DrK
  The Savage Tide! 
  
The sun shines down brightly on the busy harbour front as the porters bring aboard the last of the supplies, great pallets of barley, oats and water barrels being winched into the hold of the Sea Wyvren. The crew, a swarthy bunch of brigands seem to know their business as they ready the sails, tighten ropes and test the seals on the planks. One of the men, a bearded villanous looking rogue with scars on both sides of his face an eye patch covering his left eye hangs from the stern in a pulley seat, surprisingly deft hands putting the final touches onto the fresh paint replacing the name she had been given when stolen away.

 

Lara and Grimgor stands quietly aboard the vessel, leaning gently against the rail of the aft castle as they watch the coming and going.  Maybe 200ft out in the harbour the Blue Nixie gently bobbed at anchor,

By the side of the vessel by the ramp up Lavinia was introducing some some of the passengers as they prepared to come aboard. Leaving others stowing supplies and making sure the 3 shiny new ballista were secured safely on the deck. The first 4 are a pair of brothers - Hans and Kurt Jaeger, tough men from Sasserine who are seeking a good life in the wild new frontier. The next pair, Penolope and Luke Vedek, a pair of missionaries of Erastil seeking to civilise the savage Olman. All just smile and nod, thanking Lavinia as they come aboard.

 
Feres the balding priest sweats slightly as he staggers aboard with a heavy scrip containing all his possessions. A golden sword hangs from his throat indicating his loyalty to his to the golden Lady. He nods his head giving something between a bow and a nod to Lavinia.  "My thanks Captain. Lady Lavinia. I thank you for passage to Fort Blackwell." 
 

The small bearded gnome almost bounds aboard. The little gnome near enough shaking Lavinia's hand off as he scampers aboard the vessel. Shouting a welcome he practically capers on the deck looking out at the sea. constantly squints when he looks. He carries the odor of the land about with him, an odor that most find not too pleasant. He is talkative and chipper except when the subject of the natural world comes up, whereupon he flies into a frenzy of excited stuttering bliss, expounding upon obscure and often strangely fascinating (to him, at least) bits of lore. Urol has actually been to the Isle of Dread before, although his stay, in his words, was,  "Unfortunately short due to events beyond my control, I might add! We've certainly nothing to fear this time around!"  He looks about excited, his bags clinking with a dozen pots of vials of poisons and natural remedies.

 

A red haired tomboy Lirrith bounces aboard, hands resting on the hilt of her sword. Although Grimgor notices that the hands are soft and uncalloused. she smiles,  "Ahoy Captain. Lady VanderBoren. I'm eager for the adventure aye!"  As with the hands, and the well cut and then dirty clothes the whole appearance of her seems to be an act of sorts.

 

Wearing battered and scuffed leather and with a tired looking bow over his shoulder he slinks aboard with barely a glance at Lavinia.

 

As the noble approaches with a pair of dour looking servants Lavinia whispers to you Lara,  "I'm sorry Lara. Avner is a son of House Meravanchi. I had to get loans to party finance the expedition and Lord Meravanchi insisted his youngest son Avner came to supervise his investment. He is a cad, a deviant, a deflowerer of young woman and as such I cannot him have him aboard the Nixie. Please take him aboard your vessel. Do not throw him overboard but please take him off my hands." 

The young man swaggers up, an overblown bow as his two servants carry a massive chest aboard. The smug young man grinning,  "Ah my good man. Point me to the master's cabin. I assume that one will be mine.. 
 Please introduce your PCs and then we can set sail 
 The OOC thread 
BelGareth
Aramus was happy to be moving onward, they city, while nice and pleasant, had it's downsides, just like any other city, and he was more at home in the wilderness anyway, D'Artagnan was in agreement as he squawked at this breakfast, a plump looking rat from the docks, looking a little startled at it's current predicament.

He stood, sliding the chair backwards making that wood on wood noise as it did so, he fished out a few coins to pay for his meager breakfast and a small tip for the waitress, the coins snapped against the table as he stretched his back from the morning grogginess of sleep, and he looked side to side gaining his bearings.

Once he found the direction of the docks, he took off, D'Artagnan flew off without a word, taking the to sky of the city screeching at any of the seagulls that got too close.

Finding the Sea Wyvren already boarding passengers, Aramus nodded at his luck, and headed towards the plank, lining up to take his turn to board. He noted everyone else was packed with luggage, chests, and bags packed full of things, all he had was his day pack, and the things on his person. Well, that and D'Artagnan.

As he got to the top he nodded to the two women,   "Captain"   he said to Lara   "Lady VanderBoren"   he said with another nod to the highborn woman,   "I am glad to have been welcome on this voyage, and will endeavor to provide what assistance D'Artagnan and I can provide."   with that, D'Artagnan screeched, loud enough for everyone to hear. Smiling through his glasses, he stepped on board to find a good railing to supervise.

Other than his Falcon, Aramus was a smallish man of later years, he wore glasses, and his hair was a salt and pepper mess, slightly to long, but not warranting enough to be lopped off yet, held mostly behind his head by a leather thong, he wore used, but loved, clothes, a bow on his back, and he used a staff for walking. Though, to take a guess, you think the staff was not for walking at all.

As he found the railing, which was facing out towards the sea, he rested upon it, taking in the view, and his Falcon landed silently to his left, devouring another smaller creature with it's claws and beak.
RCgothic
Lara leans forward on the rail as she overseas the hive of activity as her command makes ready for sea, her new captain's proudly worn at a jaunty angle.

Down on the deck below Sasha the Wyvern's long-haired half-orc siege engineer fusses over her new artillery pieces. Nearby Bellin Oakwood, the bosun, is overseeing a crew of sailors winching an enormous water leaguer through the ship's main hatch. Lara knows that below decks a dozen more of the burliest crew members will be toiling at the capstan to lower the gigantic barrel, itself more than a tonne, safely down into the hold below. By Lara's side a slender halfing woman scribbles furiously in an enormous ledger half her size as she makes notes of everything brought aboard wherever it's to be stored for the journey.

As the passengers begin to arrive Lara catches Lavinia's eye and smiles warmly at her benefactor before making her way down to greet the new arrivals. The brothers and the missionaries she welcomes aboard confidently, quickly assigning them to berths in the forecastle bunkroom as the halfling woman by her side records meticulously their names, belongings and berths.

To the priest: "It's my pleasure Mr Feres, as we're going out that way anyway. You can pick a berth in the forecastle bunkroom. The head is right there in the bow, and if you can stomach it food will be served in the ward room aft of the lower deck several times daily. If you need anything be sure to let myself or Lieutenant Alden know. Ask any of the crew and they'll be able to direct you to her. I hope you enjoy your trip with us."

To the gnome: "Ah, you've been to the Isle of Dread? Excellent! I'm sure our Sailing Master Davtrix will be delighted to hear anything you remember about the island. I believe you and he will have a lot in common. Be sure to keep those poisons secure whilst aboard - we have a secure medical cabinet in the strongroom below if you'd prefer, speak to Dr Barlow for access. Did you hear everything I told Mr Feres? Excellent. I hope you enjoy your trip with us."

To Lirrith: "A woman after my own heart! Well we'll see what we can provide in that regard. In the meantime if you'd like a chance to try your hand about ship speak to Bellin when he's free - he's the handsome elf over there with the winch crew - and we'll see where we can put you to work! Forecastle bunkroom's that way, the head is in the bow. You can get your meals in the wardroom below aft."

To the untalkative one she merely gestures towards the forecastle. After he's gone Lara makes an aside to her halfling assistant: "Kelsey, make a note to have Vindalf keep an eye on that one."

Next up, Aramus. "Ah, Aramus, Lavinia let us know to be expecting you. I look forward to working together. If you head aft from here you'll find the party accommodation under the quarterdeck. Pick one of the free cabins as you wish. We'll be taking food in the great cabin and the officer's privy is in the wing gallery. I'll have a chance to chat more later."

And then comes Avner Meravanchi. Lara sucks her lip at Lavinia's warning and the sight of his entourage - the horse in particular. "A challenge then. Alright, we'll keep an eye on him." Lara graps the arm of a passing half-orc. "Kraask, send word for the carpenter please," she instructs before turning back to greet the young noble.

"Avner, a pleasure to have you aboard," she smiles winningly, turning on the charm. "I'm Lara Dantalion and this is my ship. Certainly I think we can accommodate you. Kelsey, please inform The Master he's to move into your cabin. I know it's not ideal, but you can sling your hammock in the ship's office. Have Lord Meravanchi's chest taken below at once," Lara continues smoothly, playing off the noble's misconception about titles aboard a sailing ship. "Your servants will need to berth with the crew I'm afraid, we have a full manifest of passengers on this trip."

At this moment a tool-belted gnome woman hurries up with the half-orc Kraask in tow. "Ah, Tasha, great timing. This is Tasha Goodsong, ship's carpenter. Tasha, I need you to rig a stable for Lord Meravanchi's horse in the starboard forecastle. Put up some partition walls and as much ventilation as possible. That way he'll be able to come out on deck as weather allows. Apologise to our guests there for the disruption and help them get resettled on the port side."

"That's the best accommodation we can manage for a horse," Lara reassures Avner. "The alternative would be to put him down in the hold, but that's a miserable existence on a long sea voyage."
CasualViking
      
      Kona the Illuminated     

 
The jet black bird-man in a Sueloise robe approaches the gangplank. He doesn't seem to be carrying anything other than his swords and a light pack.  "Lara! This is the ship, yes?" .  No warm greeting, no appreciation for being hired on as an additional sword in case of trouble. Well, at least this "Kona" comes cheaply, even though the quality of his weapons tells a different story.  He walks across, finding spot to stand on the deck where he doesn't interfere with the flow of goods and people coming onboard.  "As we discussed, I am not much of a sailor, but I can be a lookout if needed" . 
 
  
 
 Spoiler: Quick stats 
Soul Candle: 5' bright light, 10' normal, allies within 15' can take 1 Temp HP (1 minute) as a swift action.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
 
 Spoiler: Resource tracking 
Stance: Elemental Flux (Air: +4 dodge to AC included above)
Active Element: Air
Granted Maneuvers: Lance of Power, Rapid Strike
Readied Maneuvers: Elemental Strike, Flick of the Wrist, Minute Hand, Ego-wounding Strike
Animus: 0
Illumination: 1
Psionic PP: 3/3
Psionic Focus? Y
 
DaOldeWolf
 
 Spoiler: OOC 

Using a point from the arcane reservoir to predict the weather with the weather sage exploit.

Spell list:
0 (6): Read Magic, Detect Magic, Acid Splash, Mage Hand, Arcane Mark, Prestidigitation.
1 (5): Magic Missile, Touch of the Sea, Alter Winds, Enlarge Person
2 (4): Bull’s Strength, Protection from Arrows

Isaac´s evolution point will be used for Improved Natural Armor (Ex) +2 AC
 


A little brown catfolk of a slim build finishes speaking with a bird perched on his shoulder in a language only the two can understand by the bay as the two approach to aboard. His walk is lithe and graceful. He looks around the vessel admiring its construction and design. " Splendid work! Great taste. Well, at the very least, this makes me feel more comfortable about the journey, dont you agree? " He turns his face to the red macaw. "Oooh! I am excited to meet our new crew members. Can you imagine? We have never been in a vessel of such size!"

The catfolk nods in agreement. As the two finally walk over to meet with the crew, he takes of his hood to reveal his face. Felix greets each and every person he comes across with a smile and a vow. " Hello! Good day sir (or lady). My name is Felix Clawson and my companion here is Isaac. I hope we have a nice journey together. My services are available to everyone on board so dont be shy to ask for my assistance. " And then excuses himself to meet the captain. A few times, the parrot will make one or two remarks to them mostly to compliment or share his excitement.

Felix decides its time to meet with the captain and give his first report on the subject of the weather.
RCgothic
"Ah, Kona! Yes, this is  The Sea Wyvern . Three masts so definitely a ship, and shaping up to be a very fine one if I say so myself!" Lara greets enthusiastically, ever happy to talk about her new command.

"And definitely our berth for the voyage. However if we're talking about  the  ship them even I would have to admit that Lady Lavinia's  Blue Nixie  moored over yonder that will be accompanying us is a good deal larger than this one. But we'll see who's got it where it counts once we're at sea!" Lara jokes with a sideways grin at Lavinia.

"An extra pair of sharp eyes are always appreciated. It's a dull duty to my taste, best rotated frequently. It's an 80ft climb up to the... lookout's platform..."  Damn that's unfortunate!  "or we can get Bellin to rig a chair lift if you'd prefer."

"Felix! Isaac!" she notices the kitsune's approach. "Is it time for the weather already? I'm sure our employer and I would be keen to hear what you think the day has in store."
Yas392
As soon as Lara begins indulging herself into a conversation, the sound of pants and footsteps can be heard from the bottom of the ramp. As they amplify, onlookers can glimpse a rising shadowy outline until they show their full appearance; a brunet humanoid with pointed ears, monkey, gay facial features and dark tight clothing, reinforced by steel shoulder pieces. He is neither stocky nor tall, bordering the average measurement of his race. As he reveals himself, he veers to the side, bends down and huffs in repetition as one of his hands clings to the ship's rail. It is not past a minute before he stands up, his breathing resuming its normal pace. He waves at the passengers, Lavinia and Lara.

  "Hello all. Lady Lavinia. Captain Lara. Sorry for my tardiness. I had to make some last minute purchases. Gotta be well-prepared for the sea. I hope I am not too late for the departure."  

After the last sound escape his mouth, one of his hand scratches the back of his head as he smiles in a cheery but sheepish way, enhancing his monkey characteristics. The moment ends when he plants a hand on his chest.

  "I am Tygar Foster. I look forward to working you. While I see staffed healers, an addition would not hurt. Better yet one who has experience communing with the sea to lessen its rage. The sea is benevolent yet cruel."  
DrK
The arrival of a host of personalities continues throughout the morning until finally Master Thain, the heavy set ginger bearded dwarf in charge of the ship's security, orders the gangplank raised. From the shore Lavinia waves and begins heading to the skiff to take her out to the the awaiting  Blue Nixie   "Fare winds and safe voyage my friends"  she shouts to Grimgor and Lara,  "We shall try and stay together, if not we shall see you at Fort Blackwell in a fortnight or so."   With that she starts getting rowed out to her own vessel moored in the shallow harbour.

Aboard the  Sea Wyvren  the deck is mostly full of milling people as the passengers generally get in the way of the crew bustling on deck. Only the aft and forecastle kept mostly free of people, the sky noisy as the cawing of the Kitsune's parrot challenges the shrieks of Aramus's falcon. The raven haired thin beauty that is Lt Hayley Alden mans the steering wheel as Darlin twirls his long moustache, a pipe wedged in his mouth as he commands Liza and Artemis (two young agile woman) into the rigging to unfurl the sails.

Minutes later the  Sea Wyvren  responds and soon begins nosing out into the warm choppy waters of Jeklea bay, and an hour later the sights and sounds of Sasserine and replaced by the whistling of the wind and the slap of water frothing and foaming under the prow, a pair of gleaming grey dolphins splashing through the water tailing the vessel. Over the course of the day the  Nixie  with its three masts filled with sails hoves inti a view and a flurry of signal flags are exchanged.

---

Aboard the vessel Felix consults the wind and waves and seeks to know the weather, he grins. Knowing that the weather will be blowing with steady off shore trade winds and steady wind and waves for the next days or few. Good news for the initial few days of the voyage

---

Two hours into the voyage there is a commotion that attracts the attention of all, from the kenku crouched in the crow's nest to the druid watching the hawk soar above them everyone turns as they see the young noble striding to the stairs leading up to the aftcastle where Cooper, a tough long haired half orc that looks like he belongs outside an inn bars his way.  "Miss Dantalion. Where are you, blast you get out of my you brute.."  he snarls at the half orc. " "Miss Dantalion, where are you. I have just learned I am not in the master cabin. Why is this the case. My family has funded most of this fleabitten voyage, and damn it I want the best cabin. Even more so, I was told I do not have private cook and will have to eat with the officers and crew like a common passenger. An outrage!!!" 

On the aftcastle behind Lara, Hayley's voice drops low.  "If he wants a bigger cabin we can drop him over the side and he can find a  mermaid's palace..." 
CasualViking
      
      Kona the Illuminated     

 
Kona sighs at the commotion below. He briefly focuses on the arbitrary distinction between vertical and horizontal, swings over the rim of the crow's nest, and clambers down the mast as if it was a slope, not a vertical smooth pole, arriving on the deck shortly. His relaxed demeanor doesn't project any aggression, as he seeks around for Lara, loking to stand beside her in this conflict. 
 
  
 
 Spoiler: Game speak 
Swift action to change stance to  Unbroken Stride , double moves with 20' spider climb gets Kona to the deck in two rounds.
 
 
 Spoiler: Quick stats 
Soul Candle: 5' bright light, 10' normal, allies within 15' can take 1 Temp HP (1 minute) as a swift action.
AC 18, touch 14, FF 14, CMD 17. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
 
 Spoiler: Resource tracking 
Stance: Unbroken Stride (water walking, spider climb 20)
Active Element: Air
Granted Maneuvers: Lance of Power, Rapid Strike
Readied Maneuvers: Elemental Strike, Flick of the Wrist, Minute Hand, Ego-wounding Strike
Animus: 0
Illumination: 1
Psionic PP: 3/3
Psionic Focus? Y
 
Yas392
Tygar is watching the ocean when a loud voice stirs him to move to the source of it. There, he sees the arrogant, young noble he was introduced to trying to claw his way past a half-orc to the stairs. The long hair half-orc is able block the aristocrat's feeble attempt to bypass him with his hands and body. The cleric leans his head a little to the front.

  "I heard noise. What seems to be the problem?"  
 
 Spoiler: OOC 
Diplomacy:  (1d20+6)[ 17 ] 
 
DaOldeWolf
Felix explains his prediction of the weather with Lara after presenting himself. " If there is anything else I can do. I am always at your service. " Felix adds. He is glad that it seems like it will be a pretty nice journey and so far, he has been well receieved.

__________________________________________________  _______________________________________

Felix and Isaac watch from the sidelines the current commotion wondering about the reason behind the raquet. "  Should we get involved?  " Isaac replies excited to jump into action. " Lets just watch for a bit. If things go south, we will get involved. " Felix explains himself the best he can.
BelGareth
Aramus wheeled around, his forearms going from being leaned on, to supporting his torso as he continued to lean on the railing, he frowned, he disliked these pompous nobilitas, but...well, who did exactly?

Sighing he stepped forward, D'Artagnan flying up above somewhere.

Moving towards the young noble he opens his arms   "Ah, Welcome Master Meravanchi,"   he says bringing his arms down and nodding slightly,   "From what I've heard, you  have  the best cabin already, big doesn't always mean better, believe me on that. Did you fund this directly from your personal funds? I thought your household funded the trip."   he answers quickly,   "Master Meravanchi, a boat is a small place, especially when one is....not being friendly, and might I suggest, you be a little more friendly? there are a lot of....brutes aboard, and while I will do my ever best to keep an eye out for you, I cannot be everywhere, this is no threat my young master, merely a truth of the world, I have lived long enough to learn this terrible truth, say, do you like fish? I could have my companion fish you out a fresh one and we can cook it up, nothing like a fresh fish cookout to even the playing field."   he says with a grin.

With a whistle, he commands D'Artagnan to go fishing.
CasualViking
Kona blinks impassively.  "You are a long way away from your father's money, oaf, and their power is only going to wane on this journey" , he thinks to himself.
RCgothic
To be honest Lara had been expecting this outburst, she just hadn't thought it would take him this much time to figure it out. With her hands held smartly behind her back, Lara waves her fingers so Haley knows she'd consider her suggestion. With an inward sigh she steps forward, waving the half-orc to stand aside. "Thank you Cooper, that won't be necessary."

"Avner, you already have the best  available  cabin," Lara takes a placating but not entirely unexasperated tone "Moreover, you asked for it specifically. 'The Master's Cabin', you said. Our Sailing Master Davtrix and Kelsey have both kindly suffered substantial inconvenience to accommodate you."

Maybe he's capable of feeling some sense of shame? Who knows. Behind Lara on the quarterdeck the normally grouchy Davtrix looks extra scowly.

"Unfortunately nobody onboard has a private cook, however delightful that would be, but as our  honoured guest  you are of course welcome to take meals prepared by the officer's steward in with my colleagues and I. If you'd rather dine alone then I can have him bring your meals to your cabin, or you can use the ward room when it's not in use."

"And please, call me Lara. Or else I'll  insist  you call me Captain," she jests with a quirked eyebrow.

 
 Spoiler 

Diplomacy  (1d20+12)[ 20 ] 
 
DrK
The rich fool puffs and grumbles, looking daggers at the kenku who's tongue was as sharp as his beak before nodding to the tall woman on the aft deck.  "As you say Mistress Lara, I will accept then that my cabin is the Master's cabin. As long as we understand that my wine stores are not for general consumption." ...

With the moaning noble taken care of the  Sea Wyvren  plunges through the waves a few chains away from the  Blue nixie , the elves aboard the  Wyvren  roaming the rigging like acrobatic circus performers. Its an exciting couple of days as the pair of ships plunge through the bay of Jeklea, each day the sun dawns bright in the sky and strong off shore trade winds drive the boats east across the sea.

As the boats cruise off the coast Urol excitedly joins you on deck one morning bouncing slightly from foot to foot with excitement. When asked he smiles and gestures to the shore, his little green hat bobbing up and down on his head.  "It exciting, have  a look at the shore soon."  he points ahead at a dark smudge of forest.  "The great web. Tens of miles of forest enveloped in webbing, its said that an ancient Olman spider demon cursed the valley and that at the heart is a golden temple with 8 towers, but of course no-one has seen it for  the miles of spider infested forest." 

He grins more excited to be speaking with anyone close by.  "We will see some other sites on the voyage as well. There is the burning, where a valley was set ablaze and an entire tribe was sacrificed plus the wyvrens of the Jagged Cliffs..."  The little gnomes seems aglow with excitement.

-----

 
OOC optional stops...
* The spider forest
* The sacred forest (lizardmen sacrifices and petrified trees)
* The burnt pit
* The wyvren jagged cliffs

 
CasualViking
      
      Kona the Illuminated     

 
Kona listens attentively to the gnome's ramblings.  "Most of those places sound like a threat to the entire enterprise. Would they be easier to approach from the sea than from land, do you think?"  
 
  
 
 Spoiler: Quick stats 
Soul Candle: 5' bright light, 10' normal, allies within 15' can take 1 Temp HP (1 minute) as a swift action.
AC 18, touch 14, FF 14, CMD 17. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
 
 Spoiler: Resource tracking 
Stance: Unbroken Stride (water walking, spider climb 20)
Active Element: Air
Granted Maneuvers: Lance of Power, Rapid Strike
Readied Maneuvers: Elemental Strike, Flick of the Wrist, Minute Hand, Ego-wounding Strike
Animus: 0
Illumination: 1
Psionic PP: 3/3
Psionic Focus? Y
 
Yas392
Tygar shrugs as Aramus and Lara's voice overlaid his. Seeing them calming the agitated noble down, he gives the two a nod before slipping back to his spot. The following days, he follows the repetitive routines of chatting to crew members and looking at the sea. It is not until the gnome rambling about interesting site the Sea Wyvern will come across causes him to move closer to Urol and tilts his forward.

  "Sounds fun."  

His face shifts to one up his natural disposition; mouth open to a fuller smile that shows his pearls, eyebrows slants inverse, relaxed. His tone, on the other hand, is laden with sarcasm and apathy.

  "Any of us want to stop at any of these locations for sightseeing and exploration?"  

In a flash, the cleric's face defaults back to normal, taming his smile and aligning the eyebrows back to an upside down "U." His tone resets back to the usual curiosity and amicability. He turns to address at the party and anyone listening in.

  "If we are not in a rush to go the the Isle of Dread, I would like to stop by the Sacred Forest. I am interested in the history of the site and the lizardmen."  
DrK
As the web shrouded shore slips past an order goes out to the sail master and a flurry of signal flags ae exchanged between the  Nixie  and the  Wyvren  as the sails loosed and the  Nixie  slowly settles on the sea a few hundred feet off the rocky coast. Bellin, the lanky elf in charge of the sails waves at the shore, a shouted  "I can see a path up from the cliff face, it would be a climb but there is a collapse you could scramble up." 

Back on the deck Liza Highstar the deck chief, with tatoos covering her lean arms and neck shouts to the deck crew as they lower the small rowing boat into the water with a few handy pulls on the ropes where it bobs alongside.  300ft away you can see the rocky collapse in the cliff side that Bellin pointed out. A collapse of sorts has left a small rocky beach and a steep rocky scree slope that you could creep up and reach the tropical jungle that runs right up the cliff face, tropical plants, orchids and vines dangling down from the lip of the cliffs. Smothering it all however like a low hanging fog is thick strands of webbing draped like curtains between every available branch and tree.  From here you cannot see much moving although you can be sure that there must be many spiders in there.

Aboard the deck Lt. Hayley looks at Lara,  "Well Captain, we can wait here, Cooper and Kraask can row you in"  she offers pointing at two brooding green skinned half orcs with long muscular arms. The two half orcs grumble something under their breath and slide down the rope ladder into the boat. Urol looks at Lara with a grin,  "Ohh, ohh, my word this is highly exciting. Who knows what you might find. If you see this sign..."  and as he waves his finger in the air a glowing spiderlike symbol appears,   "It is the ancient Olman symbol of Catazotz, the Spider God. But have a care, he was a dark and evil god."  Offering some feather quills and some fine vellum paper he looks to Kona and the wise seeming Aramus,  "Please, I would appreciate any sketches you could make." 
 OOC
Who wants to go ashore into the Spider Forest?

 
Yas392
Tygar looks at the party.

  "Anyone wants to go ashore and explore this forest?"  
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

 Departure 

As the two ships of the expedition received the last stores and passengers, a stout dwarf stood near the Captain of the Sea Wyvern and the noblewoman leading the journey.  Hovering would be a more apt description, as he eyed anyone getting close.   He seemed the typical dwarf - broad of shoulder, wide of waist and short of stature.  His skin is tanner than many of his people, having spent more time outdoors than underground in recent years. His legs and arms were thick and muscles, while huge hands held a long pike loosely.  His blue eyes scanned the docks, the ship and the surrounding waters, but snapped immediately to anyone approaching Lara or Lavinia.   He occasionally stroked his black beard, a steadying move for one used to violence.

He didn’t speak as Lara greeted their passengers.  He held his tongue when the little lordling attempted to throw his weight around.  He even restrained himself from boxing the lad’s ears.  He not visibly relaxed once they were away, and even then his eyes drifted to the Nixie.  He had told Lara his concerns about leaving Lavinia without protection; he knew she had other retainers, but he trusted few others to guard the woman as well as he or Lara could.

But it wasn’t his decision...

 

 Arriving at the Isle 

Peering out at the island, Grimgor listened to the others banter about the possibilities of the island and where they might land and which mysteries they would investigate.  He snorted to himself as he stared at the coastline, knowing whatever rumors or myths had been heard would be far from the ugly truth.  As the question of where to go hung in the air, Grimgor spoke , his words for the Captain, but loud enough for others to hear.     ”So Cap’n ... Yer eyeing’ them shores like ye’ve a mind t’land.  WoT’s got yer fancy, and how kin it help th’Lady’s mission?”  
 
 Spoiler: OOC 
Sorry for the delay but I’m in finally!
 Status 
HP 55 / AC 24 (18) CMB/D +7/18
F +6  R +5  W +8  Init +4 (+6)  Move 20’

Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); craft Weapons/Armor +5; Bluff +5; Intimidate +3
Known maneuvers: Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Fury Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Effects: Silver Crane stance, Darkvision 60’
 
BelGareth
Aramus watches the captain assuage the young noble with ease, he may have underestimated her, and he was happy for it, it was much more encouraging to know he was surrounded by capable people for once.

After dining on some kippers D'Artagnan fished out of the bay as they left, the cook doing a wonderful, but simple pan fry, he tossed the fish bones back into the sea, and cleaned up, watched the coastline as everyone else did, and his eyes widened as Urol started to talk about the ancient spider deity. He nodded to the gnome, his own interest spiked,   "Indeed master Urol, I will endeavor to look for anything related"   he replied,   "I think I would like to go ashore, if anyone else would like to come? Spiders have a propensity to scare people off, so I'm assuming there might be some interesting, untouched  things  in there"  
DaOldeWolf
Felix was hearing about the discussion though remaining quiet to hear and analyze for himself what could be potentially interesting. The moment he hears about treasure, he perks up his ears and joins the conversation. " That indeed sounds interesting. I wouldnt mind having a look for myself. " Isaac isnt exactly thrilled by the idea. "  I hate spiders. And their webs make it hard to fly.  "
RCgothic
"A spider-filled forest nobody goes to is sure to have some tall-old trees that we could make into spare masts," Lara concedes, eyeing the treeline. "On a long journey I'm sure Tasha would rest easier knowing we had a spare or two in the hold. And a bit of spider-slaying would be good for bringing our team together..."

With the general assent of the party, Lara has Lt Alden set  The Sea Wyvern  at anchor in about five fathoms a short distance offshore. "This is hostile territory, so no shore leave," Lara tells her. "If I spot a suitable-looking tree we'll send up a signal. Have the carpenter come ashore with a crew to drag it out and an armed escort. We'll leave some lines rigged on the cliff to make the ascent easier. If you haven't heard from us two noons from now you're to take command and continue the journey with  Nixie ."

