GM Imperius' Skull & Shackles

Game Master bluedove

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

Brother MacLaren casts Extended Fly, Extended Bestow Weapon Proficiency, and Extended Bull's Strength on himself (all 1 full dungeon, 3 reservoir points expended), and Reinforce Armaments on his polearm and Tucci's pike (both 1 full dungeon, no points needed).


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

"Thanks Mac!" Tucci starts with his pike, trusting in the new protections.

"Why don't we fly through the balcony they watched us from? Surely that way won't be blocked?"


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

"I wouldn't be so sure, Tucci. I think they closed the door to the balcony yesterday, after we teleported away to get ready. Speaking of teleporting... We could just pop in, I think. I prepared the spell today as well. If we're all invisible, they won't even realise it and will be waiting for us to open or break down a door. We'd be left without an easy way out, though. I'll go ahead an put some extra protection up, think about it and tell me what you think."

More spells!
Veronica:
Shield from wand (2 encounters)
Blade Tutor spirit (3 encounters)
Mirror Image (3 encounters)
Extended Displacement (3 encounters). One for Mac as well, if he wants
Enlarge Person (3 encounters)


Eric:
Extended Haste (2 encounters)
Extended Good Hope (3 encounters)
Mirror Image (2 encounters)
Shield from wand (2 encounters)
Moment of Greatness from wand (2 encounters)
Invisibility or Vanish on everyone right before we go.

Images Veronica: 1d4 + 3 ⇒ (4) + 3 = 7
Images Eric: 1d4 + 2 ⇒ (1) + 2 = 3
UMD Eric for Shield: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
UMD Eric for Shield: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24


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 loves the idea of just popping in! "Oh yes! Let's do that if we can. If we can't all manage it, Kasin can fly through the balcony and catch up."


Initiative:

Mac: 1d20 + 3 ⇒ (15) + 3 = 18
Tucci: 1d20 + 2 ⇒ (6) + 2 = 8
Veronica: 1d20 + 1 ⇒ (1) + 1 = 2
Average 9.33
Enemy
Blue: 1d20 + 1 ⇒ (6) + 1 = 7
Red: 1d20 + 1 ⇒ (9) + 1 = 10
Shaija: 1d20 + 1 ⇒ (4) + 1 = 5
Ishtoreth: 1d20 + 1 ⇒ (7) + 1 = 8
average 7.5

As the officers of the 'Charm' teleport into G14 the Founders Court, the ancient Ghol-Gan lamps hung high near the ceiling illuminate the great room. The bodies of the dead have been moved and large piles of rocks placed in front of each door. Passing through the hallway, into G17 the Hall of Champions they realize the bedding in the corner has been removed and the rock piles much smaller than the day before.

As the officers of the 'charm' cautiously open the door between G17 the Hall of Champions and the G18, oddly named Crossroads, they see the chief, Ishtoreth, club in hand cautiously waiting for them. Meanwhile, his seneschal Shaija, crossbow cocked and loaded, stands between the two Caryatids. The constructs looking oddly frozen as if in the middle of combat.

No surprise round, I believe I have everyone's size correct. You've opened the doors, please arrange yourself on the map and move into combat.
Round 1 Bold may go.
Mac
Rumble
Tucci
Kasin
Veronica 3 mirror images
Eric 2 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 - 78 HP 123/142 unconscious AC 23, touch 10, flat-footed 22 Fort +15, Ref +5, Will +5; +1 vs. fear, ferocity
Ishtoreth - 58 HP 195/220 AC 24 27, touch 9, fl at-footed 26, Fort +12, Ref +6, Will +14 ferocity,


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), Reinforce Armament (18 hard, pike, 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 (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 (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 steps off Kasin, ”Let’s take care of the bigun’ boy. He’s the biggest threat here - and our weapons work on him!”

Tucci moves up 20’ and climbs 10’ into the air (double move). He also swiftly takes on the mien of the tiger and bear.

Kasin climbs as well to 15’ and moves closer too (single move fly). He then readies an attack against anyone who gets close enough (unlikely).

Readied Action:

Kasin Bite (magic): 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 (fang)
damage (B/P/S): 1d8 + 7 + 2 ⇒ (4) + 7 + 2 = 13 (fang)
- - -

Tucci 10’ up, Kasin 15’ up


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

Brother MacLaren will accept the Displacement from Veronica.

"Tucci, why charge in there? We have better ranged options than they do!"

Brother MacLaren casts Righteous Might and reluctantly flies into the room.


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

"I was thinking of bringing the fight to them, actually. With the big one as the primary target. Move into position, and I'll attack first - figure I'm the best one to draw their attention."

Veronica enchants her Blackblade and casts Frigid Touch, holding the charge, and she then flies in close enough to be able to strike at the huge cyclops, but waits until everyone else is ready.

Arcane pool for +2 and Keen, pool at (3/7)


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, taking up a spot from where he can shoot at the cyclops while sticking close to the ceiling, and gets ready to start his inspiring music and start firing as soon as Veronica turns visible.


The officers of the 'Charm' open the door as they communicate and move into the low-ceilinged room.

