
Watcher Uatu |

The Allip makes a touch attack: 1d20 + 4 ⇒ (12) + 4 = 16
Will save from the cyclops:1d20 + 13 ⇒ (10) + 13 = 23
Tobin then release Flaming Sphere
Reflex save from the cyclops:1d20 + 3 ⇒ (4) + 3 = 7
He takes fire damge:3d6 ⇒ (4, 1, 1) = 6
Fly check:1d20 + 2 ⇒ (16) + 2 = 18
He is able to not fall this time.
Trying to punch a hole through the wall-->Will save to disbelieve:1d20 + 13 ⇒ (16) + 13 = 29
"Nice magic trick. Now all of you will die.", he says.
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Up next
Andreas 10
De'ohge 9 -
Klor 9-
Saxton 3-

De'ohge |

"@#$@#", De'ohge takes a step back, and casts disrupt undead, defensively.
Cast Defensively DC=15 1d20 + 9 ⇒ (9) + 9 = 18
Disrupt Undead, raned touch 1d20 + 5 ⇒ (18) + 5 = 23
damage 1d6 ⇒ 2
De'ohge finishes his action with a swift shift back 10'.

Watcher Uatu |

"@#$@#", De'ohge takes a step back, and casts disrupt undead, defensively.
Cast Defensively DC=15 1d20+9
Disrupt Undead, raned touch 1d20+5
damage 1d6De'ohge finishes his action with a swift shift back 10'.
De'oghe casting defensively does not protect from an AoO for the ranged attack potion. I will just assumed you shifted first, and cast the spell second.

Watcher Uatu |

Saxton and Deoghe and Andrea all land their attacks. The zombie does not back down though, and only seems more determined to get to them.
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Round 9
Uchendu 23 -
Huando 23 -
Tobin 21 -
Cyclops 12 -
Allip 12 -
Andreas 10
De'ohge 9 -
Klor 9-
Saxton 3-
The top 3 may take their actions.

Haundo |

Making up for missing last round
Haundo's forces were triumphant, their false retreat had spread the fallen so thin that when they brought the full might of their swords against them they fell. It hadn't been easy but in a matter of less then an hour the militia had struck a telling blow to the fallen and Haundo had much to apologize for. He had doubted them and they had shown him to be a fool. "VICTORY IS WITHIN OUR GRASP!" The Militia raised their blades, some sheathed their swords and loaded their crossbows in preparation. "Kill the master and free the city, Crossbowman ready, aim, FIRE!" With each word the Milita reformed, swords in front Crossbowman in back and anlging their weapons upwards in the hopes of winging the large, angry Master of the dead.
SA: Shoot at Cyclops with Pistol 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d8 ⇒ 5
Using level 1 warrior stats, assuming all average ability scores for militiamen and armed with light crossbows. If you don't want this please disregard Watcher.
Militia Firing light crossbows
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (18) + 1 = 19
Damage if needed 1d8 ⇒ 8
1d20 + 1 ⇒ (1) + 1 = 2
The Militia make a grand attempt at trying to bring the cyclops low and even Haundos pistol shoot was aimed fairly well. Only the fates would tell if their attempt would bare fruit...

Klor Kragsson |

It isn't Klors official turn yet but wanted to post his actions to move things along when it becomes his turn (unless the cyclops drops before his turn)
Klor goes to grab another acid bolt only to find his quiver empty of acid. two fire bolts remain.
loading the crossbow with a fire bolt Klor takes aim again at the flying giant and lets another bolt fly this time with fire.
Attack roll: 1d20 + 6 ⇒ (9) + 6 = 15
Damage if hit: 1d8 + 1d4 ⇒ (8) + (4) = 12
EDIT: max damage again with a crappy attack roll heck even the milita men are better at fighting than the fighter

Watcher Uatu |

Cast defensively: 1d20 + 100d1d20 + 3 ⇒ (3) + (12, 1, 20, 7, 11, 7, 20, 12, 20, 15, 9, 9, 2, 19, 18, 16, 17, 15, 4, 13, 18, 9, 7, 15, 20, 19, 19, 13, 15, 6, 17, 8, 15, 18, 14, 2, 2, 14, 13, 6, 15, 14, 1, 4, 2, 16, 5, 7, 18, 1, 3, 8, 15, 1, 12, 18, 9, 5, 6, 7, 10, 9, 5, 18, 6, 1, 15, 1, 9, 10, 19, 15, 8, 8, 14, 20, 5, 6, 13, 2, 1, 11, 8, 17, 14, 14, 3, 5, 18, 4, 10, 7, 5, 15, 7, 18, 19, 19, 5, 17) + 3 = 1081
The cyclops is far to clumsy to dodge the fire, and the all the damage has finally taken its toll. He falls to the group hard, and fast. This zombie will not rise again.
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When you use the "dice" code don't do "[dice=X]"X=whatever the roll is for.
There is a bug in the boards when will jack the results up.
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De'ohge |