After being rowed ashore, Lara sends the two half orcs back to the ship with the jolly boat for safety, tucking her captain's hat into her belt once they're gone. "I'm not the captain ashore," she explains. But she does have a suggestion:

"Alright, Kona, I saw you climbing the masts like gravity isn't a thing earlier. Would you mind taking some lines up and rigging them to the cliff face? That'd make this a whole lot easier."
Yas392
Hearing some approval to the land before them, Tygar excuses himself to meditate for his daily spells. When he is done, he joins the others, landing on the shores of the forest after any and every preparation of the crew prior rowing to the land.
CasualViking
      
      Kona the Illuminator     

 
Kona caws his assent to the suggestion, grabs a line, and swiftly walks up the steep cliffside. 
 
  
 
 Spoiler: Quick stats 
Soul Candle: 5' bright light, 10' normal, allies within 15' can take 1 Temp HP (1 minute) as a swift action.
AC 18, touch 14, FF 14, CMD 17. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
 
 Spoiler: Resource tracking 
Stance: Unbroken Stride (water walking, spider climb 20)
Active Element: Air
Granted Maneuvers: Lance of Power, Rapid Strike
Readied Maneuvers: Elemental Strike, Flick of the Wrist, Minute Hand, Ego-wounding Strike
Animus: 0
Illumination: 1
Psionic PP: 3/3
Psionic Focus? Y
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor nodded once, mostly to himself.  He gathered his gear and joined the team aboard the row boats.  Upon reaching the shore, he stepped forward and unhooked his pike, lowering the blade as he took up a protective perimeter.  He moved back and forth eyeing the trees before he stepped back to join the others. He glanced up and shook his head in bemusement, the sight of a bird man clamoring up the side of the mountain style him as humorous.

 
 OOC - Watching for threats, waiting for a strong rope.
  Perception  - (1d20+14)[ 19 ]  
 
 Spoiler: Crunch 

HP 55 / AC 24 (18) CMB/D +7/18
F +6  R +5  W +8  Init +4 (+6)  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Fury Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Effects: Silver Crane stance, Darkvision 60’
 
DrK
The row boat splashes back to the ship, the two half orcs both shaking their heads and staring Arthur trees shrouded in thick webbing.

As Kona scales the scree easily he reaches the top and gets a good look at the jungle. The plants were as lush and thick as expected but with the heavy blanket of webs that hang from trees or coat the canopy it’s very quiet, the normal sounds of birds or small monkeys seemingly absent

Dropping a rope ladder down the rest of the shore party is able to clamber up easily enough and join the kenku on the narrow strip of land at the cliff top before the thick large trunked trees begin. As eyes look around nervously nothing bigger than small (well up to hand sized) spiders are visible. With no obvious direction you could choose to plunge straight into the jungle or walk parallel to the cliff tops to the east or west for a while to look for a gap or anything interesting

As you consider the heat hammers down at you all, close, humid and hot. With the sun still to rise you know it will only be hotter later
CasualViking
      
      Kona the Illuminator     

 
Kona looks around nervously.  "These...kind-of-big spiders didn't create all these webs, did they? Something bigger did."  He closes his eyes for a long, deep breath, and his black feathers take on a sheen. He draws his swords and lines up with Grimgor. 
 
  
 
 Spoiler: Quick stats 
Soul Candle: 5' bright light, 10' normal, allies within 15' can take 1 Temp HP (1 minute) as a swift action.
AC 18, touch 14, FF 14, CMD 17. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
 
 Spoiler: Resource tracking 
Stance:Elemental Flux (Earth, +2d6 acid damage, resist acid 15, DR 5/adamantine)
Active Element: Earth
Granted Maneuvers: Lance of Power, Rapid Strike
Readied Maneuvers: Elemental Strike, Flick of the Wrist, Minute Hand, Ego-wounding Strike
Animus: 0
Illumination: 1
Psionic PP: 3/3
Psionic Focus? Y
 
Yas392
Tygar retrieves his bow and a quiver of arrows to arm himself. He slinks to the rear position, using cover and his party to hide himself from hostile eyes.

Stealth:  (1d20+6)[ 16 ] 
BelGareth
Aramus nods as the decision to go ashore was reached, he waited patiently for the boat to be lowered into the water, almost jumping into the water but dismissing that thought, it would have been nice, but a wasteful frivolity.

D'Artagnan flew above, he was a little concerned, spiders were not good for birds, especially  big ones . He instructed D'Artagnan to stay near the cliff side, and go no further into the forest, he would not be responsible for his friends demise. Once up the cliff, he un-slung his bow, and nodded to the others.

 
 Spoiler 

D'Artagnan knows the stay trick.
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor nodded to the bird-man.  He could feel the warm waves of vitality and light coming off of him, He murmured to no one in particular ”If’n yer near me, ye’ll be safer ...” . As the group considered a way ahead, he found his eyes drawn to the feathered friends of his companions.  Scratching his beard he spoke aloud, his voice like a rumbling avalanche.

 “Aramus an’ Felix, aye?  Kin yer birds scout a bit?  Find us a place t’enter?” 

 
 OOC - Use dem familiars/companions! 
 
 Spoiler: Crunch 

HP 55 / AC 24 (26) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8)  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Fury Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Effects: Aegis (+3 AC, +2 Will save for allies w/in 10’); Silver Crane stance, Darkvision 60’
 
DaOldeWolf
Felix looks at Isaac who seemimngly understands pretty easily what Felix wanted at a glance. "  Nope. Dont you dare say it!  " Isaac proclaims in a bit of an outrage. Felix argues " Come on! I know you are never worried about death. Lets follow Grimgor´s suggestion. ".

" Doesnt mean I like spiders! " Isaac complains. " Just fly around for a bit within permitted range. Tell us if you see anything. You can even have some extra food when you return to the boat for the trouble. " Felix begs his partner. Isaac sighs but flies around a bit to see if he finds anything.

 
 Spoiler: OOC 

Isaac will fly around but he cant be further than a 100 ft from Felix
Perception:  (1d20+2)[ 5 ] 
 
RCgothic
"If we're looking for the spiders (and maybe a decent tree or two) we ought to be heading into the interior," Lara suggests, taking a forward position in the group.

"And careful of your birds in all these webs," she warns.
DrK
The hawk and the parrot take to the wing floating on the warm thermals rising from the cliff face and staying over the water rather than the webbed jungle. The rest of the party move down the coast, the heat and heavy shrubbery slowing the progress. With the lack of birds and small primates the jungle is eerily silent although after an hour you all pause. The jungle opening slightly as a narrow stream winds through the jungle and pours over the cliff. You see as you inland the shallow stream (maybe knee high) some 100ft into the trees under the webbed netting from the overhanging branches what appears to be a partially rotted and web shrouded rowing boat...

looking around carefully it all looks peaceful, until just by the boat Aramus's sharp eyes notice that what looked like a log isn't. Its a massive arachnid with a leg the size of logs, the beast still but likley watching! Its scuttles into life suddenly a massive tarantula covered in bristly hair, its eight eyes scanning for prey. The thing is massive, some 20ft wide with a body larger than a horse and pincers like scimitars!


 OOC
Init

Aramus, Lara, Kona
Spider
Rest of the party

You are on a ~20ft wide stretch of clear ground parallel to the cliff and looking down a 10ft wide shallow stream where the spider is running from. The rest of the area is thick undergrowth (difficult terrain)





 
CasualViking
      
      Kona the Illuminator     

 
Kona lines up, seeminly waiting for the spider to come closer. The mote of light next to him brightens a bit, and takes on a slightly different hue. 
 
  
 
 Spoiler: Crunch 

Free: Gain 1 Animus, 1 Illumination and 1 random maneuver at start of turn.
Move: Getting a clear line against the spider from just behind Grimgor
Standard: Ready action to use Lance of Power when the spider comes within 30'.   Acid damage  - (5d6)[ 18 ] , reflex 16 half.
  Quick stats
  Soul Candle: 10' bright light, 20' normal, allies within 15' can take a 5' step as a swift action.
AC 18, touch 14, FF 14, CMD 17. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 Resource Tracking 
Stance:Elemental Flux (Earth, +2d6 acid damage, resist acid 15, DR 5/adamantine)
Active Element: Earth
Granted Maneuvers: Lance of Power, Rapid Strike, Flick of the Wrist
Readied Maneuvers: Elemental Strike, Flick of the Wrist, Minute Hand, Ego-wounding Strike
Animus: 1
Illumination: 2
Psionic PP: 3/3
Psionic Focus? Y
 Sickened 4 
 
RCgothic
"They weren't kidding about the huge spiders!" Lara exclaims, "Steady guys, we'll work together!"

She holds back at first, the difficult terrain and the distance to the spider limiting her options.
DrK
As Aramus and Kona line up alongside the tough dwarf at the front of the party the spider scuttles forward through the thick webbing with freakish speed, it’s huge hairy legs straddling the stream. As it closes on the front line it’s huge bulbous abdomen flicks up and a spray of hairy barbs each the size of a dagger are flung towards them!

 
 Spoiler: OOC 


Advance 50ft to 50ft away
Use spray of hairy barbs hitting Grimgor, Aramus and Kona
Reflex DC 21 or sickened by itchy barbs everywhere for  (1d6)[ 4 ]  rounds
 
BelGareth
Aramus was marveling at the webs and how it all fit together, he was about to espouse about the wonderfully intricate designs that managed to form naturally, and then the giant hairy spider came into view and tried to cover them in barbs!

Responding quickly, he ducks out of the way and brings up his bow, launching an arrow at the thing.

 
 Spoiler 

+1 to hit/damage if closer than 35 ft
  Attack  - (1d20+8)[ 27 ] 
  Damage  - (1d6+1)[ 6 ] 
 Aramus 
HP's: 31/31
AC: 18
Effects: None
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor stared at the boat for long moments, eyes gauging the distance from it to the river.   ”Damn, Tha' river ain't as safe as ye'd think, ah guess ...”   But before anyone could investigate further, Aramus pointed out a log ... that moved.   “Ghoul's balls!  Spider!” 

The creature scuttled forward, unimpeded by the webs, and sprayed out a mess of barbed webs.  Grimgor raised his giant-sticker, ducking behind his weapon.  Most of the nastiness missed him, but he cursed under his breath as he shook off some of the webs on his pike.  His eyes narrowed as he considered how far the spider was.  He knew he could make it to the beast, but a glance at the others showed they were settling in and preparing to receive the spider here in the opening.

Nodding to himself, he took a step forward and gave the others a dark grin, belting out,   "Steady now, lads and lass!  Tis but a bug!"    Then he lowered his spear and took a defensive stance to protect the path to his Captain and companions.

 
 OOC - Holding for now.  So 5' to keep himself in front of the others (45' to spider).  As a swift action, activate Defending the Pride ( +4 AC [morale] to allies w/in 60' for 3 rounds  -  doesn't stack with the Aegis! ).  Enter Defensive Focus to recover his two expended maneuvers, gain Combat Reflexes and reach increase by 10' ... so threatening to  20' 

If required -   AOO  - (1d20+8)[ 11 ] ,   Dam  - (2d6+4)[ 12 ] 
EDIT - Haha ... that luck! 
 
 Spoiler: Crunch 

HP 55 / AC 24 (30) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8)  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Fury Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Effects: Defending the Pride (+4 AC [morale] to allies w/in 60 for 3 rnds); Defensive Focus (recovers up to four expended maneuvers); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane stance (+4 Init, +2 Ref/AC), Darkvision 60’
 
DaOldeWolf
Felix´s fur rises up as he sees the arachnid though he is quite surprised to see it . " Well, there is no other choice, time to get into battle.  " Felix concentrates as he casts his spell and launches three orange magical orbs from his fingers into the gigantic creature.

 
 Spoiler: OOC 
Casting Magic missile at the spider.
 (3d4+1)[ 6 ] 
 
Yas392
Tygar's head twists and turns to the west and east as if looking at the trees. Shaking his head, he moves backwards to at least 10 ft from the edge of the cliff. He nocks an arrow and fires it at the spider.

 
 Spoiler: Actions 
 Move:  Move to a square 10 ft from the edge of the cliff.

 Standard:  Ranged attack vs Spider:  (1d20+6)[ 17 ]  Damage if hit:  (1d8+1)[ 7 ] 
 
CasualViking
      
      Kona the Illuminator     

 
Kona continues to hold position besides Grimgor. He nods appreciatively at his allies' efforts, and scratches himself with the blunt backside of his blade. 
 
  
 
 Spoiler: Crunch 

Free: Gain 1 Animus, 1 Illumination and 1 random maneuver  (1d3)[ 2 ] at start of turn.
Swift: Gain 2 illumination
Move: -
Standard: Ready action to use Lance of Power when the spider comes within 30'.   acid damage  - (5d6)[ 20 ] , reflex 16 half.
  Quick stats
  Soul Candle: 25' bright light, 50' normal, allies within 15' can take a 5' step as a swift action.
AC 18, touch 14, FF 14, CMD 17. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 Resource Tracking 
Stance:Elemental Flux (Earth, +2d6 acid damage, resist acid 15, DR 5/adamantine)
Active Element: Earth
Granted Maneuvers: Lance of Power, Rapid Strike, Flick of the Wrist, minute hand
Readied Maneuvers: Elemental Strike, Flick of the Wrist, Minute Hand, Ego-wounding Strike
Animus: 2
Illumination: 5
Psionic PP: 3/3
Psionic Focus? Y
 Sickened 3 
 
RCgothic
"Hold..." Lara mutters to herself as she stands beside Grimgor, unable to affect the spider from this far away and ruing having not brought a ranged weapon for times like this.
DrK
Kona, Lara and Grimgor line up, a wall of steel as Grimgor lets loose a battle cry that inspires his allies as he readies to receive the charge! Behind the three of them Tygar and Aramus release arrows that thud into the massive hairy spider and Felix releases a missile of force that punches a small hole in the chitin!

The spider hurtles forward on its massive legs, pincers snapping as it pounces upon the line of three of them, its massive arms and greatsword sized pincers snapping in with lightning speed! Even as it does so Kona relases some of his pent up energy and the spiders lets loose a clack of annoyance as the acid spray burns a horrible scar on  its fat hairy body

 
 Spoiler: OOC 


Spider advances to 10ft from Lara/Grimgor/Kona
Bites  (1d6)[ 1 ]  (1-2 Lara/ 3-4 Grimgor / 5-6 Kona)
-  (1d20+13)[ 29 ]  dam  (3d6+12)[ 24 ]  and Fort DC 21 or  (1d6)[ 3 ]  Str



Spider Ref save  (1d20)[ 9 ]  + some
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor watched as the spider rushed forward.  He thrust his pike at the beast, but it slipped to the side at the last minute and lashed out at Lara.  Grimgor shouted out,   ”Watch it, lass!"  , then thrust with is weapon with all the power of a giant tortoise chomping down.  As he thrust, Grimgor growled aloud,  “Watch yerself, beasti!  Ah'll have one o'those fangs afore we're done!”   His tone was insulting and taunting, even for a giant spider

 
 OOC - As an immediate action, when the spider attacks Lara, Grimgor expends his counter, Warning Roar ( Diplomacy check vs attack roll to negate attack ).  It gives up his swift action this round, but here's hoping!    Dip vs 29  - (1d20+13)[ 27 ] 
EDIT: So close!  Sorry, RCG ... I tried!

Standard attack w/+1 pike using Giant Snapping Turtle maneuver ( add 3d6 damage, ignore damage resistance ) and power attack.  Still benefiting from  +4 AC [morale] to allies w/in 60' , but it  doesn't   stack with the Aegis!
Attack/Dam   Attack  - (1d20+6)[ 21 ] ,   Damage  - (5d6+12)[ 33 ] .  If attack is successful, Grimgor will mark the spider with the Armiger's Mark, which reduces attack rolls against anyone else by 4 (normal vs Grimgor) 
 
 Spoiler: Crunch 

HP 55 / AC 24 (30) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8)  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell,  Warning Roar ,  Greater Snapping Turtle 
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Fury Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: Maintain 7/7; 6/6 marks per day
Effects: Armiger's Mark (opponent suffers -4 if not attack the hero; Defending the Pride (+4 AC [morale] to allies w/in 60 for 2 rnds); Defensive Focus (recovers up to four expended maneuvers); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane stance (+4 Init, +2 Ref/AC), Darkvision 60’
 
CasualViking
      
      Kona the Illuminator     

 
Kona steps up, his blades flashing with lightning speed, severing legs and cauterizing the wounds with sizzling green energy. 
 
  
 
 Spoiler: Crunch 

Free: Gain 1 Animus, 1 Illumination at start of turn.
Swift:  Minute Hand    Attack  - (1d20+4)[ 14 ] ,   slashing damage  - (1d10+10)[ 18 ] ,   acid damage  - (2d6)[ 7 ] . Gain 1 illumination.
Full round action:  Flick of the Wrist    katana attack  - (1d20+8)[ 24 ] ,   slashing  - (1d10+10)[ 19 ] ,   acid  - (2d6)[ 9 ] 
  wakizashi attack  - (1d20+8)[ 22 ] ,   slashing  - (1d6+9)[ 15 ] ,   acid  - (2d6)[ 10 ] 
Gain one granted maneuver at end of turn:  (1d2)[ 2 ] , and 1 animus.
  Quick stats
  Soul Candle: 35' bright light, 70' normal, allies within 15' can take a 5' step as a swift action.
AC 18, touch 14, FF 14, CMD 17. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 Resource Tracking 
Stance:Elemental Flux (Earth, +2d6 acid damage, resist acid 15, DR 5/adamantine)
Active Element: Earth
Granted Maneuvers:  Lance of Power,  Rapid Strike,  Flick of the Wrist, minute hand 
Readied Maneuvers: Elemental Strike, Flick of the Wrist, Minute Hand, Flash of Insight
Animus: 5
Illumination: 7
Psionic PP: 3/3
Psionic Focus? Y
 Sickened 2 
 
Yas392
The mandibles that bit Lara cause Tygar to grit his teeth at the bloodied state of his Captain. The cleric moves back until he is at least 30 ft from Lara and 35 ft from the spider. He frees one hand from the bow to grasp his holy symbol carved in a wave shape. Uttering a swift prayer to the sea, he spreads his arms, sending translucent waters that builds into an omnidirectional waves surging forward. When they reach the limits of their confines, they crashes down onto the ground as the motion of the seawater reaches shore. The waves pass through Aramus, Felix, Grimgor, Kona and Lara, stopping in front of them without sweeping them out of their positions, waters not touching the huge tarantula. As the waters subside into nothingness, the targets the waves caught remain intact. No visible changes save Lara who looks less bloodied.

 
 Spoiler: OOC 
 Move:  Move to a square 30 ft from Lara and 35 ft from the spider.

 Free:  Free one hand from bow.

 Standard:  Channel energy in a 30 ft burst to heal Lara &amp; anyone else in the radius  (3d6)[ 13 ]  damage.
 
DaOldeWolf
Felix decides to try against with the same spell. No point in waiting for the creature to get any closer. He once again releases his barrage of energy spheres at the creature.

 
 Spoiler: OOC 

Casting one more round of magic missile
 (3d4+1)[ 6 ] 
 
BelGareth
Aramus winces as Lara takes the brunt of the giant spiders attacks, but nods as Tygar heals her, he lines up another shot trying to aim for the spiders many eyes.

 
 Spoiler 

+1 to hit/damage if closer than 35 ft
  Attack  - (1d20+8)[ 15 ] 
  Damage  - (1d6+1)[ 2 ] 
 Aramus 
HP's: 31/31
AC: 18
Effects: None
 
DrK
The spider is assailed as arrows from Aramus bounce off it, more magic missiles punch into and Grimgor delivers a savage blow to its chest and roars a battle cry. But its the small kenku that in a spinning dervish of steel hacks open a great wound in the spiders abdomen! The massive creature lashes out at at Kona before stepping back hissing in anger and pain

 
 Spoiler: Spider 

OUch! So much pain

Bite Kona -  (1d20+13)[ 30 ]  dam  (3d6+12)[ 24 ]  and Fort DC 21 or  (1d6)[ 2 ]  Str
 
CasualViking
      
      Kona the Illuminator     

 
Kona parries and dodges, but the legs are too strong and too numerous to defend against them all. They batter through his defenses, leaving him vulnerable to the mandibles, and he screams in pain and fear as they pierce his flesh and pump him full of venom.

He slashes back at the head of the spider while it is still within sword range, then ducks in behind Grimgor to focus on healing his fresh wound. 
 
  
 Candle Magic now adds +5 acid damage to attacks for allies within 15' 
 
 Spoiler: Crunch 

Take 19 damage after DR. Fort save at -2 for being sickened:  (1d20+0)[ 20 ] .
Free: Gain 1 Animus, 1 Illumination at start of turn.
Swift: Change Candle Magic into damage boost
Move: Animus Healing, -2 A,   healing  - (4d6)[ 10 ] 
Standard: Rapid Strike   Attack 1  - (1d20+8)[ 15 ] ,   dam 1  - (1d10+10)[ 14 ]  + [roll=acid]2d6+5[/roll] //   Attack 2  - (1d20+8)[ 28 ] ,   dam 2  - (1d10+10)[ 14 ]  + [roll=acid]2d6+5[/roll]
5' step behind grimgor

Gain one granted maneuver at end of turn: Elemental Strike, and 1 animus.

  Quick stats
  Soul Candle: 40' bright light, 80' normal, allies within 15' do +5 acid damage.
AC 18, touch 14, FF 14, CMD 17. HP 17/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10


 Sickened 1 
 
Yas392
Tygar clutches his symbol when the spider strikes Kona. At the sight of the birdman healing himself, he loosens his grip. He grasps his bow, nocks an arrow and fires it at the spider without pause.

 
 Spoiler: OOC 
 Standard:  Attack Spider:  (1d20+6)[ 8 ]  Damage:  (1d8+1)[ 9 ] 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor winced as the spider reached past to strike at the small bird-man.  The dwarf growled loudly,   ”Git behind me, lad - there be beasties up here!"  .  He then set his feet wide and swung his weapon mightily and attacked.   “Over here, ye oversized bug!  Ah'm gonna squish ye!” 

 
 OOC - As a swift, Grimgor changes stance to Primal Warrior (CMB/CMD counts as Large; weapon counts as two sizes larger).  Then standard attack w/+1 pike and power attack:   Attack  - (1d20+6)[ 17 ] ,   Damage  - (4d6+10)[ 31 ] 

Allies still benefit from  +4 AC [morale] to allies w/in 60'  (no stacking w/Aegis)
Spider should be marked, so -4 to any attack rolls not against Grimgor 
 
 Spoiler: Crunch 

HP 55 / AC 24 (28) CMB/D +7/18
F +6  R +5  W +8  Init +4  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell,  Warning Roar ,  Greater Snapping Turtle 
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Armiger's Mark (spider suffers -4 attack against all heroes but Grimgor); Defending the Pride (+4 AC [morale] to allies w/in 60 for 1 rnd); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Warrior stance (weapon +2 sizes, CMB/D ~ large), Darkvision 60’
 
DrK
Even as the spider grasps Kona in its mandibles and delivers a terrible wound to the poor Kenku, Kona strikes back, whirling acidic fumes leeching from his blade as he hacks off one its front legs. more arrows rain off its heavy carapace, this time the points skittering off the surface. Even as Kona ducks out of the way its Grimgor who steps in and drives the long pike directly into its open maw! The heavy blade strikes what little brain such a beast has and that combined with the other damage wrought by the party is enough to end its existence as it collapses onto the jungle floor in a great heap....

With the jungle restored to its suffocating silence you and all look around. Already the ground near the body is shifting and wriggling as hundreds of small (well, smaller than a haling hand) spiders appears from the trees and bushes and start nibbling at the bounty dropped in their midst. Looking beyond you can see the wrecked longboat at the end of the stream a bit more cleanly.

Approaching carefully you can  make out the name burned into the one of the partially rotted plants  "The Red Viper" 
 
 Spoiler: Know Local DC 21 

The  Red Viper  was a raiding boat, part of the Crimson Fleet pirates that have terrorised the region. It was assumed lost ~3 years ago when it stopped being heard of. Its Captain was the Lady Azura Correlax, a cruel woman who delighted in selling male slaves and having a mainly female crew. Rumours often spoke of her affliation to Demons and the demonic but no-one had lived long enough to ask further.
 


The boat itself is long smashed and partially rotted. A long broken water bottle, empty and rotted grain bags and shattered oars and moist ropes (all typical boat fare) mark its fate. Of the crew there is no sign, although Aramus and Grimgor with their sharp eyes spot an old slash on a tree heading deeper into the jungle.
BelGareth
Aramus holds his breath as he sees the spider crunch down upon Kona, one of his new stalwart companions! But Grimgor was able to come in and end the beast with a fell strike. He made a mental note of the dwarf, and to keep him close, or at the very least, alive.

Moving forward, he looked to the kenku, making sure nothing was seriously amiss, and then pulled out a wand.   "This will heal your wounds up, just a simple spell"   he says calmly, spending a few charges on the warrior.

He steps forward with the others, keeping a wary eye on the new smaller spiders, and looks over the boat.   "The Red Viper?"   he asks out loud   "Never heard of them,"   he points off into the treeline   "Though, it looks like some of the passengers may have gone that way."  
 
 Spoiler 

Using wand of cure light wounds:
Charge 1:   Heal  - (1d8+1)[ 6 ] 
Charge 2:   Heal  - (1d8+1)[ 4 ] 
Charge 3:   Heal  - (1d8+1)[ 3 ] 
Charge 4:   Heal  - (1d8+1)[ 5 ] 
 Charge 5:   Heal  - (1d8+1)[ 9 ]  
4 charges for 18 hp's healed
 
Yas392
Tygar squints his eyes as he leans to peer at the name. He straightens and paces forth and back a bit. Repeating his first action once he stops pacing, the cleric shakes his head.

  "I do not know a Red Viper."  

He shudders as he turns his gaze to the jungle.

  "If we are going deeper, we need to make sure we are stocked before we proceed. I am low on normal arrows. I could use a moderate amount if someone else have some to spare."  
DaOldeWolf
"Cant help either on this matter. though I can ask Isaac about it when we meet with him." Felix replies as he decides to at least analyze it from a different perspective. He begins casting a spell followed by a quick scan of the vessel. " I am on the look for magical auras. We might be able to find something at the very least. "

 
 Spoiler: OOC 

Casting detect magic and trying to see if there are any magical auras on the boat.
K. Arcana:  (1d20+10)[ 20 ] 
 
DrK
Looking around the boat the wily Kitsune cannot discern any. It looks very much lke the boat was stripped of most useful things, leaving only some basic foodstuffs and "boat stuff" on it when whatever shore party was here went ashore....

 Are you following the trail deeper into the spider woods? 
RCgothic
"Ow. Thanks for the save," Lara says, working a shoulder not fully healed from the substantial spider bite. "I hope there aren't a lot more like that one."

"So this is what happened to it?" Lara muses as the party examines the wreckage. " The Red Viper  here belonged to a band of female pirates working for The Crimson Fleet. Liked to take male slaves. I was there when they boarded  Weazel  cutter, took a few of the men they fancied and one of our women defected. I was too young to attract their notice at the time, thank gods. I've since heard their Captain Lady Azura liked to consort with demons. Anyway, if there were any survivors I wouldn't mind making sure the spiders got them. We'd be doing the whole coast a favour," Lara suggests, gesturing into the forest.
BelGareth
Aramus nods to the words of Lara, and then mentally commands D'Artagnan to stay on this cliff and wait for them to come back, he wasn't about to have his companion be eaten by spiders.

Still holding his bow, he motions to the mark, and moves forward, easily able to move through any vegetation as if he were born to it.
CasualViking
      
      Kona the Illuminator     

 
"Sorry, no arrows". Kona brushes himself off, and pokes a few clawed, wrinkly fingers through the holes in his robe left by the spider's mandibles. He glows brightly for a while, and sighs contendedly before turning it off.  "If there are more monsters here, eight legged or two legged, I suggest we deal with them".   
 
  
 
 Spoiler: crunch 

Wounds heal quickly with Elemental Flux stance
  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 2, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor nodded in satisfaction as the spider dropped, turning to check on his companions first before stomping over to the giant beast and reaching down for the fangs.    ”Ah told ye Ah'd be 'avin' them teeth ... "    Once he had pulled the fangs free, he wrapped them in an old shirt and placed them in his pack.  Then he joined the others in staring at the boat, shaking his head at the name.  When Lara relayed her recollection, he snorted.   “Of course ye knew 'em ... ye know everyone ...” 

To Tygar, he shook his head.   “Ye better ask Aramus ... me own shafts are a bit thicker than yer used to ..."   He patted one of the spears he carried.  Gripping his pike, he stepped forward an pointed at the marking on the tree.   “Well, if th'Cap'n says we push on, then let's go.  Ah'm guessin' we watch fer more o' these.” 

He paused for a moment, then took up a crouching stance on the balls of his feet.  Sniffing the marking and the boat, he took the lead and began to walk deeper into the jungle, eyes sweeping back and forth as he periodically sniffed the air.