Round 1
The two living cyclops keep their heads on swivels, growling to each other in their own language, ready to attack anyone who appears. Meanwhile the two constructs are still as statues, their falchions seemingly at the ready.

Veronica/Eric, feel free to roll for 'mirror images' if you feel you'll activate a readied attack.
Round 2 Bold may go.
Mac
Tucci
Kasin
Veronica 3 mirror images
Eric 2 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 - 78 HP 123/142 AC 23, touch 10, flat-footed 22 Fort +15, Ref +5, Will +5; +1 vs. fear, ferocity
Ishtoreth - 58 HP 195/220 AC 27, touch 9, fl at-footed 26, Fort +12, Ref +6, Will +14 ferocity, flash of brutality

Blue, readied attack, Keen Falchion: 1d20 + 19 ⇒ (17) + 19 = 36 damage: 2d6 + 10 ⇒ (4, 6) + 10 = 20
Red, readied attack, Keen Falchion: 1d20 + 19 ⇒ (7) + 19 = 26 damage: 2d6 + 10 ⇒ (4, 5) + 10 = 19
Shaija, readied attack MW heavy Crossbow flash of insight: damage: 2d8 ⇒ (4, 5) = 9
Shaija, confirm crit MW heavy Crossbow: 1d20 + 12 ⇒ (7) + 12 = 19 damage: 2d8 ⇒ (5, 2) = 7
Ishtoreth Greatclub, readied attack: 1d20 + 25 ⇒ (13) + 25 = 38 damage: 3d8 + 19 ⇒ (2, 6, 7) + 19 = 34


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

Mirror Images for Veronica and Eric are 7 and 3, respectively.

Hoping everyone is ready, Veronica unleahes a flurry of slashes, with two being cold infused, hoping to hinder the huge cyclops as much as she can.

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 5 + 7 + 7 - 0 + 2 - 1 - 1 + 1 ⇒ (3) + 5 + 7 + 7 - 0 + 2 - 1 - 1 + 1 = 23
Damage (PA,Good Hope): 1d8 + 5 + 7 + 4 + 2 ⇒ (1) + 5 + 7 + 4 + 2 = 19

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 5 + 7 + 7 - 0 + 2 - 1 - 1 + 1 ⇒ (13) + 5 + 7 + 7 - 0 + 2 - 1 - 1 + 1 = 33
Damage (PA,Good Hope): 1d8 + 5 + 7 + 4 + 2 ⇒ (5) + 5 + 7 + 4 + 2 = 23
Frigid Touch: 4d6 ⇒ (4, 2, 5, 2) = 13+Staggered

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 5 + 2 + 7 - 0 + 2 - 1 - 1 + 1 ⇒ (10) + 5 + 2 + 7 - 0 + 2 - 1 - 1 + 1 = 25
Damage (PA,Good Hope): 1d8 + 5 + 7 + 4 + 2 ⇒ (6) + 5 + 7 + 4 + 2 = 24

Concentrate: 1d20 + 21 ⇒ (18) + 21 = 39

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 5 + 7 + 7 - 0 + 2 - 1 - 1 + 1 ⇒ (2) + 5 + 7 + 7 - 0 + 2 - 1 - 1 + 1 = 22
Damage (PA,Good Hope): 1d8 + 5 + 7 + 4 + 2 ⇒ (7) + 5 + 7 + 4 + 2 = 25
Frostbite: 1d6 + 10 ⇒ (4) + 10 = 14

Guessing the readied actions are both aimed at Veronica

Istoreth 50% Miss Chance, high hits: 1d100 ⇒ 30

Shaija 50% Miss Chance, high hits: 1d100 ⇒ 92

Images, 1 hits: 1d8 ⇒ 2


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 starts his inspiring music and aims one arrow at the huge cyclops, hoping the extra magical help lets him actually hit a vulnerable spot this time.

Attack (Good Hope, IC, Haste, Bane): 1d20 + 5 + 6 + 1 + 2 + 3 + 1 + 2 ⇒ (17) + 5 + 6 + 1 + 2 + 3 + 1 + 2 = 37
Damage(Good Hope, IC, Arcane Strike): 1d6 + 1 + 1 + 2 + 3 + 2 + 2 + 2d6 ⇒ (3) + 1 + 1 + 2 + 3 + 2 + 2 + (1, 2) = 17

IC +3 started, 20/21 rounds left


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), Reinforce Armament (18 hard, pike, 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 (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 (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
- - -

”Go Kasin! Go!” Tucci sends Kasin around for the flank with Veronica, and Tucci. Kasin bites.
Kasin Bite (magic): 1d20 + 12 + 9 ⇒ (12) + 12 + 9 = 33 (fang, inspire, flank)
damage (B/P/S): 1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14 (fang, inspire)

Tucci moves into position as well and also attacks once.
Pike: 1d20 + 14 + 7 ⇒ (9) + 14 + 7 = 30 (inspire, flank)
damage (P): 1d6 + 8 + 3 ⇒ (4) + 8 + 3 = 15 (inspire)

Tucci 15’ up, Kasin 15’ up


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

Brother MacLaren moves up over the rubble and stabs at the Huge giant.

