature, one misses while the other bounces off uselessly.

Edit:
As Tucci's weapon scrapes off the statue, he notices the weapon is damaged.

Round 2
As combat begins, the distant Red Caryatid moves closer, seeing to protect the odd circle on the floor, while the other blue glares from Tucci to Eric and back again, waiting for one of them to come closer.

Tucci's pike has the broken condition
Round 2 Bold may go.
Mac
Rumble
Tucci - 4 HP
Kasin
Veronica 5 mirror images
Eric 5 mirror images

stuff:

Blue (large) CYCLOPS CARYATIDS HP 101 AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size) Fort +4, Ref +5, Will +4 Defensive Abilities shatter weapons; DR 10/-; Immune construct traits, magic
Red (large) CYCLOPS CARYATIDS HP 101 AC 23, touch 10, fl at-footed 22 (+1 Dex, +13 natural, -1 size) Fort +4, Ref +5, Will +4 Defensive Abilities shatter weapons; DR 10/-; Immune construct traits, magic

Blue, Readied attack, Keen Falchion: 1d20 + 19 ⇒ (4) + 19 = 23 damage: 2d6 + 10 ⇒ (2, 6) + 10 = 18
Red, Readied attack, Keen Falchion: 1d20 + 19 ⇒ (10) + 19 = 29 damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22

Edit: damage to Tucci's pike: Hardness 7, HP 30: - 6 hp, broken condition
Damage tucci's pike: 3d6 ⇒ (5, 6, 2) = 13


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: 59/63 (20/20); AC: 29, tch 17, flat 25 (included: barkskin +3 net, Tiger +2)
Kasin HP: 67/67 (+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 and Bear (sw, +4, 4/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Air Walk (1)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Invisible
Weapon Equipped = Pike (20’, broken (-2/-2))
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 (6/8, +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 (0/1, 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 (0/5): 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 (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

”Watch your weapons! Something on them broke my pike!” Fearful of the pike’s ruin, and the thick stone (DR) he struggles to get through with any other weapon, he thrusts the pike as a mere distraction while he thinks.

Pike: 1d20 + 14 ⇒ (10) + 14 = 24 vs AC 10 to aid Victoria’s next swing +4

The earth elemental moves into flank (provoking) and swings.
Slam: 1d20 + 9 ⇒ (5) + 9 = 14 damage: 1d8 + 7 ⇒ (8) + 7 = 15

Tucci waves Kasin off for the moment, he’s afraid of him chipping his teeth! He watches to see how the earth elemental fares though Kasin does move (invisibly) into a better position.

Basically Tucci is seeing if the natural attacks of the earth elemental take damage the way his pike did.

Tucci is 20’ up, Kasin is 10’ up and invisible

Earth Elemental (medium):
Earth Elemental (medium) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
hp 34 (4d10+12)
Fort +7, Ref +0, Will +4
Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d8+7)
Special Attacks earth mastery
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3
- - -


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

Rumble moves up (provoking from Red) and attacks.

Bite: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 1d4 + 7 ⇒ (2) + 7 = 9

Brother MacLaren moves around so he flanks Red with Veronica, then attacks. Rapier should count as having Hardness 14, I believe, with metal being base 10 and then +4 for +2 enhancement.

Attack vs Red, PA, Defensively, Outflank: 1d20 + 13 - 2 - 3 + 4 ⇒ (16) + 13 - 2 - 3 + 4 = 28
Damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12

Damage to Weapon: 3d6 ⇒ (1, 1, 4) = 6 Brine's Sting is unharmed for the moment.

MacLaren is AC 27 with Fighting Defensively.


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 up Mac's attack with a flurry of slashes. Unfortunately only one seems to do any damage.

Spell Combat: Brand. The Blackblade is immune to the broken condition as long as it still has a point in its arcane pool (which it has).

Attack vs FF (Enlarge, Outflank, PA, Spell Combat): 1d20 + 3 + 7 + 7 - 1 + 4 - 2 ⇒ (1) + 3 + 7 + 7 - 1 + 4 - 2 = 19
Damage: 1d8 + 3 + 7 + 4 ⇒ (6) + 3 + 7 + 4 = 20

Attack (Enlarge, Outflank, PA, Spell Combat): 1d20 + 3 + 7 + 7 - 1 + 4 - 2 - 2 ⇒ (14) + 3 + 7 + 7 - 1 + 4 - 2 - 2 = 30
Damage: 1d8 + 3 + 7 + 4 ⇒ (8) + 3 + 7 + 4 = 22

Attack (Enlarge, Outflank, PA, Spell Combat): 1d20 + 3 + 2 + 7 - 1 + 4 - 2 - 2 ⇒ (10) + 3 + 2 + 7 - 1 + 4 - 2 - 2 = 21
Damage: 1d8 + 3 + 7 + 4 ⇒ (5) + 3 + 7 + 4 = 19

Damage to Blackblade: 3d6 ⇒ (2, 2, 1) = 5 Hardness is 10+6, HP is still at 35/35


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 shoots another pair of arrows at the statue, hoping they prove more effective this time.