 
 OOC - Slipping into Running Hunter's Stance (+10 movement, gain scent).  Moving ahead.
  Perception  - (1d20+14)[ 20 ]   
 
 Spoiler: Crunch 

HP 55 / AC 24 CMB/D +7/18
F +6  R +5  W +8  Init +4  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]);  Running Hunter’s Stance (+10’ move, gain scent) ; Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Running Hunter's stance (+10 move, gain scent), Darkvision 60’
 
Yas392
Tygar nods.

  "Aramus, do you have any spare arrows?"  

As he waits for the druid's answer, he tries to retrieve his arrows from the spider's hide and the location that one embedded itself when it misses the large vermin.

 
 Spoiler: Retrieve arrows 
 (1d100)[ 84 ] 
 (1d100)[ 8 ] 
 
BelGareth
Aramus turns to the kenku and smiles wryly,   "Of course, you didn't bring much heh?"   he says jokingly, pulling out another quiver from his backpack and handing them to the bird-man. Without a word, he nods, and then moves on, again, without disturbing any vegetation somehow, ha pauses near the path, and his head scans the environment, as if he had heard something.

 
 Spoiler 

  Perception  - (1d20+10)[ 14 ] , generally looking for anything amiss
  Survival  - (1d20+12)[ 20 ]  For any recent activity, or identifying footprints
 
Yas392
Tygar accepts the quiver from Aramus with a grateful look on his face. He joins the others in surveying the jungle and as his eyes glows blue.

 
 Spoiler: OOC 
Cast  Detect Magic 

Perception for any danger or anything noteworthy:  (1d20+7)[ 24 ] 

Survival to find tracks:  (1d20+3)[ 17 ] 
 
DrK
THe jungle is thick and heavy but the stream forms a clearer path allowing the party to splash and wade through the warm knee deep waters deeper into the forest. Its several (~3) hours or so of hot sweaty work, ever on edge as the webbing encompasses the trees all around you. The occasional blaze cut into the trees help guide you before suddenly the ground falls away in front of you revealing an ancient crater shaped valley of thick canopy laid out below, the cliff face thick with vines, bare rocks, trickling waterfalls and  thick white matted webbing.

 

Perched on the cliff face, the buzz of insects in the air and faint whispering of the trees in the breeze you can see in the heart of the depression the ruins of a large temple sprawled amidst the trees and overgrown greenery of the jungle. The canopy is thick but the outlined humps of a walled complex can be seen along with a gatehouse leading up some steps to a main temple, albeit one heavily overgrown. Its ancient surely, and looks undisturbed, and oddly as you stare at it the canopy is not covered by the thick white webbing, the spider webs draped like curtains in the surrounding jungle but not crossing the walls or the gates of the ruins....

 OOC
Without some form of weather protection please make DC15 Fort saves to avoid heat exhaustion with [roll]26[/roll] no lethal and Fatigue

You are on a ~180ft high cliff covered in plants and webbing dropping into jungle in a depression hundreds of feet wide

 
Yas392
With no enemy in sight but sweating from heat, Tygar tries to catch his breath from the long journey.

 
 Spoiler: Fortitude save vs heat exhaustion (Fort DC 15) 
Fortitude save:  (1d20+7)[ 10 ] 
 
BelGareth
Aramus is quiet as they move through, sweat beading down his back, he had been in similar places, and was cursing himself for not being better prepared, he stopped at the cliff and took a kneel to survey it all.

 
 Spoiler 

  fort  - (1d20+5)[ 7 ]  vs DC 15
 


He looks around for a way down.
CasualViking
      
      Kona the Illuminator     

 
Kona seems unfazed by the muggy heat. He peers over the edge of the cliff and clicks to himself.  "No challenge for me, but the others...".  He looks over the cliffs, trying to find a good place to descend.   Perception  - (1d20+13)[ 25 ] 
 
 
  
 
 Spoiler: crunch 

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 fire damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DaOldeWolf
Felix sighs in the discomfort of the weather. " I cant believe this weather. Is this a natural occurance or is it the work of the spiders and their webs? " Felix ponders about the place as they walk.

 
 Spoiler: OOC 

Fort save:  (1d20+3)[ 10 ] 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor trudged along, sweat pouring from his brow as he moved through the jungle.  However, if the heat was affecting the dwarf, it didn't seem like it as he never slowed or faltered.  He peered back a few times and noticed some of the others struggling, and he called for a pause.   ”Git some water ... not th'time t'be fallin' out."   When folks recovered enough to continue, he turned and kept walking, eyes sweeping back and forth while cutting webs and foliage to make an easier path.

When they reach the edge of the cliff, he snorted, peering down briefly.   “Whelp ... wha' now?  Lotta rope, unless one o' ye kin fly."   He glanced at Kona, then to the others.   “Or mebbe one o' ye send yer birds t'look fer a way down.” 

Grimgor took his own opportunity to scan the cliff faces and the walls to see if there were any stairs, steps or paths leading down.

 
 OOC -   Perception  - (1d20+14)[ 15 ]  (EDIT - and THIS is why I like the passive perception rule from 5e)

PS -  @DrK  - I hope to the gods folks failing the DC don't take 26 non-lethal damage!  Was that supposed to be 2d6? 
 
 Spoiler: Crunch 

HP 55 / AC 24 CMB/D +7/18
F +6  R +5  W +8  Init +4  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]);  Running Hunter’s Stance (+10’ move, gain scent) ; Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Running Hunter's stance (+10 move, gain scent), Darkvision 60’
 
DrK
Looking at the verdant cliffs and the cascading streams it’s almost idyllic (aside from the hot sun and high humidity). Charles looks around and it seems natural, albeit as strange as the rest of the Spider Coast, the lack of webs within the temple itself however seems unclear from this distance

Kona looks up and down the cliffs and after some hunting finds some metal spikes driven into the cliff top with green moss covered rope dangling down, although of the three ropes two end abruptly after 8-10 ft, the third dangles down, vanishing into the canopy below but the rope is green, moss covered and doesn’t look the most sturdy…

As you watch it’s Kona and Aramus that pick up the faint buzzing coming from below, somewhere near the cliff face, although no source is immediately obvious
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Seeing nothing that would help, Grimgor watched his companions.  When he noticed Kona peering over the edge, he looked too.   ”Whatcha seein', Feathers?"   The dwarf had sharp eyes, but probably not as sharp as the tengu's.

As an aside to the Lara, he grunted,  “Thoughts, Cap'n?” 

 
 OOC - Nothing much to add at this point ... but I figure folks who have seen stuff can offer some options.   
 
 Spoiler: Crunch 

HP 55 / AC 24 CMB/D +7/18
F +6  R +5  W +8  Init +4  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]);  Running Hunter’s Stance (+10’ move, gain scent) ; Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Running Hunter's stance (+10 move, gain scent), Darkvision 60’
 
Yas392
Despite his fatigue, Tygar's eyes darts side to side, above and below. In the simultaneous process, his eyes glows blue.

 
 Spoiler: OOC 
Perception:  (1d20+7)[ 22 ] 

Cast  Detect Magic 
 
CasualViking
      
      Kona the Illuminator     

 
 "Metal spikes, here. Don't trust that rope, but the spikes look good. And something is buzzing"  
 
  
DaOldeWolf
Charles seems pretty interested in the lack of webs in the area especially the most plausible possibility of a predator for such dangerous creatures. " We should probably be careful. While in any other context I would be happy to see us leaving the giant spider webs, this doesnt paint a good picture. Whatever is keeping the spiders at bay might be mmore dangerous than the spiders themselves. " He adds as he worries about the noise that their companions heard.
DrK
The buzzing gets louder and for Tygar he can detect nothing magical, although the sense of unease deepens as he, Kona and now Aramus all hear the drone increasing in pitch (and some might say sounding "angry"!). Whatever the is creating the sound is getting closer and you realise could be on you in seconds!

 OOC

THe sound is approaching from the "over the cliff edge" and you have a ~10ft wide strip of land that is not that obstructed at the top of the cliff before it goes back into heavy undergrowth.
You all have ~1 round of actions you can take to choose a formation, retreat into the jungle, cast a spell etc...
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor nodded to the others, thinking about the daunting process of climbing down a cliff face on questionable pitons.  When the low buzzing grew in volume, he glanced around, noting it was coming from the edge.  He growled to his companions,  ”Back t’the jungle ... now!” 

He retreated last, keeping himself between the group and the sound.

 
 OOC - retreat!  At least that’s my recommendation.  Oh, and slipping i to Silver Crane Waltz stance 
 
 Spoiler: Crunch 

HP 55 / AC 24 (26) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Stance (+4 Init; +2 Ref/AC [insight]), Darkvision 60’
 
Yas392
Tygar follows suit when he sees the dwarf bellow a withdraw and retreat.
BelGareth
With the buzzing getting louder and  angrier  he almost ran at Grimgors command, he ran backwards, slowly, with his bow drawn, not knowing what was making that noise.
DaOldeWolf
Felix´s hair rises up at the buzzing sound. Whatever it was, he definitely didnt want to be the one to face it. " I´ll go ahead and try to get to the forest then as quick as possible. "

 
 Spoiler: OOC 

Withdrawing into the jungle as suggested. If Felix wouldnt reach the edge of the jungle with his movement then he´ll use one arcane reservoir point to travel up to 50 ft to hopefully get there.
 
CasualViking
      
      Kona the Illuminator     

 
Kona retreats towards the jungle, releasing his grip on  fire  to harden his skin with  earth .  
 
  
DrK
As the party retreat to the edge of the jungle its the tough dwarf that is the target of the jungle's ire! A shimmer in the air beside him is all the warning he has a massive dragonfly some 8ft long with buzzing wings with a 10ft wingspan appears from the air beside him, its long claws and pincer lashing down at Grimgor to chop through his armour!

 
 Spoiler: buzzz buzzz 


Giant dragonfly swoops at the dwarf as he retreats to the jungle edge  (1d20+9)[ 13 ]  dam  (2d8+6)[ 17 ]  and grab  CMB  (1d20+9)[ 14 ] 
 


Even as Aramus, Kona, Tygar and the others vanish into the jungle shrubbery they can still hear a loud buzzing above them suggesting at least one more of the dragonflies is hovering "nearby"

 As you are all in the jungle treat you all start in difficult terrain
All are within a single move of Grimgor and ~30ft of the cliff edge

 
CasualViking
      
      Kona the Illuminator     

 
Seeing Grimgor bravely ward off the flying monster, Kona feels a surge of bravery, and rushes out to aid his ally. His glowing blade zips through the air, trailing embers, as he slashes out against the monster harrying Grimgor. 
 
  
 
 Spoiler: Crunch 
Move action to engage, swift to gain more Illumination, Standard: Rapid strike.   attack 1  - (1d20+8)[ 26 ] ,   dam1  - (1d10+10)[ 20 ] + 14  (if AC 17 confirms, +19 damage);   attack 2  - (1d20+8)[ 24 ] ,   dam2  - (1d10+10)[ 20 ] + 13  fire.
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor grunted in surprise when the giant dragonfly appeared in a flurry of translucent wings and creepy, multifaceted eyes.  Before he could bring his pike to bear, the tengu snaked forward and struck twice with his blades, fire flashing of the edges.  The dwarf nodded in appreciation of the bird man’s skills as he moved into a stance that emphasized power and stability.  He raised his large weapon, stepped back and stabbed out with it.

 ”Nice blow lad, but ware yerself ...there be another!” 

 
 OOC - So Grimgor will shift stance to Silver Crane and will 5’ step m and attack if the dragonfly still lives.  If the Dragonfly is gone, he’ll instead switch to a stance that give ma him scent to target the other foe

  Attack  - (1d20+8)[ 16 ] ,   Dam  - (4d6+4)[ 14 ]  
 
 Spoiler: Crunch 

HP 55 / AC 24 (26) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Stance (see above), Darkvision 60’
 
DaOldeWolf
Felix decides to prepare himself in case he ended up engaging down the line the dangerous creatures. He creates an almost illusory armor to protect himself from damage.

 
 Spoiler: OOC 

Using 2 points of arcane reservoir to use armored mask to increase the AC of Felix to 18
 
Yas392
Tygar adopts a defensive pose as he moves into hiding under the greenery. There, he watches the fight but pays more attention to the giant bug.

 
 Spoiler: OOC 
 Move:  Move to nearby greenery to hide himself.

 Standard:  Total Defense.

 Stealth:   (1d20+6)[ 13 ] 
 Knowledge (Arcana) to identify dragonfly:   (1d20+4)[ 10 ] 
 Knowledge (Planes) to identify dragonfly:   (1d20+4)[ 22 ] 
 Knowledge (Planes) to identify dragonfly:   (1d20+4)[ 10 ] 
 Current AC:  20

Conditions: Fatigued (-2 to STR and DEX; cannot run or charge; doing anything that would normally cause fatigue causes the fatigued character to become exhausted ).
 
DrK
Even as Grimgor distracts the massive dragonfly with his body, the creature nimbly evading the pike thrust Kona appears, swords flickering with acidic green fire. Both swords carve into the flying exoskeleton and with a faint sizzling sound the three segments of the massive vermin land in the mossy ground at Kona and Grimgor's feet! The second one you guessed was there from the loud buzzing zips away (or at least as the buzzing grows fainter you assume so) and the ground by the massive fallen bug begins to fill with tiny spiders, millipede and other vermin come to feed on the bounty that has literally landed on their lap.


 short there as a pair of savage blows slap it out the air 
BelGareth
Aramus, still sweating, nods at the birdman,   "That was nothing short of amazing, now, how the hell are we getting down their, and how are we going to stop this heat from cooking us alive like we're all in a crawdad boil? eh? I say we make camp on that cliff there, away from the trees and spiders, and close enough to retreat, and we can work on getting down, we just need to message the ship."  
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor set his pike aside as he studied the bug, then peered in the direction of the retreating sounds of buzzing.  Crouched on his haunches, Grimgor sighed, removed his helmet and ran a hand through his hair.  Already the heat was pressing back in and his companions didn't seem to be acclimating well.  He knew he'd be joining them soon, if they weren't careful.  Unfortunately, the way back was at least three hours ... so what to do until then.

Glancing at Aramus, he shrugged slightly.   ”We could set up camp, true ... but it still be early.  Course, Ah'm nae sure we want ta be testin' those spikes the lad found leading down.

As fer the heat, kin one o' you lot summon some water?  Might be nice t'cool yer necks and such.  Oh, and mebbe someone kin send one o' those birds back with a message.

Whaddya say Cap'n?" 

 
 OOC - Not sure if we're close enough to evening time.  If so, camping at the edge of the jungle makes sense.  If not, I think we need a professional climber's perspective on whether we can make it down without incident.

any create water cantrips/orisons out there? 
 
 Spoiler: Crunch 

HP 55 / AC 24 (26) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Stance (see above), Darkvision 60’
 
Yas392
As soon as the dwarf articulates "water," Tygar looks at the state of the others. Weary eyes. Profuse sweating. The rubbing of one's leg. These signs from observation prompts him to release a shower of water drenching those exhausted as well as pointing his finger into his open mouth that springs forth a stream of cooling liquid into the opening which he gulps in the moment of intake.

  "If anyone wants water for their parched throat, bring out your water containers for me to fill so that you can drink at your leisure, a pot I can fill so that water can be shared among us or I can pour water into your mouths and you can swallow it. The alternative, of course, is sea water from below the cliff if you have a problem with my proposals."  
CasualViking
      
      Kona the Illuminator     

 
 "It's the effort, not the hours...."  Kona mumbles, looking over his companions and their clear signs of fatigue. He seems lost in thought for a moment.  "We are not slaves to be driven into exhaustion. We are free, and should act as such". 
 "Right. I will stay here at the camp and help ward off the heat while we rest. My light will strengthen those near it".  
 
  
 The candle provides fire resistance 1 in a 15' radius. 
DaOldeWolf
" After a good rest, I could prepare magic so that we are better prepared to handle the weather. " Felix adds still feeling kinda bad from the uncomfortable weather. He didnt imagine that things would be like this on his first journey with a new crew.
RCgothic
"We're all tired from the heat, resting would be a good idea" Lara agrees. "But this is taking longer than I thought. If anyone has a way to update the  The Wyvern  that would be a good idea. We don't want to get left behind if we're delayed in returning."
BelGareth
Aramus sighs, his old body betraying his experience.   "Agreed, I can't do anything right now, but I can summon a little messenger tomorrow morning"  
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor sat quietly as the others spoke, draining and filling his waterskin with Tygar's bounty.  When Lara gave her opinion, he nodded and rose to his feet.   ”Best set up camp.  Bit warm fer a fire, but we may be wantin' one by evenin's end.  Less tha' light o' yers'll be round all night?"   The dwarf looked to the tengu for verification before continuing his thoughts.

 "We'll sit shifts, two a piece ... magik types kin take first, or last.  Thinking Felix and Tygar ... me 'n th'cap'n ... Kona 'n Aramus.  Swap if'n ye like.  Any chance one o' those birds kin take a message back?  And did anyone bring a bit o' rope?  Ah dinnae ..."  

 
 OOC - Camping it is!  Proposed watch schedule above ... three total shifts, two people per shift.   
 
 Spoiler: Crunch 

HP 55 / AC 24 (26) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Stance (see above), Darkvision 60’
 
Yas392
  "Sounds good."  

Tygar helps others set up camp and prepares himself before the first watch.

 
 Spoiler: OOC 
Depending on the clarification of the daily ability reset in the OOC and the distance to the river, Tygar may or may not use his  Gift of the Sea  ability to create a makeshift potion to gain the benefits of  Endure Elements  which he will drink at the last minute before it goes inert or he sleeps whichever comes first.
 
DrK
The night is... uncomfortable. Hot, humid and sweaty the best you can do is impromptu hammocks of capes slung between the trees to escae the ever present bugs and insects that swarm across the forest floor. Even then most of the party awaken covered i red blotches and tiny stings where the various small stinging things have landed, stolen and a few drops of blood and scurried away. As the morning sun rises the humidity also rises rapidly to generate an unbearable heat and humidity that is stifling.

Approaching the cliff side once more the dead dragonfly is there still, although swarming with vermin now as its returned back to its kin but you cannot hear any other buzzing of large insects as you approach the edge once more and look down the steep vine choked cliffs to the jungle below.
BelGareth
Aramus nods to the others as they bed down for the night, he takes out a small pot of water, filled from the wonderful ability of his new companion, and he begins to put some herbs in it, one at a time, he pulls out some dried thyme, sage, and bay leaves, then continues to add a sprinkle of nighthawk, and black eucalyptus, then a dash of widows bane, he mixes the concoction, and then pours it into a smaller flask, stoppering it, and letting it sit next to him as he tries to sleep while sweating and struggling through the heat.

In the morning, he takes the mixture, and drinks it in one go, and then, sitting down, scrapes away the undergrowth, so he can touch the soft loam underneath, and enters a trance like state, mumbling, and humming to himself as he does so.

About an hour later, he stops, smiles and pulls his hand away from the dirt, nodding, he puts the smaller flask away, and then cups his hand to his mouth, making a small bird like noise.

A small sparrow flits into view near the cliff, tepid about getting closer to the trees, Aramus walks out to the clearing, and it lands upon his outstretched hand, whispering to it, once down, the small bird whistles at him, and he nods, kneels down, and scribbles on some paper a quick note, rolls it up, and hands it to the small bird, tying it to it's tiny feet, careful not to be too tight, he then gestures towards the sea, and whispers some more, then the bird takes off, careful again to avoid the trees, going out over the cliff, and then takes off.

After that, he takes some water, finding whatever pot they had, and throws in some ash, and mixes it up, taking some of the dirt, and then throws that in as well, as he mutters a small ancient tongue, the water flashes, after which he takes a swig. He looks to the others and offers the bowl,   "This will help with the heat, there is enough for 3 more"  

He then walks a little off, and gathers some spider webs, carefull not to pull any that are part of a web, wisps on the floor, and broken strands, he takes then, and binds them into a knot, and then looks to the others   "Once we're ready, I have another spell to allow us down the cliffs, it will let us walk like spiders straight down it."  
 
 Spoiler 

Changing spells

Casting  Animal Messenger , telling it to go to the ship and drop the message off.

Casting Endure Elements on myself and on 3 other people (maybe we want to roll fort saves first? not sure how it works)

Will cast  Communal Spider Climb  10 minutes for 5 people....and Normal Spider climb for myself to cover all the party members.
 
RCgothic
Lara does her best to rest, despite the heavy heat and the biting insects, slinging her hammock between two trees. Although recovered from yesterday's fatigue Lara still finds herself a little on the grumpy side, though she tries not to show it and thanks Aramus for the message and the spider climb.

"Alright, let's see what's down there."
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor rose and put his armor on, grunting as he worked, but not complaining.  Once the group was ready and had drank some water and eaten a bit, he turned to the plans for the day.  To Aramus' offer, he pointed to the others.   ”Rec'mend th'Cap'n 'n two others.
 Ah'll be fine.  But Ah'll be needin' tha' spell fer climbin'.  But if'n we're goin', better do it now.  Day ain't gettin' cooler ..." 

 
 OOC - Ready to move on ... is there anyone absolutely wrecked by fatigue?  Grimgor can make do w/o, but he'll want the Captain fresh.  Others might be the one's with questionable saves :)

That being said, I fully expect to fail my next one ...

PS - changed out a maneuver and starting in Silver Crane Waltz stance 
 
 Spoiler: Crunch 

HP 55 / AC 24 (26) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Stance (see above), Darkvision 60’
 
DaOldeWolf
Felix woke up after the pretty uncomfortable night and began his daily preparations. After finishing them up, he goes to meet with the rest." I supposewe should continue the exploration. I should now have a better spell selection to the current conditions and setting. " He reassures.

 
 Spoiler: OOC 

Casting Endure elements on Felix himself.
 
 Spoiler: Resources 

Arcane reservoir: 5
Spells: 0(6) 1(5) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strenght
 

 
BelGareth
Aramus nods, with Felix covering himself, and Grimgor able to manage, the whole group was covered. He almost immediately felt better, and as he takes the spiderweb and dabs each person, making sure everyone was ready first.   "Ok, this will only take 10 minutes, so make the best of it."  
 
 Spoiler 

Once everyone is ready, cast communal spider climb on them, and then normal spider climb on aramus
 


Once cast, Aramus casually walks down the cliff.
Yas392
Tygar keeps track of the other casters as they prepare their spells for the day. He prepares his spells and shakes his head at the druid's offer.

  "Just the spider climb. No need to waste the protection spell on me. I have my side covered."  

He casts  Endure Element  on himself.
CasualViking
      
      Kona the Illuminator     

 
Kona volunteers to make breakfast. He doesn't seem overly enthusiastic about the supplies, including his own rations, but he sets to work slicing, soaking, and otherwise transforming supplies into a meal. It's no culinary miracle, but it's more of a meal than gnawing on hardtack by yourself.
 "I can ward myself against the heat, and make the climb" , he replies to the offers of spellcasting. 
 
  
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor glanced around, then shrugged.   ”If'n ye have the spells, Ah'll take one t'take the edge off this heat.  And fer helpin' th'climb." 

Once the spells are cast, he approached the edge with the others and prepared to get down as fast (and as safely) as possible.

 
 OOC - Ready to move on.  Trying to find a way down that we're near the pitons / ropes for a backup if necessary.   
 
 Spoiler: Crunch 

HP 55 / AC 24 (26) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Stance (see above), Darkvision 60’
 
DrK
Grimgor looks over the edge and with the blessings from Aramus walks over the edge... and does not fall. With his form sticking to the cliff face the dwarf leads the way down the vine shrouded cliffs towards the valley floor. The cliffs are studded iwth vines and plants growing from think ledges and every 30ft or so there is old and rusty pitons hammered into the cliff face, some with old mildewed rope attached, others not with loops of rope hanging down. Clearly the previous people who went this way did not use as much magic to descend.

It takes the party a couple of of minutes to climb down the cliffs, the last 30ft enclosed in a world of green as they climbed through the leaf canopy of the trees on the crater floor. Down in the base of the crater the heat was intense, the high sides of the valley trapping the heat like a bowl and without magical aids you would be sweating and suffering greatly you are sure. However, with the magical protections you are fine.

Pushing toward the heart of the crater and that strange temple you saw you can feel a strange tension in the air, the jungle much quieter around you, then with a dull "clunk" Grimgor's iron boot lands on stone and you can make out stones and paved path, now broken and partially grown through and some 20ft ahead you can make out an eroded stone totem obscured by jungles plants, and another 20ft beyond that one. From the direction of the path you would estimate that it is directed towards the temple although the curtains of veins and thick orchids prevents you seeing further.
CasualViking
      
      Kona the Illuminator     

 
Kona follows behind Grimgor, as they continue up the path. He keeps an eye on the more scholarly types, adjusting the pace (and tapping Grimgor on the shoulder) as the others fall behind or stop. 
 
  
DaOldeWolf
Feli tries to stay in the middle of the group as they continue moving on with Isaac flying closeby. He decides to analyze analyze the stone totem with the help a spell of his.

 
 Spoiler: OOC 

Casting detect magic to see ifthere any magic auras.
 
Yas392
Tygar follows the mage's example, eyes glowing blue as he whirls his head around and put an ear to the ground.

 
 Spoiler: OOC 
Cast  Detect Magic  to see if there are any magical auras.

 Perception:   (1d20+7)[ 19 ] 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

The climb was easy with the spell, but the dwarf shook his head as he considered how difficult it would be w/o magic.  As they pressed forward into the jungle, he gripped his pike, nerves practically singing as the tension of this place built.  When he hit stone, Grimgor glanced over his shoulders at the others to say something, but stopped as he watched two of them waggle their fingers and stare blankly at the stone structures.  Looking at the Capt, he leaned against a nearby tree and remarked quietly,   ”Guessin' we wait fer tha' lot ..."   

As he waited, he peered at the rocks, then looked away.  Many of his kin had an affinity for stone, but he did not.

 
 OOC - looking around and waiting for any warnings.    Perception  - (1d20+14)[ 17 ]   
 
 Spoiler: Crunch 

HP 55 / AC 24 (26) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Stance (see above), Darkvision 60’
 
BelGareth
Aramus, thoroughly enjoying the walk down the cliffside, had a hard time suppressing his smile.

As they go the the jungle floor, and found a pavement, or some kind of paved road, he nodded again, it would seem they were right on track.

He pulled out his bow, his magic mostly depleted, waiting for the others to examine the structure.
Yas392
As he is doing his task, Tygar draws his bow.
DrK
The totems and statues are not magical, although they are clearly revered objects and have been relevant in ages past. But now overgrown with heavy vines and covered in algae and some webs. Looking around no one sees anything amiss until Grimgor stands upon a stone panel that shifts with an audible crack!

There is a moment to worry before the totems start spewing poisonous darts in all directions that fly towards everyone with dangerous needles

 
 Spoiler: Trap 


Everyone please make a reflex save DC 14 or  (3d6)[ 10 ]  and DC 16 Fort save or 1 Str damage
If pass then half damage and no poisons
 
Yas392
Tygar tries to duck out of the way as the trigger crack.

 
 Spoiler: OOC 
 Reflex save:   (1d20+5)[ 14 ] 
 Fortitude save:   (1d20+7)[ 21 ] 
 
CasualViking
      
      Kona the Illuminator     

 
Kona deftly crouches behind Grimgor, letting the dwarf's bulk absorb the needles.

   ref save  - (1d20+5)[ 15 ] ,   fort save  - (1d20+2)[ 17 ]   
 
  
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

At the click, Grimgor sighed, thinking "Oh crap."  Before he could do much more than raise his hands and arms up to block, most of the others ducked back behind the wide dwarf and were sheltered by his form.  Several darts embedded themselves in his skin, mostly around his forearms, hands and exposed side.   At first, they burned, giving the warrior a momentary pause.  However, the burning quickly went away and he lowered his arm with a grunt.  Pulling the darts out, one-by-one, he grunted to the others,  ”What out.  Trap." 

Once the darts were removed, Grimgor gazed around.   "Best keep all our eyes open ... Ah 'spect we'll see more o' these."  

 
 OOC - I'm afraid to roll, so pressing onwards. 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Stance (see above), Darkvision 60’
 
BelGareth
Aramus was surveying the area, marveling at the natures ability to take over from the humanoid invasion as he was blasted with needles all across his back, he yells out loudly in pain.

He can feel a burning sensation,  "can someone pull these out please?"  he asks timidly, showing his back to the group.
DaOldeWolf
 
 Spoiler: OOC 

Lets start by rolling:
Felix Clawson:
 (1d20+3)[ 20 ] 
 (1d20+3)[ 11 ] 
Isaac
 (1d20+3)[ 4 ] 
 (1d20+3)[ 18 ] 
 


Felix quickly moves out of the way and avoids the darts. Unfortunately, Isaac isnt as lucky as it gets hit by the impact lets out a scream in pain before vanishing.
Yas392
Tygar flinches as some darts embed into his arm when he ducks behind the stout dwarf. He clutches his symbol, mutters a prayer and spreads his arms. Omni-directional waves wash over the group, knitting their wounds. The cleric helps his allies put out the darts from their being after his display of feat and putting the darts from his arm.

  "Anyone need any more aid and healing?"  
 
 Spoiler: OOC 
 Channel Energy:   (3d6)[ 8 ] 
 
RCgothic
"I could use a little," Lara admits, having dodged the worst of the darts but still carrying some injuries from the spider encounter despite a full night's rest.