He is 10' up, so above Veronica and therefore not taking a cover penalty. He has 20' reach with his polearm. And his attack resolves against its flat-footed AC.

Attack, Righteous Might +2, IC +3, Haste +1, Good Hope +2, PA -2, Invisible +2: 1d20 + 13 + 2 + 3 + 1 + 2 - 2 + 2 ⇒ (10) + 13 + 2 + 3 + 1 + 2 - 2 + 2 = 31
Damage, Righteous Might +3, IC +3, Good Hope +2, PA +6: 3d6 + 8 + 3 + 3 + 2 + 6 ⇒ (6, 1, 6) + 8 + 3 + 3 + 2 + 6 = 35


As Veronica manifests, Shaija's bolt takes out one of her mirror images while she wounds and staggers the chief. Meanwhile the officers and their pets gang up on the chief, all of them wounding him.

Round 1
The senechnal, realizing the Captains magic makes her the greatest threat, curses as she drops her crossbow. Drawing her axe as she steps forwards, attacking the Captain but only striking a mirror image. Meanwhile the Staggered chief also attempts to hit the Captain with his great club, also only striking a mirror image.

Round 2 Bold may go.
Mac
Rumble
Tucci
Kasin
Veronica 5 mirror images
Eric 3 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 - 78 HP 123/142 AC 23, touch 10, flat-footed 22 Fort +15, Ref +5, Will +5; +1 vs. fear, ferocity
Ishtoreth - 175 staggered HP 195/220 AC 27, touch 9, fl at-footed 26, Fort +12, Ref +6, Will +14 ferocity, flash of brutality

Shaija, MW battleaxe, Veronica: 1d20 + 19 ⇒ (8) + 19 = 27 damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14
mirror images 7, 1 is bad: 1d8 ⇒ 2
Ishtoreth MW Greatclub, Veronica: 1d20 + 25 ⇒ (2) + 25 = 27 damage: 3d8 + 19 ⇒ (4, 1, 2) + 19 = 26
mirror images 6, 1 is bad: 1d7 ⇒ 3
Just in case anyone attacks a construct:
Blue, readied attack, Keen Falchion: 1d20 + 19 ⇒ (5) + 19 = 24 damage: 2d6 + 10 ⇒ (5, 1) + 10 = 16
Red, readied attack, Keen Falchion: 1d20 + 19 ⇒ (10) + 19 = 29 damage: 2d6 + 10 ⇒ (6, 4) + 10 = 20


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 tries to put down the chief using the gigantic Lucerne hammer.
Same +2 modifiers as over before, with +2 +4 flanking replacing +2 for invisible. He auto-succeeds at the DC 10 Fly check to take a 5' step forward and remain airborne (+6 Fly normally after ACP, -1 Righteous Might, +9 Fly spell).

Primary: 1d20 + 23 ⇒ (7) + 23 = 30
Damage: 3d6 + 22 ⇒ (1, 1, 3) + 22 = 27

Hasted Attack: 1d20 + 23 ⇒ (14) + 23 = 37
Damage: 3d6 + 22 ⇒ (6, 4, 6) + 22 = 38

Iterative: 1d20 + 18 ⇒ (17) + 18 = 35
Damage: 3d6 + 22 ⇒ (6, 4, 6) + 22 = 38

If he drops the Chief (which I think he does after the Hasted Attack), then the last hit goes against the Seneschal (against whom he does not get Flanking, but a 31 should still hit).


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), Reinforce Armament (18 hard, pike, 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 (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 (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
- - -

Remember, when flanking, the bonus is +4 due to outflank.

Tucci laughs as the big man falls to the parties combined might! ”All right!” he shouts as he presses on against the side-kick. He 5’ steps and swings!

Pike: 1d20 + 14 + 4 ⇒ (12) + 14 + 4 = 30 (inspire, higher)
damage (P): 1d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17 (inspire)

Pike: 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22 (inspire, higher)
damage (P): 1d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17 (inspire)

Meanwhile Kasin does the same.
Kasin Bite (magic): 1d20 + 12 + 6 ⇒ (5) + 12 + 6 = 23 (fang, inspire, higher)
damage (B/P/S): 1d8 + 7 + 5 ⇒ (2) + 7 + 5 = 14 (fang, inspire)

Kasin Bite (magic): 1d20 + 7 + 6 ⇒ (15) + 7 + 6 = 28 (fang, inspire, higher)
damage (B/P/S): 1d8 + 7 + 5 ⇒ (5) + 7 + 5 = 17 (fang, inspire)

As they’re elevated for now, no flanking. If the cyclops drops, Kasin will attack a statue.

Tucci 15’ up, Kasin 15’ up


Under Mac's, Tucci's and Kasin's attacks the two remaining cyclops fall. As Kasin turns to attack the construct they both attack, the northern-most red hitting the large rodent as the rodent bites it.

Round 2 Bold may go.
Mac
Tucci
Kasin -15
Veronica 5 mirror images
Eric 3 mirror images

Stuff:
Blue (large) CYCLOPS CARYATIDS - 3 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 - 27 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


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

"Heh, they went down much faster than I was expected! Nice job, everyone! Now, let's see if me and my blade can do something about those statues!"