Attack (Deadly Aim): 1d20 + 1 + 6 + 5 - 2 ⇒ (15) + 1 + 6 + 5 - 2 = 25
Damage ( Arcane Strike): 1d6 + 1 + 1 + 2 + 4 ⇒ (5) + 1 + 1 + 2 + 4 = 13

Attack (Deadly Aim): 1d20 + 1 + 1 + 5 - 2 ⇒ (3) + 1 + 1 + 5 - 2 = 8
Damage ( Arcane Strike): 1d6 + 1 + 1 + 2 + 4 ⇒ (3) + 1 + 1 + 2 + 4 = 11


Hoping to help the captain, Tucci waives his damaged pike to disract the caryatid, while the elemental moves in to attack the same Red Caryatid, which strike the elemental causing its slam attack to miss. The Elemental clearing the path for Rumble to move in and Mac to appear both attacking the creatures. Rumble was able to bite the Caryatid, but causing no damage but Mac's undamaged sword took a small chunk out of its shoulder. Veronica, now becoming invisible also closes in on the further red Caryatid attacking it as well. Her second attack striking the creature causing less damage than expected. Meanwhile one of Eric's arrows take a small chip off of the blue first Caryatid.

Round 3
Finally having targets near enough to hit, the first Blue Caryatid, swings repeatedly at the captain, but only manages to strike one of her mirror images. As the more northern Red Caryatid swings repeatedly at her quartermaster. Having more luck than it's companion, the red Caryatid strikes the cleric twice, the second blow cutting deeply. Meanwhile, there is a loud roar, as the Chief and his Senchal rounds the corner to the north.

Round 3 Bold may go.
Mac - 52 HP
Rumble
Tucci - 4 HP
Kasin
Earth Elemental - 16
Veronica 4 mirror images
Eric 5 mirror images

stuff:

Blue (large) CYCLOPS CARYATIDS HP - 3 101 AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size) Fort +4, Ref +5, Will +4 Defensive Abilities shatter weapons; DR 10/-; Immune construct traits, magic
Red (large) CYCLOPS CARYATIDS - 14 HP 101 AC 23, touch 10, fl at-footed 22 (+1 Dex, +13 natural, -1 size) Fort +4, Ref +5, Will +4 Defensive Abilities shatter weapons; DR 10/-; Immune construct traits, magic
Shaija - 87 HP 123/142 unconscious AC 23, touch 10, flat-footed 22 Fort +15, Ref +5, Will +5; +1 vs. fear, ferocity
Ishtoreth - 69 HP 195/220 AC 24 27, touch 9, fl at-footed 26, Fort +12, Ref +6, Will +14 ferocity,

Red AoO, earth elemental Keen Falchion: 1d20 + 19 ⇒ (12) + 19 = 31 damage: 2d6 + 10 ⇒ (3, 3) + 10 = 16

Blue, attack, Veronica Keen Falchion: 1d20 + 19 ⇒ (4) + 19 = 23 damage: 2d6 + 10 ⇒ (3, 3) + 10 = 16
mirror image @ 5, 1 is bad: 1d6 ⇒ 5
Blue, attack, Veronica Keen Falchion: 1d20 + 14 ⇒ (1) + 14 = 15 damage: 2d6 + 10 ⇒ (1, 6) + 10 = 17
Blue, attack, Veronica Keen Falchion: 1d20 + 9 ⇒ (3) + 9 = 12 damage: 2d6 + 10 ⇒ (3, 5) + 10 = 18
Red, attack, Mac Keen Falchion: 1d20 + 19 ⇒ (12) + 19 = 31 damage: 2d6 + 10 ⇒ (6, 3) + 10 = 19
Red, attack, Mac Keen Falchion: 1d20 + 14 ⇒ (18) + 14 = 32 damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15
Red, attack, Mac Keen Falchion: 1d20 + 9 ⇒ (3) + 9 = 12 damage: 2d6 + 10 ⇒ (3, 3) + 10 = 16
Red, attack, Mac Keen Falchion confirm crit: 1d20 + 14 ⇒ (13) + 14 = 27 damage: 2d6 + 10 ⇒ (6, 3) + 10 = 19


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

"I think we are in over our heads here."