"I'm sorry about Isaac," she consoles Felix.
Yas392
Tygar nods and taps Lara with his wand.

 
 Spoiler: OOC 
 Cure Light Wounds from wand:   (1d8+1)[ 8 ] 
 Charges:  49/50
 
RCgothic
"Thanks Tygar," she says. "Grimgor lead on?"
DrK
Pushing up the path through the jungle, a little more warily this time, the dwarf tramps on through the jungle, all around you the trees tower up high, long vines dangle down and flowers and strange fruit bud and cluster on the branches. The scene made even more odd de to the lack of birds and other animals. the sheer level of vermin in the area having driven most of the natural flora and fauna from these parts. The entrance to the temple soon begins to appear out the trees and vines and heavy foliage. White stone walls now stained dark with moss and covered in crawling plants that have led the walls and to crack and crumble. The doors to the courtyard are sealed from the distance, a pair of massive and verdigris covered stone statues flanking the archway and the red iron of the gates streaked heavily with rust.

You can see that the temple lies within, stairs leading up from the courtyard to the pinnacle where the multi tiered pagoda like structure awaits you, strange iconography emblazoned on the walls and the stone statues loking like giants, albeit with scaly appearance and 6 arms in addition to the their legs....

You pause, still 200ft back from the gateway to take stock....
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor thanked the healer, waving aside any more attention and took the lead as directed by the Captain.  He glanced back at the others, motioning for them to move away a bit.   ”Best ye stay back a ways ... just in case Ah find another trap." 

He trudged forward, eyes scanning the path and surrounding area, looking for false steps, trip wires, or holes in the crumbling walls.  As the jungle opened up to reveal the entrance to the temple, he paused, holding a hand up to signal stop.  Looking over his shoulder, Grimgor called out  "Nice place ... d'ye want ta walk up and knock?" 

 
 OOC - Taking ten on Perception if possible to check for traps (24) ... or for anything nearby.  Does it look like it's been in use recently? 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Stance (see above), Darkvision 60’
 
DaOldeWolf
 
 Originally Posted by RCgothic 
 "I could use a little," Lara admits, having dodged the worst of the darts but still carrying some injuries from the spider encounter despite a full night's rest.

"I'm sorry about Isaac," she consoles Felix. 
 

" Thanks. I appreciate the concern. But dont worry to much about it. He should be back tomorrow with us. "Isaac adds.

__________________________________________________  ______________________________

Isaac remains in place while waiting to see if it was safe to advance. " I am glad that I prepared a spell to provide light. "

 
 Spoiler: Resources 

Arcane reservoir: 5
Spells: 0(6) 1(5) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strenght
 
Yas392
Noting the sole requester is the Captain, Tygar's eyes glow blue. After that, he will look for a nearby cover to hide himself.

 
 Spoiler: OOC 
Cast  Detect Magic. 
 Perception:   (1d20+7)[ 21 ] 
 Stealth:   (1d20+6)[ 20 ] 
 
DrK
Although to Gimrgor's eyes all things look quiet and safe(ish), or at least as safe as they are in a horrible jungle, he makes ready for advance, the party moving and closing to within 60ft of the gates, as he does so Tygar's eyes glow a dull blue as he gazes about with his witch sight and notes that both statues flanking the gates are glowing with a dull glow of transmutation. As he does so, the statues start to rock and shudder, pebbles twitching and tumbling to the ground and moss and small flying clouds of insects falling from them in great plumes.

Each of the massive 25ft tall 6 armed statues stepping hesitantly forward! They regards the tiny humanoids with unbridled disdain taking statures that can only be considered threatening!

 OOC

THe party take starts 60ft away walking down the 30ft wide path lined by thick jungle (60ft as that is when detect magic would have picked up the auras)

However the statues got a whopping "2" on their initiative so all of the party may go ahead of them

 
DaOldeWolf
" Well, I suppose fighting is unaviodable. Anyone would like to increase height and physical power for the engagement? I have a spell prepared to do just that. Just ask me and I will cast it immediately. " Isaac replies making its offer readily available to the whole party.

 
 Spoiler: OOC 

Isaac will cast Enlarge Person on anyone that decides to ask to receive the benefit.
 

 
 Spoiler: Resources 

Arcane reservoir: 5
Spells: 0(6) 1(5) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strenght
 
CasualViking
      
      Kona the Illuminator     

 
 "Those things are big. I don't know if they're resistant to swords or anything else...." . Kona observes the creatures with some trepidation. He rushes towards them, drawing his swords. The light inside him goes out, and the glowing orb that follows him changes from red to deep blue. He plants his feet in a fighting stance and swings his sword in an arc, firing off a crackling blue beam that impacts a statue, and leaves a wispy trail of mist in its passing. The ground underneath the statue freezes over; the frost evaporates visibly in the heat, but it might be enough to make the statue slip and tumble.  
 
  
 
 Spoiler: crunch 

  maneuver granted start of turn  - (1d4)[ 1 ] ,   granted maneuver end of turn  - (1d3)[ 1 ] . Swift action to change to Unbroken Stride stance and change active element to water. Move 30' closer. Standard: Lance of Power vs one of the statues.   cold damage  - (5d6)[ 11 ] , reflex DC 16 half, on a failed save it also slips and falls prone (no roll needed to get up or move)  Quick stats
  Soul Candle: 10' bright light, 20' normal, allies within 15' gain +2 [morale] vs mind-affecting.
AC 18, touch 14, FF 14, CMD 17. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor grunted at the two large statues, nodding absently to Isaac.   "Them statues look big ... Ah'll take ye up on yer offer ..."   As the spell was cast, the dwarf watched the bird-man rush forward and he shook his head, muttering to himself about rushing in before they were ready.

As Grimgor grew, he grinned, swinging his huge pike around.  Before he followed Kona, however, he glanced back at the others, eyes resting on the Captain.   "Ah'm presumin' we're making big rocks inta little rocks, aye?  If'n ye want t'parley, say sumtin' now!" 

 
 OOC - Wait for the enlarge person spell, then swift action to change stance - Primal Warrior Stance and charge (using Power attack).  Reach should threaten from 15-20'.  Double move means I can reach out and touch one of the statues.  Weapon size counts as gargantuan :)
  Attack  - (1d20+8)[ 24 ] ,  Damage - (6d6+11) [ 27 ] (see OOC) 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18
F +6  R +5 (+7)  W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Enlarged (+2 str, -2 Dex, -1 Att/AC, reach, size); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Warrior Stance (see above), Darkvision 60’
 
BelGareth
Aramus' eyes widen at what is going on, and instantly draws his bow and lets of a shot at the closest behemoth.

 
 Spoiler 

  attack  - (1d20+8)[ 21 ] 
  Damage  - (1d6+1)[ 2 ] 
 Aramus 
HP's: 28/31
AC: 18
FF: 15 T: 14
CMD: 18
Effects: Endure Elements
 
Yas392
Tygar backpedals and shoots an arrow at the statue the main fighters are engaging.

 
 Spoiler: OOC 
Moves back 10 ft.

 Attack:   (1d20+6)[ 22 ] 
 Damage:   (1d8+1)[ 2 ] 
 Knowledge (Arcana) to identify constructs:   (1d20+4)[ 24 ] 
 
DrK
Grimgor expands, morphing into a giant of dwarf some 9 ft tall as he steps in, the pike driving forwards chipping a massive chunk off one of the statues with the force of the impact. Beside him the second one slips and slides, ice creeping up is legs before it manages to stabilise with its many arms grasping vines and stones for balance. EVen as that happens arrows fly over the dwarve's shoulder, and though they fly true both bounce off the statues, arrows shattering on the enchanted rock.

In return the statues close on Grimgor, both striding in towards the dwarf  (please take an AoO) , the things raise their stone hands high and smash them down upon the dwarves now massive helmed head

 OOC

Statue 1  (1d20+8)[ 13 ]  dam  (1d10+8)[ 16 ] 

Statue 2  (1d20+8)[ 11 ]  dam  (1d10+8)[ 18 ] 
 
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 5
Spells: 0(6) 1(3) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strenght
 


Felix decides to help with a spell on his own. " Lets see you eat this spell " He replies as he creates a three orange spheres of force against the currently team engaged statue.

 
 Spoiler: OOC 

Casting magic missile. Damage: (3d4+3)[ 13 ] 
 
BelGareth
Aramus shakes his head as he watches the arrows *clink* harmlessly off the stone statues skin, he should have known better. Sighing, he pulled out some moss from a small bag in his jacket, rubbed it with his forefinger and thumb, activating something that began to smoke, then he popped it into his mouth, chewing the burning moss. His form began to shift, and change, blurring the lines between human and beast, until he was no longer a man, but a reptilian dinosaur, eyelids slid over his large predatory eyes, and he regarded the lumbering statues from the side.

 
 Spoiler 

wild shape into a  Velociraptor 
 Aramus 
HP's: 28/31
AC: 18
FF: 15 T: 14
CMD: 18
Effects: Endure Elements, Wild shape
 
CasualViking
      
      Kona the Illuminator     

 
 "I have heard of stone crumbling when frozen...." . Kona darts in, and his flashing blade trails vapor in the hot, humid air as he connects with the statue once, twice.    Attack1  - (1d20+8)[ 20 ] , Cold damage  28 ,   Attack2  - (1d20+8)[ 28 ] , Cold damage  29  (assuming a crit)  
 
  
 
 Spoiler: crunch 

[Swift action to change to Elemental Flux stance. Move in to attack. Standard: Rapid Strike, spending 1 Animus to make all the damage Cold damage.
  Quick stats
  Soul Candle: 10' bright light, 20' normal, allies within 15' gain +2 [morale] vs mind-affecting.
AC 18, touch 14, FF 14, CMD 17. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
Lara springs forward to flank one of the statues.

 
 Spoiler 

Attack  (1d20+13)[ 21 ]  BaB+5, DEX +3, flanking +2, Masterwork +1, Weapon Focus +1, SB Weapon Training +1
Damage:  (1d6+9)[ 10 ]  +3 DEX, +5 Precise Strike, +1 SB Weapon Training.
 
DrK
One of the statues, already damage by Grimgor's mighty blow is heavily assailed as magic force bolts slam into the cracks widening it and finally Kona and Lara flank the creature, ice forming over it in great sheets before Lara's rapier hits a weak spot shattering it into a thousand pieces.  The other one spins rapidly, blades lashing out towards Grimgor, Lara and Kona in brutal symmetry as all six of its arms make heavy scything attacks

Standing further back Aramus is no more, instead standing there as a savage clawed dinosaur ready to pounce and beyond him Felix and Tygar waiting with magic and missiles....


 

vs Kona  (1d20+8)[ 24 ]  dam  (1d10+8)[ 14 ] 
vs Kona  (1d20+8)[ 24 ]  dam  (1d10+8)[ 10 ] 
vs Lara  (1d20+8)[ 13 ]  dam  (1d10+8)[ 13 ] 
vs Lara  (1d20+8)[ 9 ]  dam  (1d10+8)[ 18 ] 
vs Grimgor  (1d20+8)[ 18 ]  dam  (1d10+8)[ 9 ] 
vs Grimgor  (1d20+8)[ 9 ]  dam  (1d10+8)[ 17 ] 
 
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 4
Spells: 0(6) 1(3) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strenght
 


" I am unsure about whom I should center my attacks on with this new arrival but I suppose we should handle the bigger threat first.So, I will try once again on the same target. " He replies as he takes careful aim at the same statue. He then gathers his energy and releases a sonic attack against it.

 
 Spoiler: OOC 

Ranged touch attack:  (1d20+3)[ 18 ]   Damage:  (3d6+1)[ 12 ]  Fort save to half damage.
 
CasualViking
      
      Kona the Illuminator     

 
Kona is flung into the air by the spinning arms of the statue. But he manages to land on his feet; although his breath is ragged, his swords show no sign of slowing down as he slashes away at the statue. 
 
  
 
 Spoiler: crunch 

Swift action to change the lamp. Full round: Flick of the wrist.   Katana  - (1d20+10)[ 18 ] ,   damage  - (1d10+10)[ 15 ]  +   cold dam  - (2d6+4)[ 12 ] ,   wakizashi  - (1d20+10)[ 19 ] ,   damage  - (1d6+9)[ 11 ]  +   cold dam  - (2d6+4)[ 13 ] .

Maneuver granted:  (1d2)[ 2 ] 
  Quick stats
  Soul Candle: 20' bright light, 40' normal, allies within 15' do +4 cold damage.
AC 18, touch 14, FF 14, CMD 17. HP 26 (thanks to Grimgor)/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
Lara idly sways out of the way of the statue's attacks, gracefully deflecting one of the blows even though she didn't need to before riposting with a couple of her own devastatingly accurate attacks.

 
 Spoiler 

Opportune Parry and Riposte. Using 1 Panache point and 1 AoO to parry:
 (1d20+13)[ 25 ] 
And immediate action riposte:  (1d20+13)[ 31 ]  (1d6+13)[ 19 ]  of which 4 cold plus  15  of which 4 cold if a 21 confirms.

Then
Attack:  (1d20+13)[ 28 ]  (1d6+13)[ 16 ]  of which 4 cold plus  14  of which 4 cold if a 31 confirms.

Edit: and a confirmed critical regains the expended panache point.
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

One of the statues fell to their combined might, but the other attacked with several arms and struck towards the birdman twice.  Grimgor shouted out a warning,   "Keep yer beak down, lad, on yer left!  Now git back and let me take them hits!"  

Grimgor moved forward to try and interpose himself between the statue and his companions while dividing the things attention between two of them.  Then he attacked with gusto again.

 
 OOC - So Immediate action to counter one of the attacks vs Kona with Warning Roar.    Dip vs DC24  - (1d20+13)[ 29 ] 

Move / step as necessary to get the flank, then attack w/power attack (will suck up an AOO as necessary).    Attack  - (1d20+8)[ 22 ] ,   Damage  - (6d6+11)[ 25 ] + 4 cold   If successful, Grimgor will place Armiger's Mark on the Statue (-4 to attack anyone but Grimgor for four rounds)

Also, I should have gotten an AOO on both statues I think (Grimgor has combat reflexes) so here's the other one:   AOO  - (1d20+8)[ 20 ] ,   Damage  - (6d6+11)[ 34 ]  
 
 Spoiler: Crunch 

HP 45/55 / AC 24  CMB/D +7/18
F +6  R +5  W +8  Init +4  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell,  Warning Roar , Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Enlarged (+2 str, -2 Dex, -1 Att/AC, reach, size); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Warrior Stance (see above), Darkvision 60’ Armiger's Mark on Statue (-4 to attack anyone aside from Grimgor, 4 rounds)
 
BelGareth
Having changed shape into a primeval dinosaur, Aramus tilts his head sideways and then leaps at the giant animated statuary, biting as he landed near it.

 
 Spoiler 

move up and attack with bite
  Bite  - (1d20+5)[ 15 ] 
  Damage  - (1d6+2)[ 5 ] 
 Aramus 
HP's: 28/31
AC: 16
FF: 14 T: 13
CMD: 18
Effects: Endure Elements, Wild shape
 
DrK
With one staute downed the other released its rain of blows, however it was not as effective as it might have like! One of its massive arms slams into Kona but as the second looks to deliver a killing blow Grimgor's barked warning distracts it allowing the kenku to flow effectively out of the way On its other side Lara deftly parries before plunging the tip of the rapier deep into the statue leaving a massive collection of cracks rippling across its surface, helped seconds later by Grimgor hammering it with the long pike or a tremendous blow that shears off two of the arms.

Aramus and Kona claw and swing at it but fail to land telling blows in the swirling mass of weapons and limbs before standing at the back Felix releases a pulse of thundrous sonic energy, the reverberations casing massive ripples through the statue and weakened from Lara's deadly strike and Grimgor's brute force it collapses into a pile of rubble that raises a cloud of dust briefly enveloping all the warriors.

In the aftermath the forest falls silent for a moment before the chittering and buzzing of insects recommences and the massive 20ft high double gates into the Temple stand unguarded and in front of you
BelGareth
Aramus clicks his tongue, annoyed that he couldn't help more, but it was what it was, so he moved forward, looking to provide more support to the group in his new form.
CasualViking
      
      Kona the Illuminator     

 
Kona dusts himself off, and takes a deep breath, and the outline of his lungs are briefly visible as his chest glows for a moment. He eyes the doors warily. 
 
  
 
 Spoiler: crunch 


Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Yas392
Tygar's wand is out in a flash.

  "Anyone hurt?"  
 
 Spoiler: Knowledge (Religion) check 
Knowledge (Religion) check to recall if the undamaged statues in his mind before battle have religious significance:  (1d20+4)[ 14 ] 
 
DaOldeWolf
Felix sighs in relief. At least, he managed to make it out unscathed. " We should be very careful from now on. Ahead of us should probably be awaiting many more dangers. "
DrK
Tygar looking at the shattered statues does not recognise them as anything special, most likley they are related to whatever mino demi-god or cult is worshipped in these parts. As the others pause to heal Aramus hops forward on his reptillian legs and peeks through the gap in the doors. beyond the thick wooden doors the pagoda like temple stands draped in  vines and a few strands of webbing. The courtyard stands deserted, neat stones of blue and yellow died flagstones faded and covered in years of mud and grime and the remnants of some outbuildings can be seen with broken and rotted bamboo structures leant against some of the walls. On eth wall to your right a single rope drapes down the wall, a hook wedged into the top ofthe wall although from the door its hard to see how fresh the rope is...

The courtyard is some 200ft square with the temple's bottom layer some 100ft square so 50ft away from you. The entrance to the Temple 50ft away and narrow windows from the 2 upper levels gazing down like dark eyes.
RCgothic
"Doesn't look like we're the first to come this way," Lara comments. "Kona, do you think you could run a fresh rope up to that hook? I suspect not going in the front door may be the right idea."
CasualViking
      
      Kona the Illuminator     

 
 "No problem. Do you have a rope for me?"  
 
  
 
 Spoiler: crunch 


Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Looking through the door a second time Lara realises that the rope was probably to bypass the gates you are now standing in and the stone statues that you have now destroyed. The rope dangles down on the left hand wall so you could walk across and grab it if you needed it. The pagoda seems to beckon you towards it, a whisper of wind howling and breezing through the deserted windows that leave yuo all with a feeling of unease.
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor brushed the remains of the rubble from his beard, moving to stand with the others as they approached the now clear doors.  He peered across the courtyard and the blue and yellow stones, shaking his head.   "Ah'm gettin' th'feelin' this ain't wot it appears t'be ... who's first across?" 

 
 OOC - Looking around for any signs of more traps ... like murder holes , any deformation on the tiles, movement in the windows or from the temple.     Perception  - (1d2014)[ 880 ]  

HAHAHAHAHAHAH ... quite the Perception check.  For realz, though ... It should be  Perception - 18 

Slip into Running Hunter's Stance and use Scent to help with any perception checks.  Once we get moving, Grimgor will move into Silver Crane Waltz 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (20)
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
Yas392
Tygar puts his wand away when he sees the group's fine state and silence regarding the matter. As the party walks to the rope, the cleric looks around his surroundings.

 
 Spoiler: OOC 
 Perception:   (1d20+7)[ 16 ] 
 
DaOldeWolf
Felix follows the others on the rope. " I think this is kind of nice. " Felix replies enjoying the breeze. It was little things like that which help him remain calm and relaxed especially since Isaac was gone for the rest of the day.
DrK
As the party cross the courtyard carefully you each feel a sensation of being watched, an itch between the shoulder blades, ice down your spine. But no danger presents itself. Reach the rope that had been abandoned it looks old, but is not as rotted as the ones on the cliff or on the rowboat. Grimgor's nose wrinkles as he smells the similar scents of a sailing ship and you can surmise that most likely the pirates who had reached here crossed the wall here, although it looks like they have since vanished, likley using the rope to avoid the guardian statues.

Turning you can see on the south side of the temple in the centre is a double doors as well matching the ones on the north side that greeted you as you opened the wall doors.
CasualViking
      
      Kona the Illuminator     

 
Kona climbs the walls to see if there is a way in other than the double doors. 
 
  
 
 Spoiler: crunch 


Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DaOldeWolf
Felix remains on the back a bit worried about a second possible ambush. " I will at least check upon any magical readings. We should probably cover our bases. " Felix replies as he casts his magical detection spell.

 
 Spoiler: OOC 
Casting detect magic to see if there are any magic auras.
 
BelGareth
Aramus wheels his head low back and forth, trying to sense what ever it was that was raising his hackles, or scales, or whatever he had on his skin currently, he sniffs the air, more out of instinct than anything else, the natural mind was hard to resist when he was in a form like this, his eyelids flashed, as his keen eyes scanned the area.

 
 Spoiler 

  Perception  - (1d20+10)[ 12 ] 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor kept using his heightened senses for the time as he searched near the closest set of double doors, carefully picking his way to avoid traps.  Once the group was ready to move on, he would transition back to a stance focused on reacting to threats more readily.   "Keep yer eyes open, lads and lasses.  Ah got a feelin' we ain't alone ..." 

 
 OOC - Continuing to use Running Hunter's Stance for the scent; checking the closest doors (North maybe?).  Take ten on perception  (24) .  At the door, if we have some time, he'll take 20 to check as best he can for traps.  Once we're ready to open the door, he'll move into Silver Crane Waltz stance 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (20)
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
RCgothic
"There's sure to be something nasty at the centre of all this," Lara agrees, accompanying the dwarf forward.
Yas392
  "I hope we don't trigger another set of the temple's defenses. Those golems are terrifying enough."   

Tygar's pose tenses as he looks around his surroundings with his eyes glowing blue.

 
 Spoiler: OOC 
Detect Magic

 Perception:   (1d20+7)[ 8 ] 
 
DrK
Approaching the temple in the centre of the square it appears that the walls hide no suprises, Kona scampering up the external walls of the courtyard can see no more trouble either. Grimgor and Tygar approach the pagoda like structure with caution, and Grimgor's sharp eyes and Tygar's magical senses both see the extensive series of stones slabs that are trapped (Grimgor) and the sleeping and inactive runes around the door that are filled with powerful evocation magic (Tygar) as you spy the trap waiting for you before the doorway....
Yas392
Tygar's glowing eyes recede in brilliance to common onyxes.

  "Inactive runes around the doorway. I sense powerful evocation magic radiating from them. Another trap we could have walk into had we not been careful. I can try dispelling them unless we have other ways of removing them or finding an alternative route to bypass them."  

The cleric distances himself from the doorway.
RCgothic
"I don't really know what to make of runes," Lara admits. "But we could try climbing up to a window instead if you'd like to save your magic. Although those might be trapped too if the builders were thorough."
DaOldeWolf
Felix remains quiet about what to do. " If only Isaac was still here. " Felix sighs.
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor grunted,  "Well he ain’t, ‘n we still need t’git in.  So windows the Cap’n sez.  Let’s check.  And ‘ware those slabs!"   The dwarf pointed at a series of different areas he noticed traps on before checking to see if there was a window within reach.   ”’Ere now, Kona ... check fer entrances ‘sides these doors.” 

 
 OOC - Continuing to use Running Hunter's Stance for the scent; Looking for other entrances from the ground.  Marking the trapped slabs with rocks next to them. 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (20)
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
CasualViking
      
      Kona the Illuminator     

 
 "I have found some windows, but they are narrow. I will look for a window big enough for us all. I deem it imprudent to go in alone"  
 
  
 
 Spoiler: crunch 


Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
BelGareth
Aramus moves up and glances from side to side, his resources were mostly used for the day, so he kept in his new form, and waited.
DrK
As Grimgor marks the stones at the edge of the area it expands out some 15ft in all directions around the door. Looking at the windows they are all narrow slits, more suited for firing arrows from rather than climbing ni, although studying the stone work of he windows and walls of the temple, especially those on the first floor above the decorated ledges is old and not the most stable if one were to take a more destructive route to gaining entry and had the strength to hack through the stonework.

Aside from that the only other choice seems to be braving the enchantments around the door and just walking up to them
Yas392
Tygar watches the door and the windows the tengu are checking.

  "So what is the plan we are gaming for?"  
BelGareth
Tired of the stall, Aramus makes sure everyone is clear, and triggers the wards.
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

After marking the blocks, Grimgor watched Kona search for windows and come back with a negative report.  To Tygar's question, he shrugged.   "Ain't much uva game, but Ah 'spose Ah could smash tha' wall ... or let th'lizard just walk on through!  'Ells bells!"   Grimgor stepped towards Aramus, trying to stay within a few steps to offer the silly dinosaur the benefits of his protective aura.

 
 OOC - Switch to silver Crane, move to w/in 10' of Aramus (gives +3 AC and +2 Will save).  He can also potentially use some counters to help as necessary 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (20)
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
DrK
Aramus bounds forward as Grimgor leaps in behind him. As the dinosaur lands in front of the doors the runes around the doorway glow brightly and pulse with a blinding pulse of energy that sends a cone of fire in a wave out from the doorway engulfing the leaping dinosaur

 
 Spoiler: OOC 

 (4d6)[ 21 ]  damage Fire, Reflex DC 16 for half
 


As the fire fades, smoke rising off Arasmus's scales but the runes seem to be dull and in active, although looking at them Kona, Felix and Tygar all realise that they are merely drained, not inactive and over the next couple of hours will likley recharge themselves, the sun glittering on each of them suggesting the likley route of recharge.
RCgothic
"Does anyone have a blanket?" Lara asks as she prepares to enter the temple. "We can cover the runes to stop them from recharging. Or failing that, take a hammer to them."
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor checks the dinosaur, then turns away with a snort.  ”Ye’ll live.  Now put them claws t’use ‘n dig some dirt!”   Grimgor will try to use dirt to cover the tunes, but barring that will use a blanket or smash as necessary.  But nice he’s done, he’ll step to the door and check on the others.   ”Ready?” 

 
 OOC - Not sure if the Dino has evasion, but let’s get him a heal if necessary.  Figure Grimgor can open doors and sneakier ones can scout.  He’ll listen first then go in.
‘Passive’ perception is  24  (taking 10), but if/when you need a roll ...   Perception  - (1d20+14)[ 25 ]   
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (20)
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
DaOldeWolf
" Yes, as ready as I can possibly be. " Felix declares not feeling completely confident about the current state but there was no point in waiting anyway.
Yas392
  "Fire, is it? We will need to test it with disposables in the event the burial fails if we are using this exit on our way back."  

Tygar whips out his wand touch Aramus to heal him before picking some pebbles. He stows them and his wand in his haversack.

 
 Spoiler: OOC 
 Cure Light Wounds:   (1d8+1)[ 2 ] 
 Cure Light Wounds:   (1d8+1)[ 5 ] 
 
BelGareth
Aramus manages to avoid the worst of the flames, even knowing they were going to come, he dips his head to Grimgor in assent, and starts digging.
CasualViking
      
      Kona the Illuminator     

 
Kona shrugs.  "As long I know that it's coming, a fire blast like that is of no concern to me" . He moves up besides Grimgor, black eyes peering deeper into the temple, waiting for the others. 
 
  
 
 Spoiler: STATS 


Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
With the doors open the way inwards is not that welcoming, a large entranceway with a second doorway behind the first one after a small wooden waiting antechamber. The huge bronze door is marked with stylized pictures of dueling dragons and multilimbed spiderlike creatures. Hundreds of open-mouthed dragon faces and long barbed claws and legs surround the doorframe, all leering out hungrily.

The door is slightly ajar however and with his dwarven heritage Grimgor's eyes can see the central chamber of the pagoda like temple in shades of greys and greens. The core of the pagoda on this floor has been gutted. The few remaining walls in this area are crumbling, and only the presence of four huge stone pillars, carved with pictures of battling dragons, seems to keep the building up. Thick webs fill the four corners of the room. The central section of the pagoda has suffered the most, with a great rip in the floor creating a steep-walled pit sloping down to a dark shaft choked with webs.

Between the outer wall there is an inner wall that forms a square around the ruoned central chamber. A narrow passageway leads to the left and right and you'd assume runs around the whole square structure, and may ofer stairs leading up to the next level.
Yas392
Tygar scans the area with glowing blue eyes.

 
 Spoiler: OOC 
Cast  Detect Magic. 
 Perception:   (1d20+7)[ 11 ] 
 
CasualViking
      
      Kona the Illuminator     

 
After a brief pause to scan the room, Kona walks down the left-side corridor, his small orb of light illuminating ahead of him. 
 
  
 
 Spoiler: STATS 


Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Tygar scans the area, detecting a dull magical emanation coming from the apparent hole in the floor in the centre of the room. AS he cans the area he cannot see anything else of interest.  Meanwhile sneaking past him near silently, feathers whispering slightly as he moves to the left hand corridor Kona walks around the narrow corridor running around the edge. As the birdman reaches the corner he can see a narrow set of stairs leading up from the corridor to a hole in the ceiling and next floor up. Sadly though as he rounds the corner there is a faint pressure on his shin as the tripwire is depressed and with a faint "puff" a slew of blow gun darts are sprayed from the walls at the unlucky Kona.