Veronica's blade statts shining with a cold blue hue as she utters swift enchantation, and she quickly glides towards the statues, leaving a multi hued trail of more images behind that linger for a bit. When she reaches her targets, she takes a series of cold infused strikes at the closest blue statue.

Free Action: Energy Attunement: Cold. Spell Combat with Bladed Dash

Attack (PA, IC, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 5 + 7 + 7 - 0 + 3 + 2 - 1 - 1 + 1 ⇒ (5) + 5 + 7 + 7 - 0 + 3 + 2 - 1 - 1 + 1 = 28
Damage (cold) (PA,Good Hope, IC): 1d8 + 5 + 7 + 4 + 2 + 3 ⇒ (2) + 5 + 7 + 4 + 2 + 3 = 23

Attack (PA, IC, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 5 + 7 + 7 - 0 + 3 + 2 - 1 - 1 + 1 ⇒ (13) + 5 + 7 + 7 - 0 + 3 + 2 - 1 - 1 + 1 = 36
Damage (cold) (PA,Good Hope, IC): 1d8 + 5 + 7 + 4 + 2 + 3 ⇒ (2) + 5 + 7 + 4 + 2 + 3 = 23

Attack (PA, IC, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 5 + 7 + 7 - 0 + 3 + 2 - 1 - 1 + 1 ⇒ (2) + 5 + 7 + 7 - 0 + 3 + 2 - 1 - 1 + 1 = 25
Damage (cold) (PA,Good Hope, IC): 1d8 + 5 + 7 + 4 + 2 + 3 ⇒ (3) + 5 + 7 + 4 + 2 + 3 = 24

Attack (PA, IC, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 5 + 2 + 7 - 0 + 3 + 2 - 1 - 1 + 1 ⇒ (5) + 5 + 2 + 7 - 0 + 3 + 2 - 1 - 1 + 1 = 23
Damage (cold) (PA,Good Hope, IC): 1d8 + 5 + 7 + 4 + 2 + 3 ⇒ (3) + 5 + 7 + 4 + 2 + 3 = 24


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

Eric keeps his performance going and aims a trio of arrows at the red statue, hoping the magical boost is enough to help them punch through the stone.

Attack (Good Hope, IC, Haste, Deadly Aim): 1d20 + 5 + 6 + 1 + 2 + 3 + 1 - 2 ⇒ (19) + 5 + 6 + 1 + 2 + 3 + 1 - 2 = 35
Damage(Good Hope, IC, Arcane Strike, Deadly Aim): 1d6 + 1 + 1 + 2 + 3 + 2 + 4 ⇒ (4) + 1 + 1 + 2 + 3 + 2 + 4 = 17

Attack (Good Hope, IC, Haste, Deadly Aim): 1d20 + 5 + 6 + 1 + 2 + 3 + 1 - 2 ⇒ (15) + 5 + 6 + 1 + 2 + 3 + 1 - 2 = 31
Damage(Good Hope, IC, Arcane Strike, Deadly Aim): 1d6 + 1 + 1 + 2 + 3 + 2 + 4 ⇒ (1) + 1 + 1 + 2 + 3 + 2 + 4 = 14

Attack (Good Hope, IC, Haste, Deadly Aim): 1d20 + 5 + 1 + 1 + 2 + 3 + 1 - 2 ⇒ (5) + 5 + 1 + 1 + 2 + 3 + 1 - 2 = 16
Damage(Good Hope, IC, Arcane Strike, Deadly Aim): 1d6 + 1 + 1 + 2 + 3 + 2 + 4 ⇒ (4) + 1 + 1 + 2 + 3 + 2 + 4 = 17

IC +3 started, 19/21 rounds left


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

Active Party Buffs:

Veronica
Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Defending Bone (all day, 50 hp)
Flight Hex (3 encounters)
Shield (2 encounter)
Moment of Greatness (2 encounters)
Enlarge Person (3 encounters)
Mirror Image (3 encounters, 5 images)
Extended Haste (2 encounters)
Blade Tutor's Spirit (3 encounters)
Extended Displacement (3 encounters)
Tears to Wine (full dungeon)
Extended Good Hope(3 encounters)

Eric

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Moment of Greatness (2 encounters)
Mirror Image (2 encounters, 3 images)
Extended Haste (2 encounters)
Shield (2 encounter)
Tears to Wine (full dungeon)
Extended Good Hope(3 encounters)
Protective Luck

Mac

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Moment of Greatness (2 encounters)
Extended Displacement (3 encounters)
Righteous Might (1 encounter)
Extended Bestow Weapon Proficiency (Full dungeon)
Reinforce Armaments (Full Dungeon)
Extended Bull's Strength (full dungeon)
Tears to Wine (full dungeon)
Extended Haste (2 encounters)
Extended Good Hope(3 encounters)
Protective Luck

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 (2 encounters)
Air Walk (full dungeon)
Tears to Wine (full dungeon)
Extended Haste (2 encounters)
Extended Good Hope(3 encounters)
Reinforce Armaments (Full Dungeon)
Protective Luck

Kasin

Spoiler:

Focus: Tiger & Bear (+4 dex and con) (always)
Greater Magic Fang (all day)
Moment of Greatness (2 encounters)
Extended Haste (2 encounters)
Extended Good Hope(3 encounters)
Extended Fly (full dungeon)
Protective Luck


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

Thanks for tracking the active buffs Veronica! I have bonuses and abilities I didn't know I had! :)


Seeing the cyclops' fall to her officers, Veronica moves in and chops cold chunks out of the first blue caryatids, while Eric fires at the second red caryatids, doing some damage to the construct, but not as much as his sister.