Brother MacLaren falls back.

Swift action to use the Sipping Jacket for CMW, then Total Defense and move. Move will be 15' up and 25' over, so this will provoke an AOO from Red, but against AC 30, and he ends at 25' up and so theoretically out of the reach of the Large constructs.

CMW: 2d8 + 10 ⇒ (4, 2) + 10 = 16

Rumble uses Smite Threat, attacks, and falls back a step.

Attack, Smite Threat: 1d20 + 13 + 6 ⇒ (19) + 13 + 6 = 38
Damage: 1d4 + 7 + 7 ⇒ (2) + 7 + 7 = 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

Tucci hopes not to retreat, but he waits for Veronica's input before withdrawing himself.


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 looks worriedly as the caryatid strikes a nasty blow against Mac, who wisely retreats.

The loud roar catches her attention and she spots the huge cyclops closing with them. Taking a glance at the small amount of damage they've managed to do to the statues, Veronica nods reluctantly at Mac's comment.

"I... As much as I hate to admit it, I have to agree with Mac on this. Facing that huge cyclops head on would have been though. But having to deal with these things hacking away at us as well, with no way of beating them down quickly? I don't want to gamble our lives here. It's not like we're pressed for time or anything. We should fall back, for now."

Watching both statues closely, Veronica flies back and up as well towards the entrance they used to get into the room.

Using the withdraw action to move back to the entrance, which I think lets me avoid an AoO from red, but blue gets one regardless, unless my first 5ft movement can make me fly up enough to be out of reach. AC is at 27.


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

Nodding at Veronica, Eric makes his way out of the room as well.


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: 59/63 (20/20); AC: 29, tch 17, flat 25 (included: barkskin +3 net, Tiger +2)
Kasin HP: 67/67 (+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 and Bear (sw, +4, 4/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Air Walk (1)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Invisible
Weapon Equipped = Pike (20’, broken (-2/-2))
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 (6/8, +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 (0/1, 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 (0/5): 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 (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci frowns, ”Some kind of heroes we are.” he mumbles. But he follows everyone out carefully. He’s high enough up the stone creatures have no swing, and Kasin is still invisible.

The earth elemental continues to attack, but without a lot of luck, he won’t get through their DR. He can help while the others retreat though. A speed bump.

Tucci is at the ceiling as is Kasin who is still invisible

Earth Elemental (medium):
Earth Elemental (medium) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
hp 34 (4d10+12)
Fort +7, Ref +0, Will +4
Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d8+7)
Special Attacks earth mastery
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3
- - -


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

"C'mon, Tucci. I don't like the idea of leaving midway through a battle any more than you do, but we're pirates, not heroes. Tell me what we stand to gain here that we won't still be able to get if we come back later when we're better prepared."


Combat over

Mac retreats healing himself, the red Caryatid's swipe misses but Rumble bites into the creature, slightly damamging the red Caryatid. As the officers retreat leaving the elemental to guard the rear, the first Blue Caryatid takes a swipe at the Captain, shatering one of her mirror images. From further back of the odd room a disappointing roar and loud footprints can be heard.

Mac - 36
Tucci - 4 HP
Veronica 3 mirror images
Eric 5 mirror images

stuff:

Blue (large) CYCLOPS CARYATIDS HP - 3 101 AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, -1 size) Fort +4, Ref +5, Will +4 Defensive Abilities shatter weapons; DR 10/-; Immune construct traits, magic
Red (large) CYCLOPS CARYATIDS - 20 HP 101 AC 23, touch 10, fl at-footed 22 (+1 Dex, +13 natural, -1 size) Fort +4, Ref +5, Will +4 Defensive Abilities shatter weapons; DR 10/-; Immune construct traits, magic
Shaija - 87 HP 123/142 unconscious AC 23, touch 10, flat-footed 22 Fort +15, Ref +5, Will +5; +1 vs. fear, ferocity
Ishtoreth - 69 HP 195/220 AC 24 27, touch 9, fl at-footed 26, Fort +12, Ref +6, Will +14 ferocity,

Red, AoO, Mac Keen Falchion: 1d20 + 19 ⇒ (8) + 19 = 27 damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21
Blue, AoO, Veronica Keen Falchion: 1d20 + 19 ⇒ (9) + 19 = 28 damage: 2d6 + 10 ⇒ (5, 5) + 10 = 20
mirror image @ 4, 1 is bad: 1d5 ⇒ 5


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 falls back and sheathes his sword.