 
 Spoiler: Blowpipe Darts 


Vs Kona  (1d20+7)[ 13 ]  dam  (1d3+2)[ 4 ] 
Vs Kona  (1d20+7)[ 21 ]  dam  (1d3+2)[ 5 ] 
Vs Kona  (1d20+7)[ 15 ]  dam  (1d3+2)[ 4 ] 
Vs Kona  (1d20+7)[ 25 ]  dam  (1d3+2)[ 4 ] 
Vs Kona  (1d20+7)[ 21 ]  dam  (1d3+2)[ 5 ] 
Vs Kona  (1d20+7)[ 16 ]  dam  (1d3+2)[ 3 ] 

If he is hit then DC 14 Fort save or  (1d3)[ 1 ]  Str damage from Poison. The DC increases by +1 for each additional dart
 
DaOldeWolf
"[COLOR="#FF8C00"] It seems like we are at the mercy of the traps. " Felix sighs a bit worried about the situation. " So... how much healing options do we have left? "
Yas392
As soon as the trap springs, Tygar hastens towards Kona, whip out his wand and heals him.

 
 Spoiler: OOC 
 CLW:   (1d8+1)[ 9 ] 
 CLW:   (1d8+1)[ 8 ] 
 CLW:   (1d8+1)[ 5 ] 
 CLW:   (1d8+1)[ 7 ] 
 
CasualViking
      
      Kona the Illuminator     

 
Kona screams as the darts thud into him, catching him by surprise, penetrating the links of his chain shirt. He staggers backwards and hisses through his beak as he pulls out the darts.

After Tygar heals him once, he waves him off.  "My wounds are superficial. But...look at this. These darts are poisoned"  
 
  
 
 Spoiler: STATS 


Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 24/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Standing there Kona can feel the poison sapping his strength, poison that as they examine the spent dart their druid / raptor Aramus realises is in fact some form of spider venom. Nothing seems to have changed in the temple, the occasional creaking of the structure from upstairs remains the same as the wind blows around the wooden pagoda towers and no footspets can be seen in the dust on the stairs leading up.

The open space in the centre wit the hole is likewise still eerily silent, the dart trap having seemingly alerted nothing....
Yas392
Tygar touches the tengu after he retracts the wand. A green glow emits from his hand and seeps into Kona's feathery surface.

  "This will delay the current and future poison by 5 hours. Please be careful in the future. I prepared one of this spell for the day and will be unable to help with upcoming poison-related issues until after I prepared my spells for the next day. We should use the time to navigate the temple with caution but not like snails."  
 
 Spoiler 
Cast  Delay Poison  on Kona.
 
CasualViking
      
      Kona the Illuminator     

 
 "...Thank you" . Kona gratefully receives the magical protection.  "I.... did not expect traps inside the temple. I will be more careful" . Kona joins the others, and briefly lights up the room as he heals his wounds. His face is hard to read, but as he slowly moves through a few fighting stances, as if testing himself, he seems..shaken. Not quite up to speed. 
 
  
 
 Spoiler: STATS 


Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DaOldeWolf
" Lets just make sure not to overdo this. We have to be careful with our resources. " Felix replies still wondering about the amount of healing magic left.
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor shouted out a warning when the trap went off, but it was too late to help the bird man.  Shaking his head, he glanced around the group.   ”Any o' you better scouts?  Nae?  Fine, Ah'll take th'lead.”   With typical grump, the dwarf stepped to the front and slowly advance, his eyes scanning walls, floors and ceilings for signs of the next trap.  Hopefully his thick hide would prove to tough for any more tricks lurking in the dark.

 ”Guessing there'll be spiders and such ... keep a torch ready, 'n one o' dem spells t'see magik, yeah?” 

 
 OOC - Figure with a high Perception, Grimgor can take the lead for a bit.  Recco we keep fire handy to burn webs and someone run a detect magic.  Others can 'aid' the perception checks.

Unless one of y'all has rogue skills to deal with this better?
‘Passive’ perception is  24  (taking 10), let me know when you need a reoll 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (20)
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
CasualViking
      
      Kona the Illuminator     

 
 "Felix. I didn't bring any healing supplies. I can heal my own wounds, but only that" . 
 
  
 
 Spoiler: STATS 


Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
BelGareth
Aramus tilts his head side to side, reviewing everything, and then sighing, transforms back into his human form.

  "I am almost out of my magical resources, however, i do have one more trick, I can summon a swarm of insects to investigate this place, appropriately apt in this location i feel, however it will take several hours for them to scour the area?"   he asks it as a question.
RCgothic
"I'm not sure I'd like to stay in this temple longer than we have to," Lara replies in response to the insect scouts idea. "Would they be able to warn of us any traps? That would definitely make a bit of a wait worthwhile."

"Unfortunately there's nothing I can contribute to healing. We just need to be cautious and let Grimgor take the hits," she jests, but slightly more nervously than usual, finding the temple and the traps unsettling.
BelGareth
Aramus shrugs   "Only ones they can see, they will crawl over everything, but are small. It is important to mind the old adage, we've invested too much into this to back down, is false, the living get to keep on living, and those who die here do not."  
DaOldeWolf
 
 Originally Posted by Starbin 
   Grimgor Ghoulsbane  , Dwarven Warder

Grimgor shouted out a warning when the trap went off, but it was too late to help the bird man.  Shaking his head, he glanced around the group.   ”Any o' you better scouts?  Nae?  Fine, Ah'll take th'lead.”   With typical grump, the dwarf stepped to the front and slowly advance, his eyes scanning walls, floors and ceilings for signs of the next trap.  Hopefully his thick hide would prove to tough for any more tricks lurking in the dark.

 ”Guessing there'll be spiders and such ... keep a torch ready, 'n one o' dem spells t'see magik, yeah?”  
 

" I have prepared a spell with some good possibilities for illumination if you want. " Felix replies knowing he had prepared dancing lights. " Just say the word and I´ll cast it right ahead. "
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor snorted at the Captain's comment, full well knowing his role.  However, to Felix he frowned for a moment, then realized the misunderstanding.   ”Nay, lad ... Ah meant a torch fer webs and such.  But if'n ye need light, cast away.  Let's use dem bugs t'scout.  Check th'corners, then tha' hole in middle.”   Readying his weapon, Grimgor stood by for any attacks.

 
 OOC - ‘Passive’ perception  24  (taking 10), let me know when you need a reoll 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (20)
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
BelGareth
Aramus nods and begins casting his summons, he kneels down and grabs a handful of dirt, it was soft, and loamy, with moss and detritus. he sniffed it, and then spit into the center, creating a small ball of forest floor stuff, looking around, he finds a small bug, which he places gingerly in the center, and pulls out a small vial of putrid looking liquid, which he unstoppers, and lets a single black viscous drop onto the bug, he then places it on the ground and begins to chant.
CasualViking
      
      Kona the Illuminator     

 
While Aramus does his magic, Kona watches intently. So different from his own! While the insects scout, he shrugs off his chainshirt and stows it in his haversack. 
 
  
 
 Spoiler: STATS 


Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
The insects pour out of the ground shortly after a small flurry of spiders, centipedes and other creepy crawlies flow up the wooden stairs to the upper level. An hour passes in relative silence save for the creaking of the wooden structure although whether that is wind of from creatures its unclear. Eventualy the trail of spiders and millipeded writhes back down the stairs and scuttle back to Aramus who drops them into his mouth to absorb the knowledge.

With a soft crunch of chitin the knowledge blossoms into Aramus's mind as he can see the strange arrangement of sliding bamboo walls upstairs making a maze of sorts with a small open space at the centre that the spider saw only darkness in. A set of stairs on the east wall around the edge fo the maze had allowed the spider up to the top level where it had sensed  something  an in the open top of the pagoda a large spiderlike statue had sat amidst thick webbing. The stairs, or at least the second step had also caused concern for the bugs as the second step had been coated with a thick poison around the spikes....


 OOC
insect scouts give structural information not creatures. The next level up has a similar corridor around the edge but in the centre has a maze of bamboo screens covered in disturbing pictures of spider like creatures eating mainly humans and lizard folk and a space in the center wreathed in blackness. On the stairs up the spiders had found a trap on the stairs that would unleash more poison spikes and in the top floor there was a web covered chamber with a golden spider statues in it/

 
BelGareth
After Aramus has finished popping the insect's into his mouth and gained all the knowledge therein, he relays to the team all the information.   "Seems like there is something in there, maybe a spider of something similar, with all the artwork, that would make sense, but maybe we can skip it and go directly to the 2nd floor, past the trap?"

  
CasualViking
      
      Kona the Illuminator     

 
 "I'm not...  enthusiastic ... about fighting another spider right now" . 
 
  
 
 Spoiler: STATS 

4 hours left on Delay Poison

Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor scratched his beard for a moment, frowning.   ”If'n Ah unnerstand ye, lad, yer sayin' there be a maze wit darkness in th'middle.  But upstairs, there be a presence?  Ah'm not afraid o' th'dark ... 'n Ah hate leavin' enemies at me back.  Ah say deal wit th'maze, then tackle th'stairs.  Ah'll take point ... Kona kin bring th'light.

'Less ye've got other orders, Cap'n?"   Before heading onward, Grimgor would turn to the Captain first.  Once she gave the order, he would start moving out.

 
 OOC - Taking 10 on Perception where possible.   24 .  Will take lead, going slowly enough to watch for tricks and treats :D 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (20)
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
DrK
The heavy crunch of the dwarf's iron shod boots leads the way up the stairs with the other trailing behind. The light from their kenku  Iluminator and the  light  cantrips seemingly swallowed by the darkness as Grimgor gets to the next level. There he freezes, holding up a hand to motion the others to freeze as well. In the dimness his keen dwarven eyesight and battle trained hearing hears a sound and see's a shambling creature lurching up the corridor some 50ft away (at the far end of the 10ft wide corridor that skirts the edge of this level)

 

The beats may have once have been clad in clerical finery but no is dressed in gilt edged rags that barely cover its decayed skeletal form, the flesh all having melted away save for the lumiscent purple entrails that writhe within its chest cavity and protrude from its mouth...

As Grimgor freezes and watchs the beast he realises that is has not noticed him.
DaOldeWolf
Felix keeps following the group until they suddenly stop. He wonders whether to talk for a second but decides to wait for a signal from his companions to see whether to take any sort of action.
Yas392
Tygar waits for a signal from Grimgor after he motioned for the group to stop.
BelGareth
Following everyone, Aramus clutched his bow, he was all but out of resources, and wasn't sure how much help he would be.
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor raised a hand to hold the group, then put up a single finger to indicate a lone foe.  Stepping back, he mouthed to the other,   ”Looks like walkin' bones ... old priest ... let's ambush 'im ...."    .

 
 OOC - Will swap out to use the hammer ... sneaky folks can probably hide for an ambush, but does that mean we wait for it to get closer?  Or do we want to charge it?  Or have Grimgor make some noise and let it rush forward against him?  My only concern is whatever prep spells this thing might do (i.e., summons, buffs, etc) 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (20)
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
CasualViking
      
      Kona the Illuminator     

 
Seeing Grimgor stop, Kona dims his light and tiptoes up behind him to get a look. He stands ready to fight, but leaving the decision to the dwarf. Or misfortune, as the case may be. 
 
  
 
 Spoiler: STATS 

4 hours left on Delay Poison

Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Watching the undead monstrosity Grimgor recognises the ropes of intestines and the long tongue as a Mohrg, a powerful undead that is the spirit of a truly evil creature that was executed in an unusually barbaric manner. THey are strong, a match for most warriors and can paralyse foes with their claws... Aside from that he can remember little else. The creature for its part continues to shamble closer, still unaware of Grimgor in the shadows at the top of the stairs just below the level of the floor some 30ft away...

 You can have a suprise round. Its literally a 10ft wide corridor with little cover between the top of the stairs and the beast now. If you roll &gt; Initative 11 (in the OOC) then you can post your surprise move or standard as well as your first round 
CasualViking
      
      Kona the Illuminator     

 
Kona's floating mote of light flares into being next to him as he hurls a wave of frost at the undead thing, leaving a trail of water vapor hanging in the air.  
 Spoiler: Actions and rolls 
Start of combat: Gain one Illumination, one Animus, one maneuver  (1d3)[ 2 ] . 5' step as necessary. Swift action to gain 2 Illumination. Standard to fire a Lance of Power, 30' range,   cold damage  - (7d6)[ 24 ] , ref DC 16 for half damage, on a failed save slip on ice and fall prone. End of turn gain maneuver  (1d2)[ 2 ] . Gain 1 Animus.
 
 
 
  
 
 Spoiler: STATS 

4 hours left on Delay Poison

Maneuver granted:
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

As the creature closed, Grimgor frowned, suddenly recognizing the creature.    ”Tha's a nasty one, lads 'n lass.  Mohrg ... all tongue 'n gut, wit no sense o' humor.
 Best be - welph there we go ..."    Before he could finish, the tengu concentrated for a moment, then threw what looked like a mass of ice and snow.  Grimgor held back from swapping out weapons - given what little he knew of the beast it might require a magic weapon to provide some margin of safety.  He called upon the divine protection of the gods, then gripped his pike and prepared to charge forward

 
 OOC - Ready to go ... gonna use the surprise round to cast a warpriest blessing (war), then wait for my turn after initiative 10 :D  
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (20)
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: War blessing (+1 luck bonus on saving throws; changeable blessing at the start of each turn; 10 rounds); Silver Crane Waltz stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
DaOldeWolf
Felix wonders about how he should handle the situation. Since an attack has been launched, he decides to use the only chance he had to fortify Grimgor. " I will invigorate you with my spell so that you might help Kona.  " He explains to Grimgor as he casts his spell.

 
 Spoiler: OOC 

Casting Bull´s Strength on Grimgor.
 

 
 Spoiler: Resources 

Arcane reservoir: 4
Spells: 0(6) 1(3) 2(2)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strength
 
Yas392
Bow on hand, Tygar moves to where he can see the undead, shoots at the undead and moves back to his original position.

 
 Spoiler 
 Surprise Round (Move action):  Move to where he can see the undead.

 Standard Action:  Shoot arrow at undead.

 Move Action:  Move back to original position.

 Attack:   (1d20+8)[ 23 ] 
 Damage:   (1d8+2)[ 4 ] 
 
BelGareth
Copying Tygar, Armaus takes a shot as best he can.

 
 Spoiler 

Attack with shortbow, +1 to attack/damage if within 30ft
  Attack  - (1d20+8)[ 22 ] 
  Damage  - (1d6+1)[ 5 ] 
 Aramus 
 HP's:  25/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  0/1
 Spells: 
 
  1st level:  1/4 
  2nd level:  0/3 
  3rd level:  0/1 
 
 
DrK
In the narrow corridor Kona, Aramus and Tygar assemble and using the dwarf the shield unleasha  barrage of arrows, bolts and magical rays of ice at the approaching undead monstrosity. The ice crystallises on the beast but does not cause it to fall, but suprised by the intruders bolt and arrow jut into its deadened flesh and flapping purple intestines. It lets loose a strange wordless howl and shambles forward gaining speed before leaping towards Grimgor. The dwarf's frame filling with vitality and strength as  Felix bless him with more power

 
 Spoiler: OOC 


Grimgor gets an AoO
Charges Grimgor  (1d20+8)[ 12 ]  dam  (2d8+9)[ 20 ]  + grab  (1d20+12)[ 20 ]  vs CMD
and Fort save DC 18 or paralysed  (1d4+1)[ 3 ] 
 
RCgothic
After being momentarily unwilling to approach the horrifying creator, Lara springs forward to defend her friend, dodging around her foe in order to set up a flanking situation!

 
 Spoiler 

Acrobatics  (1d20+11)[ 17 ]  Vs CMD

Attack [roll] 1d20+13[/roll]  27 Damage  (1d6+15)[ 19 ]  spending 1 panache to double Precise Strike

 Critical hit on a 15-20: [roll] 1d20+13[/roll] Damage  (1d6+15)[ 18 ] 
plus recover panache. 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

With the swelling of sinews, Grimgor nodded his thanks to Felix, then turned to watch the beast.  As expected, it came rushing forward once the others attacked and Grimgor lashed out with his pike.  Once he recovered, the thing was inside his reach, its boney hands attempting to grab the dwarf and pull him in.  If it weren't for the extra strength, it would have grabbed him; however, with the enchantment flowing through his veins, Grimgor was able to push the beast back as he took a step back.   ”No kissin' on th'first date, bastich!"" 

Shifting his tactics, Grimgor stepped and settled his stance, wielding the pike as if it weight twice as much.

 
 OOC - So surprise round, based on previous stance and the bull's strength, Grimgor had a 26 AC and 22 CMD.    AOO attack  - (1d20+10)[ 13 ] ,   AOO Damage  - (2d6+7)[ 11 ] 

Round 1 (after mohrg's attack): Change stance to Primal Warrior for CMD bonus and weapons size increase (swift); Step to get distance and flank w/the Captain (free).  Shift War Blessing to AC (free).  Attack w/power attack (standard).

  Attack  - (1d20+10)[ 15 ] ,   Dam  - (4d6+13)[ 32 ]  
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (+9/21)
F +6  R +5 W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Bull's strength (+4 str [enh], minutes); War blessing (+1 luck bonus on AC; changeable blessing at the start of each turn; 9 rounds); Primal Stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
CasualViking
      
      Kona the Illuminator     

 
 "Why are you not dead yet, foul thing? Well, you *are* dead. Why are you not *still* yet?" . Kona circles around, and his sword flashes once, twice.
 
  Elemental Strike  - (1d20+8)[ 20 ] ,   damage  - (1d10+10)[ 20 ] + (1d6)[ 1 ] +cold  14  (and fort save DC 16 or nauseated),   minute hand  - (1d20+6)[ 16 ] ,   damage  - (1d10+10)[ 13 ] +cold  15 . 
 
 
  
 
 Spoiler: STATS 

4 hours left on Delay Poison

Maneuvers granted:  Elemental Strike, Lance of Power (Strike) , Flick of the Wrist (Strike),  Minute Hand (boost) , Flash of Insight (boost)
Maneuvers Readied:
Animus: 2
Illumination: 5
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +5 cold damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
The skeletal monster reaches Grimgor and in a flurry of claws, tongue and long war pike the two bash, push and swing at each other, both failing to make contact, even as the warpike begins to smoke with freezing ice forming on the ends. Lara and Kona move to each side flanking the beast, rapier and katana both glittering with frigid power as they stab and slice through aged flesh and threadbare grave finery.

It roars lashing out its claws left and right the bird and swashbuckler flanking it then lunges forward, its tongue trying to snake around Grimgor's throat dripping toxic saliva

 
 Spoiler: Mohrg 


Claw Kona  (1d20+12)[ 19 ]  dam  (2d8+5)[ 11 ] 
Claw Lara   (1d20+12)[ 25 ]  dam  (2d8+5)[ 10 ] 
Tongue Grimgor  (1d20+7)[ 26 ]  Touch, DC 18 FORT or paralysed (poison effect if it matters)
 
Yas392
Tygar descends into the range of the aura and fires an arrow at the Mohrg.

 
 Spoiler: OOC 
 Attack:   (1d20+8)[ 22 ] 
 Damage:   (1d8+2)[ 10 ] +5 Cold Damage.
 
DaOldeWolf
Felix doesnt want to waste his most powerful magic on the creature and decides to instead attack with one of his lesser spells. " A little bit of acid should do the trick. "

 
 Spoiler: Resources 

Arcane reservoir: 4
Spells: 0(6) 1(3) 2(2)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strength
 

 
 Spoiler: OOC 

Ranged Touch attack:  (1d20+3)[ 5 ] 
Damage  (1d3)[ 2 ] 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor growled as the thing avoided both of his blows, then almost caught him off guard with a sudden lashing out of its tongue.  Flinching back, Grimgor raised his weapon, blocking part of the tongue with the haft of his pike.  Pulling away from the slimy thing that left tingles across his hand, Grimgor stepped and swung again.

 
 OOC - So it's attack goes first, which means Grimgor uses his immediate action to activate Enduring Shell.  Save was successful ( 25 ), but it uses his Round 1 swift which means he's still in his old stance for that attack (that apparently missed.

Round 2: Change stance to Primal Warrior for CMD bonus and weapons size increase (swift); Step to get distance and flank w/one of the others if possible.  Shift War Blessing to AC (free).  Attack w/NO power attack (standard).

  Attack  - (1d20+10)[ 22 ]  (no flank accounted for),   Dam  - (4d6+7)[ 24 ]  +5 cold 
 Remember, allies close by get +3 AC and +2 will [morale]  
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (+9/21)
F +6  R +5 W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Bull's strength (+4 str [enh], minutes); War blessing (+1 luck bonus on AC; changeable blessing at the start of each turn; 8rounds); Primal Stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
RCgothic
Lara parries the morgh's attack, attempting a clumsy riposte but then following thorough with a devastating lunge!
 
 Spoiler 

Riposte: [roll[1d20+13[/roll]  14   damage  (1d6+15)[ 20 ]  (5 base, +5PS, +5 cold) 
 Critical confirmation: [roll[1d20+13[/roll] damage  (1d6+15)[ 16 ]  (5 base, +5PS, +5 cold) 

Attack: [roll[1d20+13[/roll]  28  damage  (1d6+15)[ 17 ]  (5 base, +5PS, +5 cold)
Critical confirmation: [roll[1d20+13[/roll]  21  damage  (1d6+15)[ 18 ]  (5 base, +5PS, +5 cold)  35 total 
Plus regain 1 panache, new total =4/6
 
CasualViking
      
      Kona the Illuminator     

 
Kona bleeds as the claw slices through his robe, through where his armored shirt should have been, would have been if not for the weakening poison.
His swords quckly flash through a series of moves designed to disarm an enemy; with no weapons in sight, Kona attemps to slice off the monster's hands.

 FRA: Flick of the Wrist. With flanking:   katana  - (1d20+12)[ 20 ] ,   damage  - (1d10+10)[ 18 ] +  cold  - (2d6+5)[ 11 ] .   Wakizashi  - (1d20+12)[ 21 ] ,   damage  - (1d10+10)[ 18 ] +  cold  - (2d6+5)[ 11 ] . 
 
 
  
 
 Spoiler: STATS 

4 hours left on Delay Poison

Maneuvers granted:  Elemental Strike, Lance of Power (Strike) ,  Flick of the Wrist (Strike) ,  Minute Hand (boost) , Flash of Insight (boost), Rapid Strike
Maneuvers Readied:
Animus:4
Illumination: 6
  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +5 cold damage.
AC 18, touch 14, FF 14, CMD 21. HP 25/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
BelGareth
Aramus, out of pretty much every resource, except grit, arrows and human creativity, pulled another arrow and aimed at the thing.

 
 Spoiler 

Move within 30ft, and shoot.
  Attack  - (1d20+9)[ 11 ] 
  Damage  - (1d6+2)[ 8 ] 
 Aramus 
 HP's:  25/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  0/1
 Spells: 
 
  1st level:  1/4 
  2nd level:  0/3 
  3rd level:  0/1 
 
 
DrK
More missiles, both acid and wooden zip down the corridor assailing the Mohrg. Even as it lunges out at Kona and Lara its slimy tongue wraps around Grimgor's neck but the dwarf is able to throw it off. Leaning forward with his primal mastery he hefts all his weight behind the pike impaling the creature savagely even as Kona once more strikes it with his frost rimed blade. On the other side of it Lara deflects the attack but misses on the riposte before lining up a brutal strike that plunges with penetrating efficiency through its undead skull and destroys whats left of its mortal frame, the creature dropping messily to floor!

The sounds of the battle fade and only the sounds heavy breathing can be heard in the corridor as there seems to be no more of the vile creatures on this level.
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor paused for a moment, then moved to take point, poking the body as he stepped past it.  He grunted to the others,  "Burn it 'n let's go.  Eyes open, folks."   He wiped his blade as he moved further on, eyes scanning the floor, walls and ceilings around him.

 
 OOC - Grimgor's ready to move on ... back in his standard stance . 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18 (+9/21)
F +6  R +5 W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Bull's strength (+4 str [enh], minutes); Silver Crane Waltz Stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
DaOldeWolf
" I suppose making haste makes sense but lets be careful. We dont want to trigger any traps on our way. " Felix replies trying to remind everyone about also being careful.
Yas392
Tygar whips out his wand and taps Grimgor to heal him. Upon seeing the magic mend little, he continues tapping until he is in good health (Further result/s in OOC). He then puts his wand away.

 
 Spoiler: OOC 
 CLW:   (1d8+1)[ 2 ] 
 
DrK
Stomping around Grimgor moves ahead cautiously, heeding Felix's comments he heads into the central chamber slowly, eyes open for traps but finding none. The central chamber is in wreckage. It looks like it may once have been a shrine or training space of some kind, weapon racks on the walls now corroded and fallen off the wall and broken handles of once may have been spiked whips of some kind do the floor.

Detritus from ancient priests litter the floor here and there but a fresh body can be found in one corner. Partially consumed its crawling with maggots where its been eaten and the shreds of a uniform look to be crimson as you realise this may be the remains of a pirate that came from the boat you found previously and must have climbed or found an alternative route into the temple. In amongst the junk Tygar, Felix and Aramus can sense magic nearby. Pulling apart a mound of mouldy clothes they find a dessicated husk of another priest that clearly did not turn into a undead monstrosity. There is an amulet, a strange thing of worked silver with 4 quarters of glittering gems, red, dark obsidian, see through quartz and deep watery blue.  ( Amulet of elemental strife )  and a strange tooth studded club of dark wood smoothed through years of use. the head of the club resembles a spider chintinous claw and Aramus feels a kinship with it.   Beastrike club  
DaOldeWolf
" I wonder what must have happened here. Do I even want to know? " Felix mutters to himself as they check the place and the stuff in it. " Well, at the very least I should check for any magic traces. " He replies as he casts his detect magic spell.

 
 Spoiler: OOC 

K. Arcana  (1d20+10)[ 28 ]  in case auras are found
 
Yas392
Tygar examines the bodies in an attempt to affirm the cause and time of death. He also tries to identify any traces of magical auras in the room not emanating from magic items.

 
 Spoiler: OOC 
 Heal if applicable:   (1d20+7)[ 13 ] 
 Spellcraft:   (1d20+4)[ 10 ] 
 Knowledge (Arcana):   (1d20+4)[ 16 ] 
 
DrK
Searching around looing for magic auras Tygar and Felix find the club and amulet (as described above) and after some careful study and scholarly discussions between themselves  can soon work out their functions. Tygar looking at the body of the pirate can see that claws and biting were the main cause of death (likely a few weeks ago that would agree with what you think regarding the ropes and abandoned boat). As for the Mohrg, with its age and ancient body and the state of the clothes you think its likely that it was as ceremonial turning.

Now though the quarters and prayer level of the temple seems empty and only the pinnacle above waits...
Yas392
  "One is ancient, one is a weeks old. Quite a gap..."  

The cleric faces away from the party talking to empty air as if talking to himself, mumbling and bobbing his head up and down. After he stops, his head jerks and faces the rest of the group.

  "I believe we covered this room unless someone needs a second telling. Let us advance. The next floor awaits."  
CasualViking
      
      Kona the Illuminator     

 
Kona takes a deep breath, and watches his wound glow and close up.  "Not fast enough, Kona. You need to be faster next time" , he berates himself under his breath.

 "Ready if you are, Grimgor".
  
 
  
 
 Spoiler: STATS 

4 hours left on Delay Poison

Maneuvers granted: Lance of Power (Strike), Rapid Strike
Maneuvers Readied: Elemental Strike, Flick of the Wrist (Strike), Minute Hand (boost), Flash of Insight (boost)
Animus:0
Illumination: 1
Active Element: Air

  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 18, FF 10, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
BelGareth
Aramus keeps an arrow notched, but not pulled taught, ready if anything else pops out. He was behind the others, out of the way.

 
 Spoiler 

 Aramus 
 HP's:  25/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  0/1
 Spells: 
 
  1st level:  1/4 
  2nd level:  0/3 
  3rd level:  0/1 
 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

After the others finished fiddling around with the bodies and the items found, everyone turned to him to move along.  Nodding grimly, Grimgor headed for the stairs to reach the pinnacle.   "Keep yer bug repellant handy ..." 

 
 OOC - Heading up cautiously, checking for traps as he goes (Perception +14).  I'm guessing the Bull's Strength is done now ... ? 
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18
F +6  R +5 W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz Stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
DrK
With everyone armed and ready after a few minutes exploring the bodies and looking at the strange amulet and savage looking club Grimgor leads the way up to the piannacle o shirne. The sound id deadened on the top floor that is a slightly smaller version (so 30x30ft) of the room below save that in the centre of the room is a savage looking part humanoid, part spider statue in cold metal and around the sides of the room thick webbing that deadens the sound and mutes the bright tropical sunlight.

within the thick webbing Grimgor can make out the dessicated remains of three more humaoids. Pausing by the entranceway Grimgor cannot see any threat save for the webbing covering the open windows like a gauzy curtain.
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor scanned the room, muttering over his shoulder,   "This look like 'n ambush ... bring up th'fire ..."    With his pike held high, he stepped into the room just enough to allow others to file in behind him, and crouched into a defensive stance, his focus on anything that might come at the group.

 
 OOC - 5' step into the room if necessary (free).  Using Defensive Focus to increase reach by 10' for a total of 20' with pike; can make move and make an AOO w/in the combat radius (full round).  Scanning the room for threats:   Perception  - (1d20+14)[ 28 ]  
 
 Spoiler: Crunch 

HP 45/55 / AC 24 (26) CMB/D +7/18
F +6  R +5 W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz Stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
DaOldeWolf
Felix decides to analyze for any traces of magic in the area though he tries to be careful about it since he still didnt know much about the place.