Round 2
Reacting to their attackers the Caryatids lift their falchions, the first blue attacking Veronica repeatedly but is only able to strike her mirror images. Meanwhile the second red Caryatids attacks Kasin, but the rodents protective luck thwarts the blows.

Round 3 Bold may go.
Mac
Rumble
Tucci
Kasin
Veronica 2 mirror images
Eric 3 mirror images

stuff:

Blue (large) CYCLOPS CARYATIDS HP - 57 101 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 - 31 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, attack Veronica, Keen Falchion: 1d20 + 19 ⇒ (5) + 19 = 24 damage: 2d6 + 10 ⇒ (1, 2) + 10 = 13
Mirror image @ 5, 1 is bad: 1d6 ⇒ 3
Blue, attack Veronica, Keen Falchion: 1d20 + 14 ⇒ (8) + 14 = 22 damage: 2d6 + 10 ⇒ (4, 2) + 10 = 16
Mirror image @ 4, 1 is bad: 1d5 ⇒ 2
Blue, attack Vernica, Keen Falchion: 1d20 + 9 ⇒ (9) + 9 = 18 damage: 2d6 + 10 ⇒ (2, 4) + 10 = 16
one mirror image

Red, attack Kasin, Keen Falchion: 1d20 + 19 ⇒ (19) + 19 = 38
Red, attack Kasin, Keen Falchion: protective luck: 1d20 + 19 ⇒ (2) + 19 = 21 damage: 2d6 + 10 ⇒ (2, 4) + 10 = 16
Red, attack Kasin, Keen Falchion: 1d20 + 14 ⇒ (2) + 14 = 16
Red, attack Kasin, Keen Falchion: protective luck: 1d20 + 14 ⇒ (16) + 14 = 30 damage: 2d6 + 10 ⇒ (6, 1) + 10 = 17
Red, attack Kasin, Keen Falchion: 1d20 + 9 ⇒ (15) + 9 = 24
Red, attack Kasin, Keen Falchion: protective luck: 1d20 + 9 ⇒ (3) + 9 = 12 damage: 2d6 + 10 ⇒ (3, 3) + 10 = 16


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 grins as she sees her frost infused blade have the desired devastating effect on the statue, and calls upon its magic again as she lashes out with another flurry of slashes against both constructs.

Energy Attunement again (BB pool at 1/3), Spell Combat: Brand. Aiming for Blue first, switching to Red if it falls

Concentration vs DC 15: 1d20 + 21 ⇒ (14) + 21 = 35

Attack vs Blue (PA, IC, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 23 ⇒ (4) + 23 = 27
Damage (cold) (PA,Good Hope, IC): 1d8 + 21 ⇒ (6) + 21 = 27

Attack (PA, IC, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 23 ⇒ (18) + 23 = 41
Damage (cold) (PA,Good Hope, IC): 1d8 + 21 ⇒ (1) + 21 = 22
Confirm? (PA, IC, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 23 ⇒ (8) + 23 = 31
Crit Damage (cold) (PA,Good Hope, IC): 1d8 + 21 ⇒ (3) + 21 = 24

Attack (PA, IC, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 23 ⇒ (19) + 23 = 42
Damage (cold) (PA,Good Hope, IC): 1d8 + 21 ⇒ (1) + 21 = 22
Confirm? (PA, IC, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 23 ⇒ (11) + 23 = 34
Crit Damage (cold) (PA,Good Hope, IC): 1d8 + 21 ⇒ (7) + 21 = 28

Attack (PA, IC, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor): 1d20 + 18 ⇒ (7) + 18 = 25
Damage (cold) (PA,Good Hope, IC): 1d8 + 21 ⇒ (1) + 21 = 22


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

Brother MacLaren moves up and takes a single strike at whichever one is left.

Attack: 1d20 + 21 ⇒ (8) + 21 = 29
Damage: 3d6 + 22 ⇒ (5, 1, 5) + 22 = 33

Weapon has Hardness 18 so should be unaffected by 3d6 damage. Mac is 20' from either one.


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: 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 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), Reinforce Armament (18 hard, pike, 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 (1/2r)
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 (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 5’ steps and swings. If blue is already down (might be?) he’ll have to move, and so will only get one attack on red. His weapon also has 18 hardness thanks to MacLaren’s spell.