De'ohge laughs at their success and heads down to make sure the cyclops is truly dead, again. And then he searches the corpse.
Disrupt undead 1d20 + 5 ⇒ (4) + 5 = 9
damage 1d6 ⇒ 3
Perception:Search 1d20 + 8 ⇒ (18) + 8 = 26

Saxton Quinn |

Saxton sits down hard where, He is all the Fight gone from him
He is not a brave man and this was his 1st battle
looking at the blood and hurt all around, he truns to Haundo the brave leader of men.
“is it always like this, all this blood and pain?"
Then he holds his head in his hands and strtas to cry silenlty.

De'ohge |

Spellcraft #1 1d20 + 13 ⇒ (10) + 13 = 23
Spellcraft #2 1d20 + 13 ⇒ (15) + 13 = 28
Spellcraft #3 1d20 + 13 ⇒ (13) + 13 = 26
De'ohge quickly searches the body, jumping back slightly when Klor shows the body some TLC.
Common "Watch your swinging thing!"
Placing the potions into his haversack for the time being, De'ohge walks to the boarding ramp of the boat and carefully studies the boat while waiting for the others to join him.

Saxton Quinn |

"I'.. I'll go and see"
Saxton gets up on tired legs, he still has his power ruining to walk on water, he asks for a potion of hide from undead, if given he heads over to the sea and walks across, he looks up at the hulk and if he can he will find a safe way to clime up its side. Once up he will use mindlink to ask that they throw him a rope, so he can pull the ship in to the dock where they can tie it off an jump over to it.
This is only if it is safe GM

Klor Kragsson |

if dat dar be da boat he be needin How we suppossin to git there? Last I checked I ain't no fish an I ain't much fer swimmin'. A course ifn we had a plank or dock or sumtin dat would be be different.
Klor ponders this situation for a moment
Wonder what happened to da pier anyway Klor remarks
Klor does know what happened He just is a but miffed he can't walk to the ship.

Klor Kragsson |

Klor will scrounge around for something to make a gangplank to get to the ship He may not be able to effectively craft one but he come up with a design for one with the given materials at hand.
Knowledge engineering: 1d20 + 5 ⇒ (7) + 5 = 12
Ere we can be usin' this stuff ta make a new walkway as he tosses a pile of materials in a pile looking to figure out a way to make a gangplank.

De'ohge |

De'ohge quickly scrounges around the dock master's office. "Dock should have plenty of pulley's, ropes of various lengths, and bits and odds of metal laying about."
Perception to find anything useful 1d20 + 8 ⇒ (2) + 8 = 10
Craft:Carpentry? craft can be attempted untrained, so it doesn't matter which category, they are all going to be +5 1d20 + 5 ⇒ (19) + 5 = 24
With a combination of skill and luck, De'ohge quickly assembles a simple rope and pulley system. Utilizing mage hand De'ohge lifts the pulley assembly and floats it to the boat. Knowing his magic is limited in finer detail, his design is simple, the pulley has it's anchor wrapped around something on the boat and the weight of the pulley keeps it secured. threaded through the pulley is a small, light rope attached to a heavier rope.
Once the pulley is attached, De'ohge gently pulls on the small rope, threading the larger rope through the pulley. Once it is pulled through, he turns to shiny, "pull the boat in, gently!"

De'ohge |

De'ohge doesn't wait for anyone else and crosses the plank, one hand on the rope securing the ship to the dock.
Once on the ship, he will check that the ropes are secured and then take up position near the plank where he can keep an eye on the hatches and he keeps his crossbow ready. Once settled, he raises a hand and waves the next across.
Stealth 1d20 + 13 ⇒ (10) + 13 = 23
Perception 1d20 + 8 ⇒ (3) + 8 = 11
Lt Crossbow, readied 1d20 + 5 ⇒ (15) + 5 = 20
damage 1d8 ⇒ 3