 
 Spoiler: OOC 

Casting detect magic.
 
RCgothic
"There's definitely something in here," Lara agrees with Grimgor, following closely with rapier drawn
Yas392
Bow ready, Tygar dip into a cover while copying Felix by his eyes glowing blue.

 
 Spoiler: OOC 
 Detect Magic 
 Spellcraft if needed:   (1d20+4)[ 10 ] 
 
BelGareth
Hefting his new weapon, Aramus nods in appreciation, and attaches it to his gear, pulling the bow back up, in a loose ready stance to fire off volleys.

Looking around, he see's the 'ambush' hold one Master Dwarf, let me see.

He pauses for a second, and pulls out a clay jar with some chalk writing on it, he unstoppers it, and pours out what seems to be a glob of honey, which he promptly drops to the floor, and begins to intone a language long dead on this continent, not even he knows the meaning of the words.

A few seconds later, a giant centipede emerges from under the underbrush, taking the golden sap, and devouring it. It patently turns, and regards Aramus, awaiting a command.

Aramus kneels down,  "Please go in there and see what lurks in the shadows"  
 
 Spoiler 

Cast last spell left spontaneously into  Summon Natures Ally I 
 Giant Centipede 
Rounds: 1/5

 Aramus 
 HP's:  25/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  0/1
 Spells: 
 
  1st level:  0/4 
  2nd level:  0/3 
  3rd level:  0/1 
 
 
DrK
As the centipede scuttles in there is a sudden shrieking noise and from the webbing in the ceiling a spider like creature plummets atop the centipede. The creature appears to be half spider, half woman, a shrieking face with long strands of hair trailing down her naked back. The chitin looks aged, thin as paper and her skin is grey and decayed with patches missing showing bones beneath as the ancient undead drider wight pounces upon the creature, lightning crackling around its scythe clawed foot!

 Surprise on the centipede as Drider wight drops on to it
Spellstrike with shocking grasp  (1d20+10)[ 28 ]  dam  (1d6+3)[ 4 ] + (5d6)[ 21 ]  shocking

Initiative:  (1d20+6)[ 22 ] 
 

As it lands atop the centipede its looks up through the open doorway and the curtains of webbing, spying you, its eyes blazing with unnatural blue light....

 
 Roll for init to see who responds first 
Yas392
From the corner, Tygar's eyes widens at the sight of the female drider's appearance as she slashes the Aramus's summoned centipede with crackling emanation.

 
 Spoiler: OOC 
 Initiative:   (1d20+4)[ 6 ] 
 
DrK
The undead spider creature hops back from the damaged and bleeding centipede snarling at the party crouched by the stairs near the entrance to the web filled temple. As snarled mutter in a language that no one can recognise is spat out towards you before she raises her humanoid hands and a pair black crackling energy boots streak out towards Lara and Grimgor both chilled by the negative energy assault


 Drider wight
5ft bag from the centipede
Gloomblind bolts
 (1d20+8)[ 28 ]  touch vs Grimgor.  (4d6)[ 13 ]  negative energy damage

 (1d20+8)[ 27 ]  touch vs Lara.  (4d6)[ 18 ]  negative energy damage

 
CasualViking
      
      Kona the Illuminator     

 
Kona bounces through the room, slashing rapidly at the drider.

 Move 30', swift: gain 2 illumination, standard: Rapid Strike.   Attack1  - (1d20+8)[ 22 ] ,   dam1  - (1d10+5)[ 8 ] + 15  electricity.   Attack2  - (1d20+8)[ 17 ] ,   dam2  - (1d10+5)[ 9 ] + 15  electricity  
 
  
 
 Spoiler: STATS 

4 hours left on Delay Poison

Maneuvers granted: Lance of Power (Strike),  Rapid Strike , Flash of Insight (boost), Flick of the Wrist (Strike)
Maneuvers Readied: Elemental Strike, Minute Hand (boost),
Animus:2
Illumination: 4
Active Element: Air

  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 18, FF 10, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DaOldeWolf
 
 Spoiler: OOC 

Initiative:  (1d20+1)[ 2 ] 
 


Felix decides to aim at the creature with his best attacking option. He concentrates before aiming at the creature with a sonic blast.

 
 Spoiler: Resources 

Arcane reservoir: 3
Spells: 0(6) 1(3) 2(2)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strength
 

 
 Spoiler: OOC part 2 

Sonic blast ranged touch attack:  (1d20+3)[ 18 ]  Damage  (3d6+1)[ 11 ]  Fort save to avoid being deafen
Damage
 
BelGareth
Aramus lines up a shot and tries to target the drow's torso

 
 Spoiler 

Attack (+1 to-hit/damage if within 30)
  Attack  - (1d20+8)[ 16 ] 
  Damage  - (1d6+1)[ 5 ] 
 Aramus 
 HP's:  31/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  0/1
 Spells: 
 
  1st level:  0/4 
  2nd level:  0/3 
  3rd level:  0/1 
 
 
Yas392
Tygar moves to position himself so that the drider is not within his channel range and he is behind cover if he can. Once he did that, he grasps his symbol and gestures. Ethereal waves build up and wash over the party, prioritizing Lara and Grimgor.

 
 Spoiler: OOC 
 Move:  Reposition so that drider is not within his channel burst.

 Standard:  Channel Energy to heal party.

 Channel Energy Healing:   (3d6)[ 12 ] 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor waited for the inevitable to occur and he was not disappointed.  A huge monstrosity dropped down into the room - half drow, half spider, and all undead horror.  Before the group could react, the creature destroyed the distraction and cast two beams of crackling black energy.  The pain wracked Grimgor as it coursed over his armor and into his stout body.  With a grunt of pain, Grimgor lowered his pike and growled to the others,  "Time t'earn yer pay, lads and lasses - get it!"   As he charged forward, his words coursed through the others, goading them into action.  He barely registered the healing energies of Tygar, his focus on the beast ahead of him.  With a howl, he swung wildly, intent on destroying the walking obscenity!

 
[i]OOC - So as a swift, Encouraging Roar (+2 att/dam to the team for 3 rnds).  As a full action, charge attack w/power attack
  Attack  - (1d20+10)[ 30 ] , Damage - (2d6+12)[ 19 ) (sorry for the messed up roll).

If 25 confirms a crit, total damage is  54 
 
 Spoiler: Crunch 

HP  31 /55   AC 24 (26) CMB/D +7/18
F +6  R +5 W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers:  Encouraging Roar , Defending the Pride, Enduring Shell, Warning Roar, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Charge (+2 attack, -2 AC, move and attack up to 40'); Encouraging Roar (+2 attack/damage, 3 rounds); Silver Crane Waltz Stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
DrK
 Lara 

The Captain rolls forward into the room, her thin frame still crackling with negative energy damage from the dark bolts. Joining Kona and Grimgor she slides out to the opposite side to Kona and lashes in with her cutlass with a low slash against the undead spider-things long spindly legs

 

Move to flank with Kona
Attack  (1d20+15)[ 24 ]  (+2 encouraging roar, +2 flank) Damage  (1d6+13)[ 15 ]  (5+5 PS+2 roar +1 elec)
- If 15+ Then crit threat  (1d20+15)[ 24 ]  dam  (1d6+13)[ 16 ] 
 
DrK
The undead monstrosity had dropped from the ceiling and assailed the centipede with crackling magus powers. It had unleashed bolts of dark power that had stricken the party and now it died! An arrow cracked off its chitin and a sonic blast from Felix send it sliding back a step. Before the three melee combatants surged forward on the attack Tygar held aloft his holy symbol and hleaing power swept over his friends knitting wounds closed.

Then they struck, Kona and Lara splitting left and right, before slashing at its undead frame and long spindly legs, both hacking off at least one of the front legs, the opening was all the dwarf needed as he charged forward, warpike held like a lance and neatly skewered the drider through the chest pinning it to the web covered wall beyond. It shrieked and scrabbled at the shaft the pike trying to crawl down its length, pulling its body down the shaft, just as the claws were scything in front of Grimgor's face it slumped and went still as the unholy magics faded its blue glowing eyes went black and lifeless.....

The creature was dead (again).

A search around the top of the tower revealed the large golden spider statue that on closer inspection was only thinly foiled in gold and mainly made from bronze, however, a sharp eyed glance from Aramus saw a small catch in the beast's thorax that may may be openable!
RCgothic
"Well this looks interesting," Lara says, flicking the catch.
Yas392
Tygar heals Lara and Grimgor with the taps of his wand.

 
 Spoiler: OOC 

  Grimgor  
 CLW:   (1d8+1)[ 6 ] 
 CLW:   (1d8+1)[ 7 ] 
  Lara  
 CLW:   (1d8+1)[ 3 ] 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor spit at the dead beast, pulling his pike free with a grunt.    "Tha's fer every crime yer kin killed a dwarf ..."    He immediately started cleaning his weapon, helping the others search around for a bit.  Hopefully there was something of value in the area, and not just the dead.  He nodded his thanks for the healing and waved away any more, pointing towards the Captain.   "She'll be needin' yer spells, lad.  Ah'm fine ..."   Grimgor then took up watch as the others spent time searching the area.

 
 OOC - Taking 20 to look around ( 34  to check for items / areas of interest / traps.  Then taking ten minutes to change out one of Grim's maneuvers.

As for healing, Grimgor is at 44/55 ... so good for now.  
 
 Spoiler: Crunch 

HP  44 /55   AC 24 (26) CMB/D +7/18
F +6  R +5 W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz Stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
DrK
Grimgor searches the ancient drider wight, finding a strange collection of strappings wrapped around its body that seem to have weathered the time ages, a shimmering ring on its left hand and tucked into the strappings a small metal wand maybe a foot long that seems to hiss and crackle in his hand.

 He finds bracers of armour +2, a wand of shocking grasp (CL3, 22 charges) and a Ring of Lesser Arcane Mastery (as Arcane mastery, but holds 2 points arcana and no reflection option) 

By the main statue Lara reaches underneath and flick the catch and the spider's thorax spills open and coins and jewels pour out, a queen's ransom in strange hexagonal silver and golden discs mixed in with a half dozen chunky gemstones in various hues and three heavy set electrum and golden bracelets

 You find "loot"
2450go in coinage, 1100gp in gems and 350gp in jewellery

 
BelGareth
Aramus had barely shot an arrow and the great undead monster had been defeated, once again, he was well pleased to be among such fine folk as this, he pointed out the small latch near the thorax, and smiled widely as the gold was found.

 
 Spoiler 

 Aramus 
 HP's:  31/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  0/1
 Spells: 
 
  1st level:  0/4 
  2nd level:  0/3 
  3rd level:  0/1 
 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor pulled free the few items he found, handling them with one of the rags he used to clean his weapon.  Walking over to the others in time to see the treasure spill out, he grunted noncommitally, then tossed the items into the pile.   "Th'bug was weain' these.  Figure one of ye be better suited t'using them."   Glancing around the room, he scratched his chin for a moment, then looked back to Lara.

 "So what now, Captain?  Keep searchin', or think about campin'?  Ah'm guessin' there's a better way out than th'climb, but we'll see ..." 
 
 OOC - Did we searched the whole building, or just the upstairs?  Was there a basement or cellar?

Also, did we see anything on the three bodies in the corner? 
 
 Spoiler: Crunch 

HP  44 /55   AC 24 (26) CMB/D +7/18
F +6  R +5 W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz Stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
RCgothic
 Lara 

"This is a nice haul! Makes for a worthwhile expedition. I had hoped we'd find the source of the darkness cursing this forest a bit more definitively though. Hopefully with the drider wight dead the monsters infesting these lands will scatter. What I'd really like to do now though is burn this place to the ground and get back to the ship. I don't want to spend a moment here longer than necessary,"
DrK
A further search of the upper floors of the Temple, a careful search as you uncover a couple more cunningly concealed traps, finds nothing more of value. Although a few faded inscriptions on the walls suggest a random and obscure demonic cult praying and sacrificing their children to a dark altar and a tribe running to darkness before they eventually collapsed under the weight of their own evil. Heading down to the ground floor some steam and smoke ooze from the crevice in the ground. Grimgor peers down into the crack and can see there may be some caves down there although the steam rising is hot and suggests it would be an "interesting" place to explore.
RCgothic
"I guess we're not done here after all," Lara sighs, peering down into the depths. "Whatever nastiness is infecting the forest, it probably has its source down there. Perhaps we should rest up for a bit first though, for the benefit of the magic users."
BelGareth
 "..tribe running to darkness..."  Aramus mutters,   "Mayhap they ran down there?"   he says to Grimgor   "Can we rest before we delve into the earth?"   he says simply.

 
 Spoiler 

 Aramus 
 HP's:  31/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  0/1
 Spells: 
 
  1st level:  0/4 
  2nd level:  0/3 
  3rd level:  0/1 
 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor nodded to Lara, commenting,  "Sounds like th'Capt already said aye.  Let's pick the best room t'defend and get some rest.  Kona kin take th'first shift, Ah'll stand second ... Cap'n, ye want the third?"   Presuming setting up camp was a go, Grimgor helped find the most defendable (and least evil) place to settle in for the 'evening.'  He also helped gather the treasures the team had found so far, divvying up anything the Captain deemed necessary.

 "Some magical trinkets 'ere ... who's takin' 'em?" 

 
 OOC - @DrK, I thought there were three bodies in the corner of the drider room ... were they really old, or members of the boat crew?
Ready to rest, I spose.  Do we have any more heals available before resting?  Grim is down 11 hps if we have excess. 
 
 Spoiler: Crunch 

HP  44 /55   AC 24 (26) CMB/D +7/18
F +6  R +5 W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz Stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
DaOldeWolf
" I agree on this motion. We probably will need to be more than just prepapred for whatever thing that awaits down there. " Felix replies especially since he also wanted to see his familiar finally return to his side.
DrK
The boat party retreat back up to the room at the top of the tower (as that offers the most defensive location). The bodies when Grimgor examines them appear to be "new". Well, a as new a creatures that have been drained of life and moisture by a undead spider wight can be. As you examine the remains there is nothing of value on them but its apparent that this is where the pirate crew met their fates. So you have done better than them.

The night passes in the strange temple uneasily. As each of you sleeps there are strange dreams and nightmares of things with multiple legs chasing you leaving each of you having a sweaty and unpleasant rest. However as the sun rises on the spider shrouded jungles you are all refreshed and recharged and awaiting action for the new day....
RCgothic
"Into the depths then," Lara affirms as the party finishes rousing itself from rest. "Kona, would you like to go first as you can scale these walls with ease? And does anyone else have any ideas for the rest of us to descend?"
Yas392
Tygar agrees with the rest of the party to settle down for rest. He uses the last of his channel to heal up remaining wounds the group suffer before tending to Kona with his medical expertise to help him recover from the aftermath of the poisoning faster. In the morning, after confirming the damage the poison did to his limbs, the cleric prepares a few restoration spells in attempt to get the tengu back to his feet the best that he can.

 
 Spoiler: OOC 
 Channel Energy:   (3d6)[ 14 ] 
 Heal check for Kona's Long-term Care:   (1d20+7)[ 19 ] 

Will need to know how much ability damage cured from Long-term care from group before Tygar can prep the amount of lesser restoration and roll.
 
RCgothic
 
 Spoiler: wrong thread, sorry 
 Multiple heal checks don't stack, so there's no point anyone else rolling. Kona would now be down 2, so there's a 75% chance a single casting of lesser restoration will be sufficient, and a 100% chance 2 castings is enough.

You can prepare one instance whilst leaving another spell slot open, so you can see whether two castings are necessary before deciding.

Or you could just prepare two castings, and if one isn't needed we've got it for later. This place does seem very determined to poison us!😦 
 
CasualViking
      
      Kona the Illuminator     

 
After the rest, Kona seems to be in better health. He puts on his chain shirt, does a few test tumbles and rolls, and caws softly in disapproval.  "Can someone take my bag, please? I don't feel quite at full strength yet" .

He looks over the hole.  "I can climb it. But how will the rest of you get down?"  
 
  
 
 Spoiler: STATS 



Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied: Elemental Strike, Minute Hand (boost), Flash of Insight (boost), Flick of the Wrist (Strike)
Animus:1
Illumination: 1
Active Element: Air
Stance: Unbroken Stride

  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Yas392
Upon assessing Kona's status, he prepares one lesser restoration and touch the tengu to restore him.

 
 Spoiler 
 Lesser Restoration:   (1d4)[ 3 ] 
 
CasualViking
      
      Kona the Illuminator     

 
 "Thank you" . Kona puts on his bag, dims his light, and carefully walks down into the hole.
  stealth  - (1d20+14)[ 25 ]  
 
  
 
 Spoiler: STATS 



Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied: Elemental Strike, Minute Hand (boost), Flash of Insight (boost), Flick of the Wrist (Strike)
Animus:1
Illumination: 1
Active Element: Air
Stance: Unbroken Stride

  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Kona looks down the narrow crack in the floor past the steam that is rising. The shelf down slops heavily and seems mostly scree and light rock, as if a bubble of "something" had risen under the temple, ruptured the floor and released what ever lay beyond. With light from (somewhere or someone) he can see the rocky slope tilts s=at some 45ft degrees and slides down some 50ft into the depths into a wide cavern that stretches out of sight to the north (you enter from the SW corner) with only faint patches of luminescent purple moss on the wall. A large crack on the north side of the cavern is just visible thought its thinner (maybe 5-10ft and bends out of sight)

 Down the steep slope (so 50ft deep, 100ft long) you enter via the 30ft wide slope into the bottom right corner of of a 200ft long (N to S) and ~70ft wide cavern of rough rock that rise to a height of some 40ft, tapering to ~20ft high at the north end. There are patches of glowing purple moss, mist and steam floating from the northern crack wreathing the place in steam and the walls and floor are pocked with cracks and small  mounds of loose rock ~6ft in diamter like large rocky molehills.   
CasualViking
      
      Kona the Illuminator     

 
After a while, Kona comes back up.  "There is a cave down there. It looks natural, and has a lot of purple fungus. I can't say for sure whether there is another way out, but the slop is not too bad, everyone should be able to manage it" . 
 
  
 
 Spoiler: STATS 



Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied: Elemental Strike, Minute Hand (boost), Flash of Insight (boost), Flick of the Wrist (Strike)
Animus:1
Illumination: 1
Active Element: Air
Stance: Unbroken Stride

  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +1 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Yas392
Tygar tests the waters by throwing a pebble into the crack before retreating to the rear and behind a cover.
RCgothic
"Alright, let's all head down then. Stay alert!" Lara suggests, bringing up the rear and ensuring the group manages to stay together as they descend to the cavern below.

"Anyone spot anything concerning?" She asks as they enter. "I don't like the look of those rocky mounds," she comments, hefting a stone and preparing to chuck it at the nearest mound.
BelGareth
After preparing his spells, and finishing his morning routine, Aramus peers down the crack with the others, and watches as Kona investigates.

At the news they can all make it, he follows the Captain down.

 
 Spoiler 

  Perception  - (1d20+10)[ 12 ] 
 Aramus 
 HP's:  31/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  1/1
 Spells: 
 
  1st level:  1/4 
  2nd level:  3/3 
  3rd level:  1/1 
 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor nodded to Lara command's, taking the lead with Kona as they head down the slope.  As they near the bottom, he eyes the opening cavern, his eyes peering deep into the darkness with his innate dwarven eyesight.   "Aye, Cap'n, them look like homes fer sumthin' we prolly won't like."   With his pike in hand, Grimgor advanced slowly, prepared for something to jump out at them.

Given their time in the jungle so far, why wouldn't it?

 
 OOC - Grimgor will move up front and advance cautiously, taking 10 on perception ( 24 )  At the base of the decline, Grimgor will enter his defensives focus until the group is all gathered, then slowly advance, eyeing the cavern with suspicion.   
 
 Spoiler: Crunch 

HP 55   AC 24 (26) CMB/D +7/18
F +6  R +5 W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Silver Crane Waltz Stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
DaOldeWolf
Felix is happy to meet once again with Isaac and is quick to show his affection with a big hug. "  Lets not get carried away. We have more important matters to attend to.  " Isaac reminds Felix. " I suppose so. " Felix replies trying to relax a bit more. After, he finishes preparing himself. He prepares to follow the rest as commanded.

 
 Spoiler: Resources 

Arcane reservoir: 3
Spells: 0(6) 1(3) 2(2)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strength
 
DrK
Entering the large chamber the party slip and slide down the scree slope, tumbling rocks and showers of pebbles preceeding their arrival. Looking around its clear that "something" has slithered around the floor here, Grimgor's sharp eyes picking up the tell tale marks of worms or snakes between the holes and the blackened ichor of some sort of corrisive secretion. Cleary something lives down here!

The answer to "something" is soon answered as the party with Grimgor and Kona in the lead are advancing across the floor of the cavern. THere is a rumble beneath your feet before 50ft ahead, and 30ft above you head a pair of massive disgusting worms. Smoothy oily skin dripping with a liquid cover them and 4 tentacles surround a massive serrated mouth and even more disturbingly a series of strange 6 fingered double jointed hands just at regular intervals from their (you'd guess) 20ft length...

 
 OOC

2 worms appear one 30ft above the party from a hole in the roof, one 50ft ahead of the party in the "dm light" from any light sources (uless one has low light or darkvision)
Know (Arcana) for ID and info

Init Order for the Round

Grimgor, Lara, Tygar
"Worms"
Aramus, Felix and Kona







 
Yas392
Tygar puts his free hand on his chin. Knowing nothing than what Grimgor relayed from his senses, the cleric touches everyone to imbue them a shell of green energy.

  "Lara, I can lend you my bow and arrows for these creatures if you want to have the first shot at those creatures."  

Regardless of her answer, he 5 ft step back if possible.

 
 Spoiler: OOC 
 Knowledge (Arcana):   (1d20+4)[ 10 ] 
 Withholding actions until he knows the result of his knowledge check. 
 Standard Action:  Casting Communal Energy, Resist (Acid) 10 on everyone except himself (Lasting 10 minutes).

 Move/Free Action:  Draw bows and quivers (Move), Drop them on Lara's hands (Free) if she accepts.

5 ft step if possible.
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Spinning his pike, Grimgor spat in disgust on the group, muttering  "Good thoughts, Tygar.  Git behind me, stay close and start firin'.  Aim fer th'mouth!"   With the call out to attack, Grimgor stood waiting patiently, balanced on the balls of his feet so he can engage where necessary.

 
  Top of Round 1 : Using Encouraging Roar (swift, +2 Att/Dam for 3 rounds).  Then will activate Defense Focus (full action, extends threat region to 20').

  AOO attack  - (1d20+10)[ 14 ] ,   Damage  - (2d6+6)[ 14 ]  if necessary
 
 
 Spoiler: Crunch 

HP 55   AC 24 (30) CMB/D +7/18
F +6  R +5 W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: Encouraging Roar (+2 attack / damage for 3 rnds); Silver Crane Waltz Stance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
RCgothic
"I appreciate the offer, but I can't draw one of those," Lara admits, declining.

Instead she flashes a dazzling and intimidating pattern in the air with her rapier.

"I sure hope they can see this," she murmers.

 
 Spoiler 
Full Round Dazzling Display  (1d20+12)[ 26 ]  foes within 30ft demoralised and shaken for 1 round.
 
DrK
As the dwarf sets his pike Lara twirls her rapier in a threatening display and both worms seem to pause, shivering as if scared. Tygar looking at the sizzling corrosive ichor blesses his friends with a ward against all manner of acids
The one on the roof crackles with barely contained static before discharging a ball of crackling lightning at Lara.

The one on front slithers along the floor leaving a sizzling acidic trail before stopping and rearing back it’s head and vomiting a great gout of acid that splatters across Grimgor and Tygar

 
Roof worm; electrical jolt  (1d20+6)[ 18 ]  vs touch on Lara for  (4d6)[ 11 ]  elec
Ground worm; slithers to 30ft from grimgor acid breath on Grimgor and Tygar
 (8d6)[ 30 ]  acid Ref DC 17 for half
- recharge  (1d4)[ 3 ] 
 
Yas392
Tygar tries to dodge the acid spit. He ducks out of way, some of the gunk grazes his body, acid burning him, causing him to scream in pain.

 
 Spoiler: OOC 
 Reflex save:   (1d20+5)[ 19 ] 
 
BelGareth
  "Gah, this is why I don't like to delve into the earth!"   Armaus screams, as the worm things spit acid.

He pulls his bow and launches another arrow.

 
 Spoiler 

+1/+1 if within 30ft
  Attack  - (1d20+8)[ 23 ] 
  Damage  - (1d6+1)[ 7 ] 
 Aramus 
 HP's:  31/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  1/1
 Spells: 
 
  1st level:  1/4 
  2nd level:  3/3 
  3rd level:  1/1 
 
 
CasualViking
      
      Kona the Illuminator     

 
Kona squawks nervously as he sees the acid vomit. He keeps a healthy distance from the nearest worm-thing, and his floating orb approaches it instead, it's hue shifting to an icy blue. He hits the thing with a blast of cold from 25' away.   (5d6)[ 21 ]  Cold damage, reflex 16 half, on a failed save, slip on ice and fall prone.  
 
  
 
 Spoiler: STATS 


Maneuvers granted:  Lance of Power (Strike) , Rapid Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Maneuvers Readied: Elemental Strike, Minute Hand (boost),
Animus:1
Illumination: 2
Active Element: water
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light,10' normal, allies within 15' do +2 cold damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
"Ok, enough of this!" Lara protests, leaping forward to confront the worm that had just vomited avoid with her blade, moving around it to set up flanking opportunities.

 
 Spoiler 

Attack  (1d20+11)[ 26 ]  damage  (1d6+10)[ 11 ] 
CC  (1d20+11)[ 23 ]  damage  (1d6+10)[ 14 ] 
Critical (15-20/x2) confirmed
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

As Grimgor waited for the worms to charge, yet again he was unpleasantly surprised as they spit out lightning and acid from a distance.  The stench, while horrendous, was secondary to the burning pain of the bile eating away at his skin.  With a howl, Grimgor shifted his stance, becoming more steady and swinging his pike with more force.  Upon closing to 10’, he thrust mightily with frightening speed at the beast.

 
  Top of Round 2 : Shifting to Primal Fury stance (swift, details below); advance 20’, flanking if possible (move), strike w/greater snapping turtle maneuver (+3d6 dam, ignore DR) with power attack; Encouraging Roar (autologous in effect)

  Attack  - (1d20+8)[ 13 ] ,   damage  - (7d6+12)[ 28 ]  +2 ice  (add flanking bonus if possible)
 
 
 Spoiler: Crunch 

HP  35 55   AC 24 CMB/D +7/18
F +6  R +5 W +8  Init +4 Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar,  Greater Snapping Turtle 
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
Effects: power attack (-2 attack, +6 damage); Encouraging Roar (+2 attack / damage for 2 rnds); Primal FuryStance (see above); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Darkvision 60’
 
[/QUOTE]
Yas392
Tygar makes sure his channel can affect Lara, Grimgor and himself, moving away if needed to exclude the worms from his burst range.

 
 Spoiler: OOC 
 Channel Energy:   (3d6)[ 7 ] 

If cannot include Lara without including the worm, he will affect Grimgor and himself.
 
DaOldeWolf
Felix decides to center his attention on the roof worm. " Hungry? Eat this! " he then launches a barrage of magical projectiles at that enemy.

 
 Spoiler: OOC 
Felix is casting magic missile.
 (3d4+1)[ 11 ] 
 

 
 Spoiler: Resources 

Arcane reservoir: 3
Spells: 0(6) 1(2) 2(2)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strength
 
DrK
Crackling lightning and hissing acid meets magic missiles, arrows and rays of ice as Aramus, Kona and Felix exchange ranged attacks with the disgusting things. The one on the roof bombarded with arrow and magic missiles whilst the other is lanced by a beam of as Grimgor and Lara run in. Even as the melee fighters flank the beast Grimgor slips over one of the rocky molehills, pike going wide but Lara is there landing a devastating blow to the creature dealing a grievous wound. However as she pulls her rapier out she can see acid sizzling and pitting the blade!

 Corrosive Blood does  (3d6)[ 12 ]  damage to Lara's blade. Ref DC15 halves the damage, Hardness does still apply   

Even as Grigmor, Tygar and Lara hiss in pain from electricity and acid the cleric unveils his power and a soothing light helps mend some of the wounds and take the sting out of the acidic burns.

The worms themselves are savage creatures. The one by Lara lunging forward with its maw wide against the unlucky young swashbuckler. The seond worm emerging fully onto the ceiling above the mage, priest and druid and spits a ball of charged plasmsa at Felix.

 
Worm 1
Bite Lara
 (1d20+9)[ 19 ]  dam  (2d8+4)[ 10 ]  and Fort DC 15 or  (1d2)[ 1 ]  CON (6 rounds, cure 2 saves)

Worm 2
Spits lightning at Felix  (1d20+8)[ 21 ]  Touch  (4d6)[ 20 ]  electrical

 


W1: 46
W2: 18
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Frustratingly, Grimgor slipped and missed the enormous worm, but there was nothing to do but continue his attacks.  He growled out to the group,   "Watch yerselves!
 Use th'bloody rocks fer cover!"  , then stomped to where he was directly below the worm and then he thrust upwards violently.