Pike: 1d20 + 14 + 5 ⇒ (2) + 14 + 5 = 21 (inspire, higher, haste)
damage (P): 1d6 + 8 + 3 ⇒ (5) + 8 + 3 = 16 (inspire)

Pike: 1d20 + 9 + 5 ⇒ (20) + 9 + 5 = 34 (inspire, higher, haste)
damage (P): 1d6 + 8 + 3 ⇒ (4) + 8 + 3 = 15 (inspire)
critthreat Pike: 1d20 + 9 + 5 ⇒ (14) + 9 + 5 = 28 (inspire, higher, haste)
damage (P): 2d6 + 16 + 6 ⇒ (4, 4) + 16 + 6 = 30 (inspire)

hasted Pike: 1d20 + 14 + 5 ⇒ (10) + 14 + 5 = 29 (inspire, higher, haste)
damage (P): 1d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12 (inspire)

Kasin also 5’ steps to give MacLaren a clearer shot (thought I think Kasin is higher?) and gnaws on red a little.
Kasin Bite (magic): 1d20 + 12 + 7 ⇒ (16) + 12 + 7 = 35 (fang, inspire, higher, haste)
damage (B/P/S): 1d8 + 7 + 5 ⇒ (2) + 7 + 5 = 14 (fang, inspire)

Kasin Bite (magic): 1d20 + 7 + 7 ⇒ (1) + 7 + 7 = 15 (fang, inspire, higher, haste)
damage (B/P/S): 1d8 + 7 + 5 ⇒ (1) + 7 + 5 = 13 (fang, inspire)

Hasted Kasin Bite (magic): 1d20 + 12 + 7 ⇒ (20) + 12 + 7 = 39 (fang, inspire, higher, haste)
damage (B/P/S): 1d8 + 7 + 5 ⇒ (8) + 7 + 5 = 20 (fang, inspire)
critthreat Hasted Kasin Bite (magic): 1d20 + 12 + 7 ⇒ (8) + 12 + 7 = 27 (fang, inspire, higher, haste)
damage (B/P/S): 1d8 + 7 + 5 ⇒ (2) + 7 + 5 = 14 (fang, inspire)

Tucci 15’ up, Kasin 10’ up


Combat over

As the two Caryatids fall under the withering attacks, they both drop their large keen Falchions. As you check the bodies of the dead cyclops, you also find Shaija was wearing a masterwork hide armor, and carrying a masterwork heavy spiked wooden shield, a masterwork battleaxe, and masterwork heavy crossbow with 9 bolts all large While Ishtoret was wearing a Masterwork hide armor and carrying a Masterwork greatclub Both Huge

As you pass through the large room with the two runic circles, no more of the statues come to life. All but one of the exits seem to be blocked by rock slides, but the hallway the cyclops had hid in lead to another vast chamber.

G19 ORACLE'S HALL
The domed ceiling of this chamber rises eighty feet overhead. In the center of the hall, a thirty-foot-high egg-shaped structure stands on the floor. Stone stairs climb the side of this domed structure, ending before a stone wall chiseled to resemble an immense eye, circled with strange runes glowing with an eldritch light. The stairs and eye are mirrored on the opposite side of the dome. Tiny stars roil across the top of the structure, their light projecting strange constellations on the ceiling overhead. Much of the northeast corner of the chamber lies in ruin, collapsed by obvious cave-ins, but three other exits remain-doors to the
east and west, and a corridor leading southeast.

In G18

Runic Circles: spellcraft 24:
The circles are permanent teleportation circles. The northeastern circle no longer functions, its paired circle destroyed long ago in the fall of Ghol-Gan. The southwestern circle still connects to another location, but as the teleportation circle in that location is now out of attunement, it is currently nonfunctional as well.

in G19

runes around the eyes on the walls of the vault: DC 20 Linguistics (or speak cyclops):
Written in cyclops: "Only by blinding yourself to the world around you can you see the way forward to the Eye
of Serenity."


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

After checking that the remaining statues are indeed just statues, Veronica turns her attention to the runic circles in the room, hoping to ascertain their function.

Spellcraft (Good Hope, Tears to Wine): 1d20 + 22 + 2 + 5 ⇒ (14) + 22 + 2 + 5 = 43

"Hmm, these seem to be teleportation circles. Permanent ones. The northern one seems to be completely out of order - I'm guessing its paired circle was destroyed somehow. The southwestern one seems somewhat functional, but I think it's paired ring is out of attunement or something similar. If we could find its pair and fix it, they should go back to working correctly."

As they move on to the large domed room, trying to discern their meaning.

Linguistics (Good Hope, Tears): 1d20 + 5 + 2 + 5 ⇒ (13) + 5 + 2 + 5 = 25

"So, any of you know cyclops? If I had to guess, this was the room where they'd be storing the eye. And I think those runes are telling us to close our eyes or blind ourselves somehow to find the way to it."

Before she tries anything to advance, though, she takes a good look at the room, checking for magical auras as well.