"I don't have the means to really damage those statues - but with the right spells I would be able to.
Knowing what you are up against and preparing for it is just good sense."

Falling back and sheathing sword is 1 round;
Next round will be falling back some more and drawing a potion;
The round after that will be drinking the potion and boosting it.

CLW when it happens: 1d8 + 5 ⇒ (5) + 5 = 10


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: 59/63 (20/20); AC: 29, tch 17, flat 25 (included: barkskin +3 net, Tiger +2)
Kasin HP: 67/67 (+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 and Bear (sw, +4, 4/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Fly (full), Air Walk (1)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Air Walk (full dungeon), Invisible
Weapon Equipped = Pike (20’, broken (-2/-2))
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 (6/8, +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 (0/1, 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 (0/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (0/5): 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 (0/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

"We're heroic pirates!" Tucci adds lamely as he withdraws with the others, even going so far as to close the door behind them so Kasin can get a bit further away. Tucci likes this flying, such speed!

His airwalk expires after the battle, but his flight continues, though he'll have to be careful as hovering is a bit beyond his skill. So he swoops and dives here and there.

"Back to the ship to resupply then?"

He'll cast his final cure on Mac as well, to aid his healing... just in case they run into trouble on the way.

CLW: 1d8 + 5 ⇒ (1) + 5 = 6

Ugh!


Tucci Hedgehopper wrote:
"Back to the ship to resupply then?"

Anyone wants to agree or better yet narrate flying back to the ship?


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

"Yeah, I think going back is the better option. Me and Eric have pretty much exhausted all our magic for the day. And Mac's right, too. Now that we know what we're up against, we can prepare accordingly. And we can get your pike fixed, too, Tucci."

When everyone is ready to leave, after applying whatever healing magic they want, Veronica takes to the air and leads the way back to the ship.

"Get yourselves some rest, and ideas on what we can do to prepare for that fight tomorrow are more than welcome."


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

”We’ll tackle them fresh tomorrow!”

Tucci flies until the spell wears out and then rides Kasin to keep pace with the others.

When they reach the ship, he spends a little time repairing his pike. The Mending spell should do the trick.
Mend: 3d4 ⇒ (2, 3, 2) = 7

It takes Tucci a half hour to fix the pike, but it’s as good as new when he’s finished - and likely in better shape than it’s been in a while! He’s still not sure what good it’ll do with those columns, so he digs out his old horsechopper as well - for use in that battle. But he’ll drop it quickly if that big-un shows up again, the pike being the better weapon.

He turns in early, happy to be back in his ship-board hammock sleeping above the napping Kasin. He wonders if Kasin should have his own hammock - now that he’s becoming more accustomed to flight and air walk. He decides against it for now.

He sleeps, and rises early, mostly as his stomach is empty, but also to prepare himself for the day.


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

Rumble returns to the celestial realms with a crack of thunder as the party leaves the Cyclops city.

Back at the Charm, Brother MacLaren takes a Lucerne hammer from the ship's armory.
"Well. I don't know how to use this thing, but there's a prayer for that.
And it may chip and break against those statues, but there's a prayer for that too.
Let's see if I can't improve our odds tomorrow."

He goes to bed still a bit wounded (down 20), and heals 10 overnight. In the morning, he prepares the following spells:

0: Purify Food and Drink, Guidance, Create Water*, Light
1: Divine Favor, Reinforce Armaments (2), CLW, Liberating Command, Enlarge Person (D)
2: CMW, Instant Weapon, Bestow Weapon Proficiency (2), Weapon of Awe, Bull's Strength (D)
3: Invisibility Purge, Prayer, Dispel Magic, Communal Resist Energy, Fly (D)
4: Blessing of Fervor, Greater Path of Glory, Divine Power, Dimension Door (D)
5: Summon Monster V, Boneshatter, Righteous Might (D)

He doesn't store anything in the tankard today, planning to fight with the polearm. He does store CMW in the Sipping Jacket, and he casts CLW on himself.

CLW: 1d8 + 5 ⇒ (8) + 5 = 13

He attunes to the polearm, granting it a +2 enhancement bonus for the day.