 
  Top of Round 3 : Defending the Pride (swift); advance to under worm (move); strike w/power attack, if possible (standard)
  Attack  - (1d20+8)[ 26 ] ,   damage  - (4d6+12)[ 25 ] +2 ice?

 Effects : Defending the Pride (+4 AC [morale], 3 rounds); Encouraging Roar (+2 attack / damage for 1 rnd); Power attack (-2 attack, +6 damage, until next round); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Fury Stance (see below); Darkvision 60’
 
 
 Spoiler: Crunch 
HP  42 55   AC 24 CMB/D +7/18
F +6  R +5 W +8  Init +4 Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar,  Defending the Pride , Enduring Shell, Warning Roar,  Greater Snapping Turtle 
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
 
DaOldeWolf
"Gah!" Felix squirms as his fur from head to toe rise up from the ellectrical discharge. He can barely stand up after the fierce attack. "Not much of a fan for force attacks? Lets see how you take sound instead!" Felix concentrates and tries to take aim at the worm as he unleashes his magical attack.

 
 Spoiler: Resources 

Arcane reservoir: 2
Spells: 0(6) 1(2) 2(2)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strength
 

 
 Spoiler: OOC 

HP: 7
Felix will launch a sonic blast against the ceiling worm.
R. Attack:  (1d20+3)[ 18 ] 
Damage:  (3d6+1)[ 9 ] 
DC: 13 Fort save. If failed, it also may deafen.
 
CasualViking
      
      Kona the Illuminator     

 
Kona rushes off towards the wall, and continues vertically once he reaches it.  Switching to Unbroken Stride stance, double move to get up towards the work. Land speed 30, climb spped 20'.   maneuver granted  - (1d2)[ 1 ]   
 
  
 
 Spoiler: STATS 


Maneuvers granted:  Lance of Power (Strike) , Rapid Strike, Flash of Insight (boost), Flick of the Wrist (Strike), Elemental Strike
Maneuvers Readied: Minute Hand (boost),
Animus:2
Illumination: 3
Active Element: water
Stance: Unbroken Stride

  Quick stats
  Soul Candle: 15' bright light, 30' normal, allies within 15' do +3 cold damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Yas392
Tygar continues to sustain all of his allies health with his channel energy. Once that is done, he looks for a cover to cower behind. If there is no cover to move behind, he tries to spread out a bit in the formation to not clump with another ally.

 
 Spoiler: OOC 
 Channel Energy Healing:   (3d6)[ 10 ] 

2/4 remaining.

 Move Action:  Move behind cover or spread out to not stack with any ally.
 
BelGareth
Aramus pulls another arrow for his bow.
 
 Spoiler 

+1/+1 if within 30ft vs most wounded monster
  Attack  - (1d20+8)[ 14 ] 
  Damage  - (1d6+1)[ 2 ] 
 Aramus 
 HP's:  31/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  1/1
 Spells: 
 
  1st level:  1/4 
  2nd level:  3/3 
  3rd level:  1/1 
 
 
RCgothic
Lacking any other offensive options, Lara chooses to be distracting, flashing her blade and moving away from the others.

 
 Spoiler 

Dazzling Display Demoralise opponent  (1d20+12)[ 23 ]  shaken for 1 round
 
DrK
As Lara slays the first worm the others round on the second worm. Kona spins around and starts running up the walls, his bird like feet skittering along the rough cliff face. Felix, still sizzling from the lightning throws up a ball of sonic energy that slams into the worm pushing it sideways. With the explosion Aramus's arrow goes wild as wounds heal up from TYgar's pulse of golden healing.
Grimgor is far more prosaic as the dwarf stomps underneath and just jabs upwards at the roof with the long warpike pinning the beast to the ceiling!

With a skittering and slithering the beast screams across the ceiling of the cave leaving the dripping acidic ichor behind it that the party have to scatter around to avoid as it drips down onto the cave floor before it races towards Kona, its savage looking maw lashing out


 Bite  (1d20+9)[ 15 ]  dam  (2d8+4)[ 12 ]  + poison DC15 Fort 2 Con (6 rounds 2 saves)  
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Stomping after the creature, Grimgor tightened his grip on the ichor-drenched weapon and thrust up again, barking out,   "Keep it up, lad's and lass!  Beastie's almost dead!"  

 
  Top of Round 4 : Move to underneath (move); Encouraging Roar (swift); strike w/power attack, if possible (standard)
  Attack  - (1d20+8)[ 25 ] ,   Dam  - (4d6+12)[ 25 ] + x ice  damage?

 Effects : Defending the Pride (+4 AC [morale], 2 rounds); Encouraging Roar (+2 attack / damage for 3 rnd); Power attack (-2 attack, +6 damage, until next round); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Fury Stance (see below); Darkvision 60’
 
 
 Spoiler: Crunch 
HP  52 55   AC 24 (28) CMB/D +7/18
F +6  R +5 W +8  Init +4 Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar ,  Defending the Pride , Enduring Shell, Warning Roar,  Greater Snapping Turtle 
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
 
CasualViking
      
      Kona the Illuminator     

 
Kona spins as the worm lunges, and it gets nothing but a mouthfull of chain mail and bits of robe. As it rears back for another lunge, Kona darts in, his blade flashing through the air and trailing sprays of worm ichor.

   Rapid Strike  - (1d20+10)[ 18 ] ,   damage  - (1d10+15)[ 18 ] ,   Rapid Strike2  - (1d20+10)[ 16 ] ,   damage  - (1d10+15)[ 19 ] . includes +3 cold damage, +2/+2 from encouraging roar, and +5 to damage against enemies who threaten an ally.   
 
  
 
 Spoiler: STATS 


Maneuvers granted:  Lance of Power (Strike) ,  Rapid Strike , Flash of Insight (boost), Flick of the Wrist (Strike), Elemental Strike, Minute Hand (boost)
Maneuvers Readied: ,
Animus:4
Illumination: 3
Active Element: water
Stance: Unbroken Stride

  Quick stats
  Soul Candle: 15' bright light, 30' normal, allies within 15' do +3 cold damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
BelGareth
Grumbling about going underground, and why would you want to, Aramus fires off another arrow at the worms.

 
 Spoiler 

+1/+1 if within 30ft vs most wounded monster
  Attack  - (1d20+8)[ 11 ] 
  Damage  - (1d6+1)[ 2 ] 
 Aramus 
 HP's:  31/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  1/1
 Spells: 
 
  1st level:  1/4 
  2nd level:  3/3 
  3rd level:  1/1 
 
 
Yas392
Tygar draws an arrow and shoots at the creature as he moves within 30 ft of it.

 
 Spoiler: OOC 
 Ranged Attack:   (1d20+7)[ 8 ] 
 Ranged Damage:   (1d8+2)[ 10 ] 
 
DrK
The pair of arrows miss as the worm plunges frmo the ceiling to splatter upon the rocky ground by Aramus and Tygar. The beasts killed as Grimgor pinned it to the ceiling and Kona slashes it across its lampreylike mouth severing what little there was of its brain stem. The cavern is quiet now, and as the party scan the ground and the "mole hills" for anymore they cannot see anymore of these infamous deathworms in the chamber
DaOldeWolf
Felix still feels a bit of the electrical energy on his body as he moves his hand on top of his head trying to at least return the fur on his face back to normal. Then he decides to his magical detection spell on the surrounding area to see if he could find readings of any magical auras.

 
 Spoiler: Resources 

Arcane reservoir: 2
Spells: 0(6) 1(2) 2(2)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strength
 

 
 Spoiler: OOC 

HP: 17/27
Casting detect magic
 
DrK
Concentrating hard within 60ft Felix cannot detect any magics, a faint abjurant aura from above from the walls of the temple that he had already seen is all he feels. Resting momentarily you can all see in the dimness a way out of the cavern at the far end where a narrow crack in the rock face provides egress into a narrow tunnel that twists to the right and out of sight.
Yas392
Tygar attempts to retrieve his arrows and heal the injured with his wand. After that, from his current area, Tygar peers forward and put his ears on hospitable surface.

 
 Spoiler: OOC 
 Arrow Retrieval:   (1d100)[ 55 ]  (Retrieved)

  CLW Felix (If result is 7 or above for first roll, he will stop on first roll)  
 CLW:   (1d8+1)[ 7 ] 
 CLW:   (1d8+1)[ 7 ] 

Perception:  (1d20+7)[ 8 ] 
 
RCgothic
Lara shakes the remaining worm blood off her rapier, grimacing at the new etchings on her blade.

"Anyone have a mending spell?" she asks, swishing her sword experimentally. "Nasty things."

With the route forward clear she gestures for Grimgor to take the lead, and then follows after.
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

With the beasts dead, the group took a few moments to recover.  Grimgor grunted to Kona, then to the others,  "Eyo, take a look up there fer any lairs ... and everyone else check on th'ground.  Might be sumtin' we kin use."   While the others search, Grimgor took several minutes to focus inwardly, recalling a martial technique to help deal with future attacks from range.  By the time he was done, Lara motioned for him to take the lead.

 "Aye, aye, Cap'n." 

 
  OOC : Swap Enduring Shell for Throwing Thunder, help search the area, take the lead onwards.

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Fury Stance (see below); Darkvision 60’
 
 
 Spoiler: Crunch 
HP  52 55   AC 24 (28) CMB/D +7/18
F +6  R +5 W +8  Init +4 Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
 
CasualViking
      
      Kona the Illuminator     

 
 "A mending spell would be appreciated. My robe  is  getting mangled. And while I don't fear the elements, I find nudity ... undignified " .  
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied: Flash of Insight (boost), Flick of the Wrist (Strike), Elemental Strike, Minute Hand (boost)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Yas392
  "I do not have mending spell prepared for the day. I can tomorrow."  

As Grimgor took the lead and the party is closing the gap to the crack, Tygar's eyes glow blue and he swirls his head around.

 
 Spoiler: OOC 
Detect Magic.

 Perception to detect anything noteworthy beyond the crack:   (1d20+7)[ 13 ] 
 
DaOldeWolf
 
 Originally Posted by Yas392 
 Tygar attempts to retrieve his arrows and heal the injured with his wand. After that, from his current area, Tygar peers forward and put his ears on hospitable surface.

 
 Spoiler: OOC 
 Arrow Retrieval:  [roll0] (Retrieved)

  CLW Felix (If result is 7 or above for first roll, he will stop on first roll)  
 CLW:  [roll1]
 CLW:  [roll2]

Perception: [roll3]
 
 
 

Felix grins as he recovers from his injuries and feels ready to keep going. " Thank you. I really appreciate you fixing me up. " Isaac seems less thrilled. "  And I must assume that this is only the beginning.  "

 
 Spoiler: Resources 

Arcane reservoir: 2
Spells: 0(6) 1(2) 2(2)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strength
 

 
 Spoiler: OOC 

HP: 24/27
 
CasualViking
Kona also moves up in position behind the dwarf and peers ahead:   Perception  - (1d20+13)[ 15 ] 
BelGareth
Aramus sighs, the damned things were done with, he pulled out his wand   "Anyone else need healing?"  
 
 Spoiler 

user wand of CLW on anyone who needs it:
 (1d8+1)[ 8 ] 
 (1d8+1)[ 7 ] 
 (1d8+1)[ 4 ] 
 (1d8+1)[ 2 ] 
 (1d8+1)[ 9 ] 
 (1d8+1)[ 2 ] 
 (1d8+1)[ 3 ] 
 (1d8+1)[ 2 ] 

(let me know how many you take)

 Aramus 
 HP's:  31/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  1/1
 Spells: 
 
  1st level:  1/4 
  2nd level:  3/3 
  3rd level:  1/1 
 
 
DrK
Beyond the crack the darkness beckons, a thick winding path that oozes natural steam and mist that soon hide what lies beyond in a thick fog that smells sulphurous from you would guess the volcanic vents that feed and heat much of the crater you would guess. The same volcanic vents that are rife in the jungles that lie south of Sasserine. The tunnels wind on in increasing heat for a few hundred feet feet before opening up into a wider space where the mist swirls around knee to waist height in great swirls of purple and green smoke lit by the profusion of luminescent fungi and man high mushrooms that fill the chamber.

The chamber expands some 100ft in diameter, sloping slightly downwards towards the centre of the chamber that is filed with mist and a vile stench. A writhing "something" flickers once in the mist some 50ft ahead of you, light refracting from the fog blocking your view as a mental telepthaic urging reaches your minds...  "Mortals... small piles of flesh. You have strayed deep, foolish, I have hungrered long, the worms of the earth  
DaOldeWolf
Felix gets frozen in place as soon as he receives the telepathic message. Isaac opens its wings and starts flying ready to leave if it becme necessary. " Did anyone else... I dont know how to say.... but lets say "hear" the strange message. A really grim meesage at that. What could this place be? Or why is it here? " Felix wonders.
CasualViking
      
      Kona the Illuminator     

 
Kona freezes in place. With a brief gesture, his glowing light float briskly forward, into the mist.   
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied: Flash of Insight (boost), Flick of the Wrist (Strike), Elemental Strike, Minute Hand (boost)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor growled,  "Aye, Ah 'eard it.  Some beastie' always tryin' t'scare folks.  Time t'put th'fear o' us inem!"   Raising a hand for the others to lag a step or two behind, Grimgor started to walk forward.   "If'n any o' you got a spell t'elp, now be th'time." 

 
  OOC : Slowly advancing, 10 on Perception is 24, or   Perception  - (1d20+14)[ 19 ]   Pike at the ready, a spear in his 'off-hand.'

  Religion  - (1d20+6)[ 18 ]  just in case it helps

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Fury Stance (see below); Darkvision 60’
 
 
 Spoiler: Crunch 
HP  52 55   AC 24 (28) CMB/D +7/18
F +6  R +5 W +8  Init +4 Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
 
Yas392
Tygar nods.

  "The telepathic missive is disturbing. Anyone has a lot of fire or wind? We might be able rid of the mist with them."  
DrK
Grimgor gazes into the mist at the heart of the crater in the centre of the cavern. The mist roiled and moved about, a massive shape just in sight before it vanishes once more into the mist. He gets the impression of a thing with almost a fishlike body and 8-12 legs each barbed with long spines. As Grimgor advances, the rest of the party trailing behind, a trio of red eyes shine from within the mist and in his mind he hears that voice,a massive weight pressing down upon him a its seeks to dominate the dwarf's fragile mind...

 OOC
If we start in initiative now

The "beast in the mist" Seeks to mentally compel Grimgor Will DC 17 please
If he fails well... we can discuss that. If he passes then  (2d6)[ 6 ]  psychic mental crushing energy damage

 
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 2
Spells: 0(6) 1(2) 2(2)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strength
 

 
 Spoiler: OOC 

HP: 24/27
 


Felix stays at the very back of the party still worried about the warning but still pretty much ready to face it. With his detect spell still active, he tries to see if he can detect anything while staring at where the eyes of the creature are.
CasualViking
      
      Kona the Illuminator     

 
Kona coks his head, peering into the mist, listening intently. Then, he blast a bolt of lightning at where he thinks the creature is.

   Perception  - (1d20+13)[ 26 ] . Lance of Power (30' line,   Electricity dam  - (7d6)[ 25 ]  + deafened 3 rounds, Ref DC 16 partial). Swift action to increase illumination. Maneuvers granted:  (1d4)[ 3 ] ,  (1d3)[ 1 ] 
  
 
  
 
 Spoiler: STATS 


Maneuvers granted:  Lance of Power (Strike) , Rapid Strike, Elemental Strike, Flash of Insight (boost)
Maneuvers Readied: , Flick of the Wrist (Strike), , Minute Hand (boost)
Animus: 2
Illumination: 4
Active Element: Air
Stance: Elemental flux

  Quick stats
  Soul Candle: 20' bright light, 40' normal, allies within 15' do +4 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor paused for a moment, a strange look over his face.  His jaw fell open and his arms went slack, hanging on to his weapon loosely.  Looking over his shoulder creepily, he intoned,  "This sonnuva biatch jus' tried t'whammy me mind.  Watch yerselves 'n each other.  Ah'm gonna kill it."   Turning back, he stomped forward, pulling out a spear with a free hand as he peered for both traps along the way and his target with red eyes.    "Come on, lad's and lass!  Time t'bring th'pain!"  

Stopping he reared back and flung the spear with ridiculous force.

 
  Round 1 :   Perception  - (1d20+14)[ 27 ]  to find traps / target.  Activate encouraging roar (swift).  Advance 20' forward, no closer than 25' (move action).  Activate Throwing Thunder to attack beast (standard)

  Attack  - (1d20+8)[ 24 ] ,   Damage  - (1d8+2)[ 9 ] +  Maneuver  - (2d6)[ 4 ] = 15  (added +2 from Roar).  If hit, target must save vs DC 16 or fall prone.

 Effects : Encouraging Roar (All allies w/30 gain +2 attack and damage [morale] for 3 rounds); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Fury Stance (see below); Darkvision 60’
 
 
 Spoiler: Crunch 
HP  52 55   AC 24 (28) CMB/D +7/18
F +6  R +5 W +8  Init +4 Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar , Defending the Pride, Warning Roar, Greater Snapping Turtle,  Throwing Thunder 
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
 
Yas392
Tygar touches Grimgor before he moves and the others, imbuing them with golden glow.

 
 Spoiler: OOC 
Protection from Evil, Communal; 1 minute each (affecting all except himself)
 
BelGareth
Aramus stands back, and summons an ally to assist   "Al'right, I'm calling some backup, it should help locate the creature"  
 
 Spoiler 

Spontaneously casting Summon natures Ally III for a  Dire Bat 

Will command the bat to fly over the creature (fly 40ft good), using it's blindsense (40ft).
  Fly  - (1d20+9)[ 13 ]  to hover over the creature DC 15

 Aramus 
 HP's:  31/31
 AC:  16
 FF:  13  T:  14
 Effects:  none
 Wildshape:  1/1
 Spells: 
 
  1st level:  1/4 
  2nd level:  3/3 
  3rd level:  0/1 
 
 
DrK
THe mist clears slightly for a second as the blast of lightning thunder into it sizzling as it convulses. The parted mists reveal a strange almost fish like beast flaoting over the misty ground, thick slime dripping from it and a  vile set of slimy tentacles attached to its head. Tygar slaps each of his colleagues on the back with a "get em'" style approach as a nimbus of golden light falls over one of you. Felx scanning the mist picks up the waves of evil wafting from it and Aramus begins to chant, a flickering bat shape slowly forming in the sky around the cave roof.
Grimgor offended by its assault on his mind stride forward and jabs forward hurling the spear that plunges into the creature's rubbery hide, a mental squela of anguish hitting each of you telepathically as the spear hits home.


 

The beast turns ferociously on you all, swimming through the air with a great wave of fog, as its stops its glittering red eyes flash a blast of pychic energy flies out striking Kona, Grimgor and Tali as they stand in front of the spell casters....

 Psychic blast
Will DC 15 or stunned for 1 round 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor stood ready for the return attack, gripping his pike as he eyed the tentacles and fin.  However, he was  not  expecting another mental assault, one that was so brutal and swift if caught him off guard and stunned the dwarf for a moment.  The pike feel from his twitching fingers as his body spasmed.

 
  Round 2 : Stunned, drop pike.  AC takes a -6 hit.  Yay.

I presume the creature can hover, so no knockdown (of course ...).  Did it move up to melee and generate an AOO, or just advance and attack from range?

 Effects : Stunned (drop everything, -2 AC, lose dex bonus to AC; 1 round); Encouraging Roar (All allies w/30 gain +2 attack and damage [morale] for 2 rounds); PvE (+2 AC [deflect], +2 saves [resistance]; 1 min)Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Fury Stance (see below); Darkvision 60’
 
 
 Spoiler: Crunch 
HP  46 55   AC 24 (26 /  20 ) CMB/D +7/18
F +6  R +5 W +8  Init +4 Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar , Defending the Pride, Warning Roar, Greater Snapping Turtle,  Throwing Thunder 
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
 
CasualViking
      
      Kona the Illuminator     

 
Kona's trained mind shrugs off the mental assault. He darts in, the flickering image of his blade trailing a haze of sparks... and as the blade cleaves through the monster, his mind reaches out to cleave through the chaos in Grimgor's mind, trying to carve a simple, direct path to action.

 Move if necessary,   acrobatics as needed  - (1d20+10)[ 26 ] . Standard: Rapid Strike   attack  - (1d20+10)[ 14 ] ,   dam  - (1d10+7)[ 14 ] +  electricity  - (2d6+4)[ 16 ] ,   attack2  - (1d20+10)[ 30 ] ,   dam  - (1d10+7)[ 16 ] +  electricity  - (2d6+4)[ 11 ]  (+13 damage if 17 confirms). If either hit, use  Flash of Insight  to grant Grimgor a new save with a +2 (Insight) bonus.
Maneuver granted end of turn:  (1d2)[ 1 ]  
 
 
  
 
 Spoiler: STATS 


Maneuvers granted:  Lance of Power (Strike), Rapid Strike , Elemental Strike, Flash of Insight (boost)
Maneuvers Readied: , Flick of the Wrist (Strike), , Minute Hand (boost)
Animus: 4
Illumination: 5
Active Element: Air
Stance: Elemental flux

  Quick stats
  Soul Candle: 20' bright light, 40' normal, allies within 15' do +4 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor blinked as an image of a slashing blade appeared in his mind, clearing the haze the beast had brought.  He glanced at Kona and nod of thanks before grunting to the others  "Watch out, beastie's got tricks!" .  He considered reaching down for the pike, but given the distance, he elected to drawn a long hammer instead as he advanced forward. When he reached the beast, he leaned back and then lurched and thrusted his weapon forward, in a motion reminiscent of a turtle grabbing food.

 
  Round 2.1 : Recover from stun on re-save.  Activate defend the pride (swift), draw lucern hammer with an advance to melee (move action), then attack greater snapping turtle maneuver (standard)

  Attack  - (1d20+10)[ 16 ] ,   Dam  - (7d6+5)[ 29 ]  ignores DR

 Effects : Defending the Pride (+4 AC [morale], 3 rounds); Encouraging Roar (All allies w/30 gain +2 attack and damage [morale] for 2 rounds); PvE (+2 AC [deflect], +2 saves [resistance]; 1 min); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Fury Stance (see below); Darkvision 60’
 
 
 Spoiler: Crunch 
HP  46 55   AC 24 (30) CMB/D +7/18
F +6  R +5 W +8  Init +4 Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar ,  Defending the Pride , Warning Roar, Greater Snapping Turtle,  Throwing Thunder 
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
 
RCgothic
Similarly to Grimgor's initial reaction, Lara is stunned by the psychic attack, rapier slipping from her nerveless fingers.
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 2
Spells: 0(6) 1(2) 2(2)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strength
 


Felix doesnt feel comfortable having the beast be so close to him and decides to move back in position before casting a damaging spell on the creature.

 
 Spoiler: OOC 

HP: 24/27
Using my move action to move back 30 ft. then cast magic missile from there.

 (3d4+1)[ 9 ] 
 
DrK
The blast of psychic energy washes over the heroes in a wave of horrifying mental pressure. Grimgor and Lara both left reeling, weapons clattering to the ground from nerveless fingers. Kona dances past, a blade in Grimgor's mind helping the dwarf before the lithe young kenku slashes the beast with a crackling blast, suported moments later by multiple force missiles hitting home. Beside Kona Grimgor rumbles forward, a  different weapon in hand that bounces off the scaly skin.

A wet slupring sound reaches  into your minds as the ancient variant of Aklo speech reaches into your minds instilling horror before it lashes out with its mental powers at the two melee brutes daring to hit it and slash its hide. A slashing whip of mental anguish inflicting pain upon both melee warriors as it seeks to back away fractionally


 5ft hover backwards
Inflict pain upon Kona and Grimgor
-- Will DC 15 or -4 on D20 rolls, save gives -2


Damage: 51
 
Yas392
Tygar moves back and cast a spell on himself.

 
 Spoiler: OOC 
Move back and cast  Protection from Evil  (6 minutes) on self.
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor grunted in disgust as the hammer bounced.  He was so used to the pike that the hammer almost felt unwieldy by comparison.  As he drew back, the creature floated backwards and another wave of pain wracked the dwarf.  Gritting his teeth, he shook his head.   "Naught t'day beastie!"   Moving around, he flanked the creature and attacked again, even as his muscles spasmed uncontrollably.

 
  Round 3 : Made the save (-2 to all d20 rolls).  Circle around and advance to flank w/Kona (move action), then attack w/power attack (standard)

  Attack  - (1d20+8)[ 13 ] ,   Damage  - (4d6+11)[ 29 ]   EDIT: It's actually a 15, for flanking, but probably not gonna matter ...

 Effects : Pain (-2 to saves); Defending the Pride (+4 AC [morale], 2 rounds); Encouraging Roar (All allies w/30 gain +2 attack and damage [morale] for 1 round); PvE (+2 AC [deflect], +2 saves [resistance]; 8 rounds); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Fury Stance (see below); Darkvision 60’
 
 
 Spoiler: Crunch 
HP  46 55   AC 24 (30) CMB/D +7/18
F +6  R +5 W +8  Init +4 Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar ,  Defending the Pride , Warning Roar,  Greater Snapping Turtle ,  Throwing Thunder 
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
 
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 2
Spells: 0(6) 1(2) 2(2)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Detect Poison
1: Feather Fall, Enlarge Person, Endure Elements, Magic Missile
2:Invisibility, Bull´s strength
 


Felix concentrates his arcane energies and prepares to unleash them against the ferocious beast. He could at least see if this attack was more effective against the creature.

 
 Spoiler: OOC 

HP: 24/27
 (3d6+1)[ 12 ]  Fort Save to avoid being deafen DC: 13
 
CasualViking
      
      Kona the Illuminator     

 
Kona  *squawks*  angrily, but steps up to make the sushi:

 5' step to attack distance. FRA: Flick of the wrist. Attacks (-4 pain, +2 morale, +2 flanking, +2 untyped from maneuver)   Katana  - (1d20+10)[ 14 ] ,   damage  - (1d10+7)[ 16 ] +  electricity  - (2d6+5)[ 12 ] ,   Wakizashi  - (1d20+10)[ 29 ] ,   damage  - (1d6+6)[ 12 ] +  electricity  - (2d6+5)[ 14 ]   +10  if 19 confirms a crit[/B]. If any attacks hit, the fishy is outlined with  Faerie Fire . Swift action to change the effect from Candle Magic to a +3 [morale] bonus to saves vs. mind-affecting. 
 
 
  
 
 Spoiler: STATS 


Maneuvers granted:  Lance of Power (Strike), Rapid Strike , Elemental Strike,  Flash of Insight (boost)  Flick of the Wrist (Strike), Minute Hand (boost)
Maneuvers Readied:
Animus: 6
Illumination: 5
Active Element: Air
Stance: Elemental flux

  Quick stats
  Soul Candle: 20' bright light, 40' normal, allies within 15' gain +5 [morale] on saves vs. mind-affecting.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Yas392
Moving back until he is 30 ft from the leviathan, Tygar nocks an arrow and fires at his visible enemy.

 
 Spoiler: OOC 
 Attack:   (1d20+9)[ 18 ] 
 Damage:   (1d8+4)[ 6 ] 
 
DrK
An arrow and a great blast of thunder from Felix rock the creature back in the air as it flails in panic, tentacles lashing about madly. Several brushing aside or wrapping around Grimgor's long hammer. In the distraction of the magical assault Kona spies his opportunity and dives forward the long wakizashi plunging into the central eye with a single devastating stab and crackle of electricity. Smoke and steam hisses from its skull and tentacles weakly grasp Kona for a second before the whole massive 12ft long rubbery body flops to the ground with a wet  splat... 

As it does so the mists start to thin and you can see the crevices running across the floor like a shattered china plate, a couple at the far end of the cave large eniugh to allow passage into what you realise must be the upper echelons of the darklands. Aside from the you can see little else, leaving you the choice of exploring the depths of the world or heading back to the boat.
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor walked over and patted Kona on the back.   "Nice job, lad.  Now spread out 'n look fer this beasties trove."   Grimgor checked the beast first, then spiraled out to look for any signs of treasure.  He made note of the passageways and such, then returned to Lara.

 "Orders, Cap'n?" 

 
  OOC  - Looking around for loot and other passages.    Perception  - (1d20+14)[ 22 ] 
 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Seilver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP  46 55   AC 24 (26)  CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
 
DrK
Hunting around the dwarf’s gold senses tingle and Grimgor soon finds the crack where long rotted silks and mounds of metallic coins covered in slime make the lair of the beast. In amongst the slime covered coins is also a heavy metal scroll with a sheaf of scrolls, an ancient looking bow with a red wire that is hot to the touch and a battle axe inscribed with images of trolls

 872gp, 448sp, scrolls (bless, purify food and drink, create food and drink, spider climb, mirror image,
Battle Axe +1
Flaming Composite (+1) Longbow +1 
Yas392
As the group deals with the loot, Tygar scans the area with his glowing blue eyes.

  "So are we going back to the ship, calling it a day or continuing? I have expended group protection spells for the day. The best I can manage is a mist if that counts."  
 
 Spoiler: OOC 
 Detect Magic  around the area.

 Perception:   (1d20+7)[ 26 ] 
 
RCgothic
"I don't think this creator was the source of the curse," Lara suggests. "We should venture deeper yet."
CasualViking
      
      Kona the Illuminator     

 
 "With these reservations, I feel it would be imprudent to press on. I doubt anything would be lost to a good rest" .