Perception: 1d20 + 18 + 2 + 5 ⇒ (13) + 18 + 2 + 5 = 38
Detect Magic
Spellcraft: 1d20 + 22 + 2 + 5 ⇒ (8) + 22 + 2 + 5 = 37
K Arcana: 1d20 + 8 + 2 + 5 ⇒ (14) + 8 + 2 + 5 = 29


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 carefully checks his beloved pike for damage, and finding none praises MacLaren, "GREAT spell my friend. Worked like a dream. Thanks!"

He looks around, and wonders, "If we go through the teleport pad to the other side, can we readily get back? In other words, is it two-way or one-way? Or do we need to find the other side to fix it?"

He is excited at the prospect of teleportation in their island. Maybe it leads to another city so they can resupply before the party! Wouldn't that be grand!

He tries mounting Kasin and closing his eyes. He lets Kasin meander throughout the room sniffing at things while he reaches out with his hands to touch stuff. He wonders if simply closing his eyes will be enough to learn anything. He doubts it, but tries haphazardly anyway while the others look about.

Perception: 1d20 + 25 + 2 ⇒ (5) + 25 + 2 = 32 (heroism) - however blinded!


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'd rather find the other location first before using this circle. We don't know where it goes. The other ring could have been moved to Egorian or Pangolais for all we know. As well, trying to travel to a non-attuned ring, if it worked at all, could cause a mishap? I'm not sure."

He watches as Tucci wanders blindly, and tries to verbally guide him away from pillars or other obstacles.


While the eldritch light proves the cyclops of old used some sort of magic, the captain detects nothing that helps her understand what needs to be done.

Meanwhile, Tucci with his eyes closed rides Kasin all about, eventually climbing both sets of stairs on the sides of this domed structure. Though no entrances in the stone wall chiseled to resemble an immense eye, circled with strange runes glowing with an eldritch light, appear.


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 opens his eyes again and shrugs, "Let's head West. It's closer to where we started anyway."

He'll let Kasin go on ahead a bit if the party agrees, and move up into the tunnel just behind.


As Tucci moves deeper into the complex he finds three sets of doors.

G21. MEDITATION CHAMBER
A wall of silent darkness looms past this solid brass door, obscuring and muting anything within.

Knowledge (arcane) DC 22:
the room has silence cast on it (CL 17)
Knowledge (arcane) DC 23:
The room has deeper darkness cast on it (CL 17)
G22. STOREROOM
Dozens of crates fill this small storeroom, the air heavy with the smell of incense. The cyclops seers stored special incense called Irthaval here. The incense has lost much of its potency over the years, but when used in quantity, it can still produce its original effect. Irthaval incense is an addictive, mind-altering drug. The storeroom holds enough remaining incense for eight individual preparations.
Craft Alchemy DC 25 or Knowledge (local) DC 30:
IRTHAVAL INCENSE
Type inhaled; Addiction minor, Fortitude DC 18
Price 200 gp
Effects 1 hour; +1d4 alchemical bonus to Wisdom, the user is blinded
Effect after 1 hour; -2 penalty on Perception and Sense Motive skill checks for 1d2 hours
Damage 1d2 Con and 1d2 Cha damage
G23. HALL OF TRIBUTE
The cyclopes of ancient Ghol-Gan used this chamber to store tribute, An arcane lock seals the doors to the vault DC 30 Disable Device to open. Having Eric quickly tickle the lock the officers of the Charm find Several urns, chests, and strange relics fill this ancient vault. They all seem born of a bygone age, ancient artifacts of a distant time.

Treasure: Inside the vault are a pearl of power(3rd level), a rod of wonder, a potion of neutralize poison, a scroll of divination, a wand of summon monster IV (23 charges remaining), a gold necklace worth 500 gp, an expensive vase worth 750 gp, nine pearls worth 100 gp each, 159 pp, 2,786 gp, 427 sp, and 633 cp.


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

"That dark and silent room could be where the Eye of Serenity is located, since going in there would definitely be blinding yourself to the world around you.
On the other hand, it could also be a lethal trap for the foolish."

He waits for those more skilled at the arcane arts to take a look.


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

K Arcane: 1d20 + 8 + 2 + 5 ⇒ (9) + 8 + 2 + 5 = 24
K Arcane: 1d20 + 8 + 2 + 5 ⇒ (20) + 8 + 2 + 5 = 35
Craft Alchemy: 1d20 + 4 + 2 + 5 ⇒ (11) + 4 + 2 + 5 = 22
K Local: 1d20 + 5 + 2 + 5 ⇒ (17) + 5 + 2 + 5 = 29

"Either way, someone took the time to place a Silence and Deeper Darkness effects on this room. Someone powerful, too, judging from the strength of the effects. Doesn't really tell us which option it is, though. Seems like an odd place for such a trap, however. A last ditch effort to stop someone coming for the Eye? What if they never even look at the room? But maybe we should rule out any other options before risking going in there."

"You know, you'd think Bikendi would have told us how to get to the Eye, seeing as he's done it before."


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 shrugs, "It must be in there somewhere. I'll go and see what I can find I suppose. It's all by touch!" he chuckles.

"Oh wait! Can you cast Daylight Mac? I thought I had a scroll of it, but I'm mistaken. That should counter the darkness and we'd just have to bring in a torch or something to see."