Having realized they would not only be facing the two Caryatids but the two cyclops as well, the officers of the 'Charm' head back to the ship. Arriving just before the Second Dog Watch, Abrose smiles, informing them they are in time for supper in the officers mess. As they eat supper with their sub-officers the Captain, Quartermaster and Helmsman tell the others of their adventures clearing the fort of 'nightmare creatures', meeting the ghost Bikendi and fighting the Cyclops. As the conversation grows someone points out the damage to the fort on the beach had been caused by rocks that appeared to be thrown from an elevated position. It didn't take long to put together an image of the battle the ghost had spoken of, and the danger the cyclops would be to anyone trying to 'civilize' the island. As the meal and conversation wrapped up, the Senior officers make sure everything is shipshape and prepare for the following morning before they head to bed.

Rising mid-morning watch with the sun, The senior officers of the Charm ready for the day. As they move about, each are found by Owlbear, carrying a platter of hot cinnamon rolls fresh baked that morning. As he stuffs one in his mouth telling them, "Fish guts says eat some." Having gotten ready, leaving a few instructions for Ambrose and the other junior officers, the Senior officers meet on the deck of the Charm. Ready to head back towards the ruins of Sumitha.

Mac looks great, Tucci, Veronica, get ready what ever you need to get ready. Are you taking a ships boat to shore? Or will you 'fly' from here?


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 rises for breakfast - he's not one to skip a meal. He prepares as usual, though he does bring his old horsechopper along just in case. He has no spell prep until they're closer and will ride Kasin (unless he's flying) to keep pace with the longlegs.

If Veronica chooses flight early, he suggests she cast it on Kasin, and he'll ride as usual. Yes, Kasin is trained both in fly and air walk spells (and also spider climb). He's actually good enough at fly to hover without a roll in combat, assuming the usual spell bonuses from fly.


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

Prepared Spells:

Prepared Spells (CL 10; (5/6/5/4/2/0/0), concentration +19(+21 to cast defensively))
4th (2/day)- Displacement, Dimension Door
3rd (4/day)- Displacement, Tactical Adaptation, Fly x2
2nd (5/day)- Mirror Image, Defending Bone, Bladed Dash, Frigid Touch x2
1st (6/day)- Rime Frostbite x2, Enlarge Person, Shocking Graspx2, Blade Tutor Spirit
0th (at will)- Brand; Detect Magic; Ghost Sound; Light; open

Veronica spends most of her free time during the night going over her spell options and considering different scenarios for the coming battle. When dawn comes, she settles on a set of spells and joins her officers for breakfast.

"Hope you all got a good night's sleep. I want us to finish yesterday's fight. I figure things should turn out much different now that we're all refreshed. I say we fly back over there as soon as we finish eating and getting ready."

Arcane Pool is at 4/7, used points for Knowledge Pool for Enlarge Person, Shocking Grasp and Displacement.

Will switch the weapon attunement to the composite longbow, although I don't expect to use it much.

Spell preparations on the ship:
- Defending Bone
- Protective Luck on everyone besides Veronica
- Tears to Wine on whomever is interested (CL 10, so +5 bonus and last whole dungeon)
- False Life from the figure head
- Extended Fly on Eric and Kasin? (Rods at 4/6)

False Life: 1d10 + 6 ⇒ (1) + 6 = 7


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 (20/20); AC: 29, tch 17, flat 25 (included: barkskin +3 net, Tiger +2)
Kasin HP: 67/67 (+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 and Bear (sw, +4, 4/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Air Walk (full), Protective Luck (2/2r)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Fly (full), 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 (5/6): 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 mounts upon Kasin who takes to the air and flies with the party to the target! As they get closer, Tucci will pause to cast…
- Deadeye's Lore (all day) (1)
- Barkskin (+4 natural armor, all day) (2 - rod)
- Bloodhound (scent, +8 perception (smell), +4 survival (scent), all day) (2)
- Shared Training [ooc](MacLaren, Veronica, & Eric; all day; Outflank & Bonded Mind)
(2 - rod)
- Magic Fang Greater (+2 Kasin’s bite, all day) (3)

He’ll also add Air Walk (full dungeon) on himself for when they engage so he doesn’t have to jump.

"Let's get them!" he flies high, enjoying the wind as they close back to the chamber they left with the columns.


Tucci Hedgehopper wrote:
.. as they close back to the chamber they left with the columns.

My assumption here is you have landed on the porch.

The officers of the 'Charm', returning to Sumitha by overland flight, land on the large porch with the four columns. Just as they land they catch a slight flash of shadow on the southern balcony. G16 Clearly someone was watching for them and has fled to warn the others.

if anyone attempts to open either door, they realize the doors must be blocked. To 'push open' or break the door Str DC 28, or destroy it: Hardness 10, Hit points 60

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