"We can check this out in the morning if you need to prep it and think it's a good idea. That way we won't be blind at least. And we have plenty of other things to search today anyway."


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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

K Local (Good Hope, Tears to Wine, Lore Master): 20 + 6 + 2 + 5 = 33

You know... Eric adds, a bit lost in thought as he looks at the crates of incense in the storeroom. "Remember that wizard guy I talked about? I seem to recall him saying something about the ancient cyclops seers using some sort of inhaled drug in their rituals... Could be this insence. The most relevant part of what he said, though? It made them blind for about an hour, among other side effects. The runes could be referring to the incense instead, right?"


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

"So, our only options are to either risk going into the magically darkened and silenced room to what could easily be a trap, or to get high AND blinded by snorting some ancient cyclopean drug and hope it somehow leads us to the Eye. Lovely. Can't say I'm looking forward to testing either option, but I guess the drug is safer, if they actually used the stuff?"


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

"Maybe we don't need to all be blinded. One or more of us could keep our eyesight to defend against threats."


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, that makes sense, Mac. We shouldn't all blind ourselves at the same time. I'll go first, then. Don't want to tell any of you to do it instead, and I have some magic that can help a bit if we end up getting into a fight. If we do, though, I'll probably need some guidance from you. Hmm, I'll probably need some guidance, anyway as we move about."

Veronica focuses on her ring and casts a spell on herself, and then gathers enough incense to use for one dose, calling on a bit lf luck from her clover as she tries to resist its more nefarious effects.

Casting Tactical Adaptation for Blind-Fight.

Fortitude vs addiction DC 18 (Good Hope, Luck): 1d20 + 11 + 2 + 2 ⇒ (17) + 11 + 2 + 2 = 32

Wisdom bonus: 1d4 ⇒ 1


Veronica is blinded for 1 hr. Effects after 1 hour; -2 penalty on Perception and Sense Motive skill checks for: 1d2 ⇒ 1 hours and Damage to Con: 1d2 ⇒ 2 damage to Cha: 1d2 ⇒ 1

Veronica, there in the storeroom, lights the incense and slowly inhales the smoke. She feels her mind expand as she loses her eyesight.

So were on the clock for an hour.


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

"Ok then, seems to be working. The blindness at least, can't feel much of a difference in anything else. So, where do you guys want to point your new Eye of Serenity detector?" Veronica says with a mocking grin. "I was thinking of trying to go back to the big domed room, since that's where the runes telling us to blind ourselves were. See if anything feels different. If not, I don't have any ideas besides trying to go in the dark silent room. Can't really see how the magical darkness is relevant if they were taking this beforehand, though."

Mentally asking her Blackblade for directions, Veronica heads back towards the Oracle Hall.


Making her way back into the Oracle's Hall, Veronica blinded, remembers seeing the stone wall chiseled to resemble an immense eye. Instead of the strange runes glowing with an eldritch light, all she can perceive is a doorway in the iris of the giant eye.


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

"Okay then, this is... Weird. You guys looking at that eye with the runes in that center structure, with the stairs leading up to it? When I picture it in my mind, I see a doorway where the runes were. So either the drug is showing the way to me, or it's having a nasty effect on my mind and distorting my memories. Probably both, but what's done is done. Lead me up the stairs and I'll try to find this doorway."


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 will take the lead, looking for such a doorway.

"Okay. Follow my voice."

Moved us all on the map.

What does he see in the Oracle's Hall?


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 sends Kasin in alongside, or just behind, Victoria. He elevates a bit but hangs back a little, trusting in his long reach to attack anything coming for his captain (pole arm at 20').

Not quite sure where we are on the map...


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

Placed myself where I think the doorway is supposed to be, please adjust yourselves (and Eric) how you think it's best.

Veronica follows Mac's lead and lets him guide her up the stairs towards the eye where the doorway should be. When she gets to the top, she feels around to get her bearings and maps them to the picture in her head, trying to figure out if the doorway she sees is really there.


As Veronica reaches out touching the Eye of Serenity, the starry dome of the vault vanishes as the walls become incorporeal for 1 minute, Revealing the interior of the Eye and allowing anyone to freely enter or exit for as the long as the walls remain incorporeal.

G20. THE EYE OF SERENITY
A flare of light sweeps through this oval chamber, blazing from a large, singular crystal resting atop a six-foot-high silver pedestal in the center of a raised dais. Two large statues face the pedestal, holding up large, curved swords that nearly touch the chamber's ceiling.

Veronica, obviously your still blind, everyone please keep actions to rounds and update any 'magic lists'


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

Tucchi looks in and describes what he sees before asking, "Is that what you sense Veronica? Do you see that crystal? Yowzer."

Before reaching out and grabbing said crystal, he has a good look at the statues, which he is sure will rise up and attack.

Perception: 1d20 + 25 + 2 ⇒ (10) + 25 + 2 = 37 (heroism)


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

Brother MacLaren moves to the Eye of Serenity as Veronica does.

When the wall dissolves, he casts Enlarge Person on himself.

That is a one full round casting time.

He has the Lucerne hammer in hand.

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