 
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied: Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike), Minute Hand (boost)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental flux

  Quick stats
  Soul Candle: 20' bright light, 40' normal, allies within 15' gain +5 [morale] on saves vs. mind-affecting.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Nodding in satisfaction, Grimgor waved over some of the lads to help get the treasure from the beast's lair.  He eyed the axe for a moment, then too and placed it on his belt.   "If'n know one minds, Ah'll be handin' on t'this fer now.  " 

When the group began to discuss a way ahead, Grimgor nodded to the Captain's decision, frowning when Tygar and Kona spoke up.  "Ah know restin' mae seem in order, but we ain't got time.  Two noons till the ship leaves without us ... and we be one down already.  Best press on, or high tail back now.

Anyone seen some o' those spider god drawings?" 

 
  OOC  - We're on the clock right now :)

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Seilver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP  46 55   AC 24 (26)  CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
 
DaOldeWolf
Felix eyes for a moment about the scrolls. " These sound interesting. I might be able to find use for some of these. Depending on the situation, I might be able to cast all of them in an emergency. "
CasualViking
      
      Kona the Illuminator     

 
Kona nods to Lara. He moves down the cave to the deeper crevasses. He crocuches besides a promising one, and guides his light down to investigate the path.
 
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied: Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike), Minute Hand (boost)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental flux

  Quick stats
  Soul Candle: 20' bright light, 40' normal, allies within 15' gain +5 [morale] on saves vs. mind-affecting.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Yas392
After his surveillance, Tygar shrugs at being outvoted and follows after healing the dwarf.

 
 Spoiler: OOC 
 CLW Grimgor:   (1d8+1)[ 6 ] 
 
DrK
With Grimgor in the lead the party heading into the crevice , the air growing hot and humid and the light becoming scarce and non-existent. The light from Felix and Arathmus giving two faint pulsing glowing orbs that struggled to hold back the oppressive darkness. You descend into a maze of dark tunnels that wind and twist angling up and down, scratches on the wall from your weapons acting as guides of a sort, at least for the first hour before you reach a large lava tube of some kind. Glittering fungi and lichens decorate the walls, stalactites of shimmering crystal hang down like razor sharp teeth and the tube plunges at an angle deep into the bowels of the earth and for those learned in such things (such as Tygar and Felix) you realise tha you are looking at the ways into the underdark, or at  least the upper levels of the darklands, the topmost layer  of the underdark filled with all manner of beasts and aberrations...

 
 Do you press on deeper or retreat back up? 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

The dwarf paused at the edge of the tube, leaning on his pike as he scratched his beard.  He listened to Felix and Tygar's thoughts, then stepped back to stand near Lara.  He murmured for her ears only,   "Ah'm thinkin' this more than we should chew right now ... Ye want us t'head back?  Still got wood t'collect fer repairs ..."  

Once giving the affirmative, Grimgor raised a fist and circled it about.   "Cap'n sez we head back fer now ... Les go, lads!" 

 
  OOC  - Back up, looking for 'stuff' on the way back (Perception  24 
 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP  46 55   AC 24 (26)  CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 4/6 marks per day (can maintain up to 7)
 
CasualViking
      
      Kona the Illuminator     

 
 "Good. I would expect nothing but pointless death from going deeper".   
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied: Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike), Minute Hand (boost)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental flux

  Quick stats
  Soul Candle: 20' bright light, 40' normal, allies within 15' gain +5 [morale] on saves vs. mind-affecting.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
As the enormity of the underdark opens up in front of you all there is a moment of pause before at Lara's suggestion you all turn around and slowly make your way up the winding and twisting lava tubes back into the fissure where the strange aberrant slug like fish thing still lies dead. You spend the rest of the day retracting your steps back out of the temple and then up the steep cliff and through the thick heavy jungle. Where eventually, sheathed in sweat and bitten by numerous bugs and covered in wisps of the ever present webbing you manage to at least reach the cliffs overlooking the sea once more.

The salt laden breeze helping to dissipate the  humidity and sweat you can see the Nixie floating at anchor near the shore and your jolly boat still tied up by the rocks nearby, albeit partially filled with some sand and water from being left there for a couple of days. As you appear on the cliff top you are met with a faint shout from the boat and a welcome wave from the crew aboard the Nixie.
Yas392
Tygar breathes in relief as the majority suggests retreat.

  "A wise decision."  

He backs with the group to the boat; using a pebble to test the rune trap and helping the able-bodied in strenuous labor that requires a peak physique on their way back. Once they reach the Nixie, Tygar turns to Lara.

  "Now that we are out of the woods, what's the plan for the rest of the day, Captain Lara?"  
DaOldeWolf
Felix sighs in relief since he was running low on magical power. Isaac is a bit more disappointed on the matter. "  Well, lets regroup for now.  "

When they return to the boat, Felix decides to politely asks about how things have been going on their end. Hopefully, they have been doing better than them on the island.
DrK
Returning to the Nixie some of the crew are thrilled to see you waving at you in greeting, one of the cabin boys running up with some cups of cool water. Avner, the foppish noble snorts and stares at Lara,  "Have you finished your foray now? We've been here for days and are bored. We must be our way I insist..."  before he continuse bleating on the small green clothed gnome slips through the crowd, a curious look on his face as he holds the small set of reading glasses over his beady eyes.  "What did you see? The spider coast has not been explored for many years? Was there anything of interest in there, I mu....  he cuts off and dives onto the deck, the clang of the metal cup on the deck as he bangs it down by Grimgor's boot.  "A sample.. my good dwarf, how considerate to bring one back!" 

Hayley, (Lt Alden) looks up at Lara and grins.  "Tis good to see you Captain, we had worried we had lost  you ashore. Shall we make ready for the off in the morning? We can run out the sails with the dawn. We've topped up the water barrels and are fully loaded." 
DaOldeWolf
"  Pretty unhospitable place. Horrible weather. Horrible fauna. Death lurking at every corner. Died a couple times there. I cant think of a single reason to go through so much duress.  " Isaac complains at loud when the subject of the island is brough up. Felix scratches behind his head in embarrassment for Isaac´s intervention. " Still, I am glad everything went welll on your side. " Felix adds.
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor shook his head at the various conversations and reactions to their return.  After a bit, he grunted and barked loudly,   "Alright, shut it, the lot o' ye!  Cap'n saw an opportunity t'check things out.  Now we know there be old temples, previous visitors, and a way inta th'darklands.  Got inta a scrape 'er two and we're still standin' ..."    He glared at Avner at first, then turned his gaze to Felix and Issac after the second part of his speech.   "Give th'Cap'n sum room and get tha' ship ready fer goin'!" 

 
  OOC  - Just playing the part ... good captain, bad dwarf.

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP  46 55   AC 24 (26)  CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
CasualViking
      
      Kona the Illuminator     

 
 "Giant spiders, traps on the doors, traps on the stairs... I would not recommend the hospitality".   
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied: Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike), Minute Hand (boost)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' gain +1 [morale] on saves vs. mind-affecting.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Urol the gnome is excited beyond measure and demands to hear all the details from the expedition as Lt Alden and some of the crew set up a loose piece of sail cloth over the mid section of the boat for an awning and break from the sun and soon there is a small crowd listening. Only "Lord" Avner is not present as he refuses to mix with the "plebs" in his own words and retreats to his cabin. The young children accompany some of the colonists are the most enthusiastic listeners wanting to hear of Grimgor, Kona and Tali's sword and spear play.

As the day progresses the breeze picks and the Nixie starts cutting the sea's once more. This continues for 8 long days as the Nixie makes good progress flying south with full sails and a strong wind. Lara easily mastering the ship as she speeds under full sail with a frothy wave at her bow.  On the fourth day of the voyage south there a cry from the Crow's Nest as Lavinia's boat hails into view along with a small rocky outcropping as you speed towards the distant Fort Blackwell, that marks the edge of Sasserine's influence. The signal flags aboard Lavinia's  Sea Wyvren  flash up and down as the furry hadozee in the crows nest shouts down to Lara,  "Captain, a message from Lavinia, she wants to know if you and the "heroes" want to join her for dinner in Fort Blackwell when we stop for water" 
 feel free to RP any travel or let me know what activities you were doing for the  8days  
Yas392
Seeing Lara overwhelmed and flanked, Tygar melts into the background to check the health of the crew and chat with them since their departure while Grimgor put his foot down defending the captain. He does it with aplomb and cheerfulness except Alden who he added a layer of assertiveness to put a damper to his non-stop demands for privileges. Once he is done and until he is needed, for the next 8 days, he falls back into the role of a nobody; a watcher for threats from the water, a watcher of the waters to appreciate the motion of their flows and an intoxicated pleb watching the swordplay. He sustains himself on his own abilities when it comes to hunger and thirst because of the ideal environment. The sudden message from the squirrel scout to Lara causes his head to snap up from the waters and turn towards their direction.
DaOldeWolf
Felix makes sure to use his ability to predict the weather every morning on the next few days. He also tries his chances with adding the spell from the mirror image scroll into his spellbook. Interested in adding it to his repertoire. He tries his best to offer assistance when asked. He keeps preparing alter winds, touch of the sea and aboleth´s lung just in case it might become necessary.

 
 Spoiler: OOC 

Spellcraft for the research:  (1d20+3)[ 9 ]  DC:17
 
CasualViking
Kona finds an appreciative audience with the children. When he is not busy with shipboard duties, he spends his time teaching them swordsmanship (with wooden swords), stalking (hide and seek), and morality (telling stories).
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor uses the long days to work on crew readiness.  He ensured folk were practicing their skills regularly, setting up sparring sessions to improve both weapon handling and tactics.  On his personal time, he studied his forms and made sure the crew wasn't slacking in their duties.  By the time they were nearing Fort Blackwell, most of the crew was ready to leave the ship in favor of solid land ... away from the gruff dwarf.

When the call to meet came, Grimgor simply stood nearby and waited for direction from the Captain.

 
  OOC  - Nothing much to add just yet.

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP  46 55   AC 24 (26)  CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 4/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
Flags fy up and down the masts as you agree that the Sea Wyvren and the Blue Nixie will meet in the Port and later this afternoon you find yourself approaching the tiny outpost in the great tropical sea that is Fort Blackwell. The outpost is tiny, a fortified keep maintained by the Lords of Sasserine stands on the edge of the great Ameido Jungle that spans thousands of square miles and you know once you leave here to heads South you have nothing but open ocean, lost islands and perilous storms until you reach Lady Lavinia's colony on the Isle of Dread.

 

As you approach, Luci Barlowe (the young flame haired ship's surgeon) looks out and grins widely. She nods to Tygr and approches him,  "Master Tygar, I was hoping when we got to the Fort yo may accompany me to whatever general store the have and help me replenenish the ship's medical suppies?" . Nearby Master Vindalf Thrain (the long bearded Master at Arms) grunts to Grimgor in dwaven.  "THE LASS BE DAFT IF SHE DO BE THINKING THEY'LL HAVE WHAT SHE NEEDS. THEY'LL BE CRAWLING THE WALLS TO GET ONTO OR BOAT TAE ESCAPE" . Shaking his head he bellows at the Artemis and Sarah (two of the crew) to get ack to work.  Urol the gnome and the pale and sweaty looking Father Feres are also on deck. The gnome telling the pale and sweating priest much of the ancient past of the Fort (though you wonder how much is accurate!)

Soon you pull up alongside the gangplank and can see the small outposts street busy as everyone has come out of their houses and businesses to greet you. A delegation from the keep marching down towards the dock with a palaquin atop the backs of a pair of what appears to be massive primates of some kind. The dock master, a tanned wiry looking man with a hook for a left hand looks up at you as the gangplank drops down.   "Praise Besmara, a ship. We've not seen visitors since the Crimson Fleet did blockade us! Do you have much to trade, aye you'll be wlecome here and his emmince Governer Cargil will be glad to see you!"  

Even as he is speaking the  Nixie  ties up beside your  Sea Wyrven   and Lavinia waves, the green cloaked Jade Ravens also atop the deck. Tolin and Lan pay more attention to the town whilst Lynae waves happily at Lara and Felix and Kaskus the dwarf offers Grimgor and staid nod of respect. Lavinia bounds down and offers Lara a sisterly hug.  "Lara, wonderful to set eyes upon you. When the ships seperated I was worried. But now we can relax here and catch up."  She glances at the one armed harbour master with a  demanding,  "What's the finest Inn in the town.."  but the man reddens and shrugs.   "We only got one in, just the Jabbering Parrot. Miss Emiska did own her bakery but she died of the jungle pox some 6 months hence."  

Lavinia grins,  "Very well, then we'll this governer and deliver the messages I carry from the Council and then you and I, plus your crew and my Ravens shall feast." 
  
  

Fort Blackwell has a general store (800gp limit), an alchemists (300gp limit) and one Inn (the Jabbering Parrot). What would you like to do...
 
 Meet the Governer 
 Go the Pub 
 Do some shopping? 
 Explore the small island that Fort Blackwell sits upon? 
 Let Father Ferees leave to go the small "Shrine of the Heavens" (polydenominational) 
 
RCgothic
 
 Originally Posted by DrK 
 Returning to the Nixie some of the crew are thrilled to see you waving at you in greeting, one of the cabin boys running up with some cups of cool water. Avner, the foppish noble snorts and stares at Lara,  "Have you finished your foray now? We've been here for days and are bored. We must be our way I insist..."  before he continuse bleating on the small green clothed gnome slips through the crowd, a curious look on his face as he holds the small set of reading glasses over his beady eyes.  "What did you see? The spider coast has not been explored for many years? Was there anything of interest in there, I mu....  he cuts off and dives onto the deck, the clang of the metal cup on the deck as he bangs it down by Grimgor's boot.  "A sample.. my good dwarf, how considerate to bring one back!" 

Hayley, (Lt Alden) looks up at Lara and grins.  "Tis good to see you Captain, we had worried we had lost  you ashore. Shall we make ready for the off in the morning? We can run out the sails with the dawn. We've topped up the water barrels and are fully loaded."  
 

Lara does her best not to appear exasperated with the annoying noble as she sweeps past him towards the quarterdeck. "You'll think the jungle view was scenic compared to the open ocean, Lord Avner. I advise you take up a hobby."

She moves past the noble and greets Lt Alden in kind. "Aye, a prosperous little excursion and hopefully little less dangerous for sailors on this coast from now on."

Lara fishes a coin purse out of her waistcoat and tosses it to her XO with a clink of metal pieces. "Good work keeping  The Sea Wyvern  while we were gone. This is just a little prize money for the crew. Distribute it according to rate with captain's complements. We sail in the morning. Have Davtrix chart a course to the rendezvous and we'll convene in my cabin in the morning to review it with Felix in the morning for his assistance with the weather. Very Good Lieutenant, carry on."

 
 Spoiler 

Giving up 200gp of my share of the temple loot to the crew. Got to keep them happy!
 


 
 Originally Posted by DrK 
 Even as he is speaking the  Nixie  ties up beside your  Sea Wyrven   and Lavinia waves, the green cloaked Jade Ravens also atop the deck. Tolin and Lan pay more attention to the town whilst Lynae waves happily at Lara and Felix and Kaskus the dwarf offers Grimgor and staid nod of respect. Lavinia bounds down and offers Lara a sisterly hug.  "Lara, wonderful to set eyes upon you. When the ships seperated I was worried. But now we can relax here and catch up."  She glances at the one armed harbour master with a  demanding,  "What's the finest Inn in the town.."  but the man reddens and shrugs.   "We only got one in, just the Jabbering Parrot. Miss Emiska did own her bakery but she died of the jungle pox some 6 months hence."  

Lavinia grins,  "Very well, then we'll this governer and deliver the messages I carry from the Council and then you and I, plus your crew and my Ravens shall feast."  
 

Lara smiles at Lavinia, returning the hug. "It was just a brief diversion  My Lady , we took an opportunity to rewater and respar  The Wyvern  whilst my colleagues and I cleansed an ancient temple of its curse. All in a week's work!"

"I'd be happy to accompany you to the governor to pay my regards on behalf of my crew."
DrK
Lavinia linking arms with Lara bids the harbourmaster lead onwards towards the approaching obese governor sat atop his palanquin, his corpulent frame sweating in the jungle heat. The beasts bearing it looking like hulking 4-armed gorilla's with dark black fur and long claws. Each of the huge 4 armed primates has a blindfold around its head and a set of shackles on its lower tertiary arms. THe governer is accompanied by ~8 soliders in the uniform of Sasserine Town Guard each sweating under the rims of their steel helmets.

 

The governer looks down at you for a long moment, taking in Lavinia and Lara with the various adventurers milling about nearby and a happy looking crew aboard the Sea Wyvren excited about spending their share of their Captain's loot that she kindly shared. He looks with distaste at the thin elf crewwomen before finally speaking in an abrupt tone.  "I was given leave to think the leader of this expedition would greet me. Where is your husband or a captain of the ship?"  he demands curtly,  "Fetch them so we can discuss what I require from your vessels?" ... his tone is rude and he doesn't see the wincing of the harboumaster

--

On the busy quay Urol is happy to vanish into the town and looks to see what any other heroes are doing. On the deck the sweating priest starts trembling and Tygar standing near him can see Father Feres has gone pale, a muttered,  not now... I only need another hour.. not now damn you..."  as he clutches at his abdomen that Tygar swears has something moving in it!
RCgothic
Lara stares flatly at the governor for several seconds before responding:

"Captain. Commodore." she states plainly, gesturing at first herself and then Lavinia.

Turning to Lavinia, Lara addresses her at volume that leaves no difficulty for the governor to overhear.

"Lady Commodore Vanderboren,  The Sea Wyvern  is well stocked and watered. I don't think we need to linger here. My crew would be disappointed   not to spend their coin , but they'll get over it. And we'd reach our destination sooner."

 
 Spoiler 

Combination Bluff/Intimidate/Diplomacy (all same mod) to get him to drop the attitude.  (1d20+12)[ 13 ] 
 
Yas392
Having prepared a new set of spells before the docking, Tygar lingers a while to check each of the crew member's health to ensure they are fit to leave the ship. When Luci comes up to him with a request as he is in mid-check up after checking himself, Kona, Grimgor, Felix, Aramus and Lara (whom he prioritize first), the cleric smiles.

  "Miss Barlowe, I am busy at the moment so I will have to decline. Perhaps another time."  

Tygar moves to Father Feres. Upon his pale complexion and seeing movement beneath his abdomen, the cleric applies  Protection of Evil, Communal  to the man and himself (Father Feres - 3 minute, Tygar - 2 minute) as an immediate response.

  "Father Feres, you are unwell. Please lay down while I diagnose the cause and heal you."  
 
 Spoiler: OOC 
 Heal:   (1d20+7)[ 15 ] 
 
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 5
Spells: 0(6) 1(4) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Read Magic
1: Protection from Evil, Enlarge Person, Endure Elements, Burning hands
2:Invisibility, Protection from arrows
 


Felix is glad to be on solid ground once more. Especially one that was more calm after the spider island. He decides to go and check the island. He informs the others about his plans for the day before leaving with Isaac on his shoulder. After the eno****er with the spiders, he had wanted to look for options for curing ailments and it seemed like a great place to look for stuff like potions for such a task. He decides that his first stop should be the alchemists since they were probably the best suited for his objective.
CasualViking
      
      Kona the Illuminator     

 
Kona has laid out the  loot , stacked out the coin.  "These things. Plus, a magical club and amulet for Aramis, an axe for Grimgor, some scrolls for Felix. I suggest we each take five hundred gold now, and see how much of this unclaimed treasure we can sell on the market or to the governor. It's not a fair split right now, but we can keep that in mind down the road, as other treasures are aqcuired. An extra axe on Grimgor's belt does me more good right now than another fat purse of coin in my hand".  

On land, Kona eyes the shackled creatures disapprovingly.  Are they beasts? Strong, dangerous and aggressive, a hazard to the ship? Or are they actually people? . He squints at the ranting merchant, and dismisses him as a windbag, not an imminent threat.  
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike), Rapid Strike
Maneuvers Readied: Flash of Insight (boost), Flick of the Wrist (Strike), Elemental Strike, Minute Hand (boost),
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 15' bright light, 30' normal, allies within 15' do +3 cold damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
 On the Dock 

On the dock the governer riles at Lara's words.  "A woman Commodore. You jest, or the world has gone mad since I last laid eyes on dear Sasserine..."  he pauses in speech as he spies Avner before grinning.  "Ay, you jested, Lord Avner, this woman claimed to  be the Captain, clearly she was in jest as a noble of your standing must be the leader here."  Avner strides down the gangplank sneering at Grimgor and Kona as he passes them and grinning mockingly at Lara.   "Ah Governer. it is good that you can see how things should be... We should discuss things away from the docks and these commoners..."   he swings an arm wide taking in much of the crew and Grimgor/Kona. The Governer nods in agreement,  "Ladies, the Lord Avner will I'm sure let you know what is required. Unless you wish to join us..."  he adds, taking Lavinia's hand in his pudgy sweaty hand and slobbering over it.

Lara can see the tightening in Lavinia's jaw, as Lady Vanderboren mutters a dark  "No. that is not required."  then pauses as they leave,  "You,"  she motions to the harbourmaster,  "Come and see my 1st mate. They'll tell you want we need" .

---

 On the Sea Wyvern 

Tygar cannot work out what is happening, but the protection seems to calm things down. Feres looks wild, his eyes filled with pain and fear!  "Oh my, you must get me to the Temple. They can remove it there. It was supposed to be later, I had more time. I didn't want to di....." 
His last words end as with a great ripping sounds a form of blue slime tears free from his chest with a cackling howl! The crew on deck scream, the dock gang shout with fear and Kona and Grimgor at the gangplank (so other end of the deck) can only turn in surprise. The creature, the weird frog demon looks at Feres husk and plucks out part of the man's chest and gobbles it down, a breath in the air giving a foul waft of air over Tygar crouched nearby.

 

The Slaad looks around the desk, eyes bulbous eyes glinting as its makes ready to attack!

 

The Slaad has burst forth from its egg that Feres was smuggling. Its on the deck, ~5ft from Tygar.
Grimgor and Kona are on the ship ~30ft away from it
Lara is on the harbour ~80ft away
Felix is milling around on the wharf ~60ft away

Slaad has initiative of 14 so you can roll in the OOC to see if you go before or after it

 
RCgothic
Lara's jaw is every bit as clenched as Lavinia's at their treatment.

 "I'm sorry Lavinia, their attitude must have caused me to lack my usual charm. Please say we can leave Avner here,"  she mutters.

At the sound of screams Lara quickly steps between Lavinia and the source. "What the in hells?" she wonders, her view of the scene unclear. Then she breaks into a run towards the gangplank, drawing her rapier as she runs.
Yas392
Tygar's eyes widen at the messy death but shakes his head, turning it sideways.

  "Everyone, arm yourselves! Monster on board ship!"  

Soon after he hollered, his chest inflates and retracts, accelerating after its first cycle as his breathing.

 
 Spoiler: OOC 
 Tygar's Initiative:   (1d20+4)[ 5 ] 
 
CasualViking
      
      Kona the Illuminator     

 
Kona stares at the creature, then springs into action. He rushes across the deck, and his blade flashes, too fast for the eye to follow.

 
 Spoiler: Rolls and actions 
Move action to close the distance (30') and draw katana.
Swift: Minute Hand   attack  - (1d20+6)[ 15 ] ,   dam  - (1d10+10)[ 14 ]  +   electricity  - (2d6+2)[ 7 ] . Standard: Rapid Strike:   attack  - (1d20+8)[ 12 ] ,   dam  - (1d10+10)[ 11 ]  +   electricity  - (2d6+3)[ 13 ] 
  attack  - (1d20+8)[ 21 ] ,   dam  - (1d10+10)[ 14 ]  +   electricity  - (2d6+3)[ 7 ] 
  granted maneuver  - (1d3)[ 2 ] 
 
 
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike),  Rapid Strike, Minute Hand (boost) , , Flick of the Wrist (Strike)
Maneuvers Readied: Flash of Insight (boost), Elemental Strike,
Animus: 2
Illumination: 3
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 15' bright light, 30' normal, allies within 15' do +3 electricity damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor had stood to the side as the governor approached.  The man's demeanor drove home Master Thrain's earlier comments, making the dwarf wonder what ridiculous tasks would come from the bloated fool of a man.  He gritted his teeth at the disrespect the Governor showed the Captain, but managed to not say anything.  However, when the man put his hand on Lady L, Grimgor had his pike at the ready, visibly restraining himself from stomping forward and skewing the arsehat.  The looks he received clearly indicated it was a poor choice, but the dwarf cared little for social etiquette ... especially when his own leadership was being mocked and treated so poorly.

Before he could make another bad decision, a scream erupted from further up the dock and a large, blue demon appeared, howling in challenge.  Eyes narrowing, Grimgor nodded to the tengu next to him, following the bird-like figure barely a step behind.  He shifted his stance to use his weight to increase his speed, then rushed forward to strike with a heavy blow.

 
  Round 1  - Swift action: shift stance to Running Hunter's Stance (+10' move, gain scent); Move action: advance to melee behind Kona; Standard Action - use Greater Snapping Turtle maneuver (+3d6 damage, ignore DR) with magic pike

  Attack  - (1d20+8)[ 10 ] ,   Damage  - (2d6+4)[ 12 ] 

EDIT: I can see that everytime I use that manuever I'm going to miss ... given the roll, not gonna bother with the maneuver damage, unless someone has a reroll ability?

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Running Hunter's Stance (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24   CMB/D +7/18
F +6  R +5 W +8  Init +4 Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar,  Greater Snapping Turtle , Throwing Thunder
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]);  Running Hunter’s Stance (+10’ move, gain scent) ; Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
Aboard the ship the crew scramble, most running to the fore or aft castles, a couple of them reaching for cutlasses or other weapons as they slaad apears on deck. Urol the gnome on the dock turns in shock, a look between revulsion and curiosity on his face as Lara bounds past ignoring the comments from the Jade Ravens. Even as she runs past an arrows flies between the boats from Tolin's bow but misses and Limae, her dark hair flapping in the tropical wind beckons a trio of dark orbs fly free, one unravelling but two striking home as she lanuches magic missiles from the Nixie.

Aboard the Sea Wyrven Kona moves like lightning both blades flickering, the first bouncing off its hide, the second slicing cleanly into it although Kona notes that the crackling electricity seems dampened by the things innate slime and otherwordly nature. Behind Kona the kenku can feel Grimgor's comforting presence as the war pike is thrust forwards but blocked. Beside Kona master armsman Vindalf stomps forward, a stout waraxe in hand but his swing bounces off the creature, but a  thrown knife from Cooper the shady half orc strikes home.

THe slaad howls before turning on Kona and Vindalf with great swings of its clawed arms before a field of multicoloured riotous magic sweeps the deck leaving screaming and agony in its wake (although Cooper you see if unharmed, much to his surprise!)

 

Slaad full attack
Vs Vindalf claw  (1d20+12)[ 31 ]  dam  (2d6+5)[ 13 ] 
vs Kona claw  (1d20+12)[ 13 ]  dam  (2d6+5)[ 7 ] 
Vs Grimgor  (it has reach) claw  (1d20+12)[ 15 ]  dam  (2d6+5)[ 10 ] 
Vs Vindalf claw  (1d20+12)[ 32 ]  dam  (2d6+5)[ 17 ] 
Vs Kona Bite claw  (1d20+10)[ 27 ]  dam  (2d8+2)[ 6 ]  and DC 16 Fort

Quickened SPA Chaos hammer on Vindalf, Grimgor, TYgar, Kona and Cooper
 (4d8)[ 19 ]  damage Will DC 16
- If lawful, save for half damage and if failed slowed for  (1d6)[ 1 ]  rounds
- if neutral, save for quarter damage and no slowing
- if chaotic its a gentle bath


 
Yas392
Tygar attempts to resist the spell and withdraw from the fiend's reach, drawing his bow in the process.

 
 Spoiler: OOC 
 Will save:   (1d20+8)[ 23 ] 

Total Defense (+4 dodge AC;  Current AC:  24 (17 + 3 from Aura + 4 from Total Defense)

Move Action to move away from Slaad (Provoking AoO)

Or

Withdraw action if he can avoid AoO
 
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 5
Spells: 0(6) 1(4) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Read Magic
1: Protection from Evil, Enlarge Person, Endure Elements, Burning hands
2:Invisibility, Protection from arrows
 


Felix goes back to help the team face the creature with Isaac flying by his side. While moving back, he asks Isaac if he can recall anything about the creature.

 
 Spoiler: OOC 

Which Knowledge check should I roll to learn more about the slaad?
 
CasualViking
      
      Kona the Illuminator     

 
Kona squawks indignantly as the froggy fiend bites him, and he slides back out of the grasp of that mouth. He soon answers that insult with his own crackling blades.





 
 Spoiler: Rolls and actions 
  will save  - (1d20+8)[ 11 ] ,   fort  - (1d20+4)[ 6 ] . Granted maneuver:  (1d2)[ 1 ] .
9 damage from the spell, 6 damage from the bite and a failed fort save.
Swift action to increase Illumination to 6. Full Round to initiate Flick of the Wrist.   Katana  - (1d20+10)[ 21 ] ,   damage  - (1d10+10)[ 14 ] +  electricity  - (2d6+5)[ 7 ] ,  Wakizashi  - (1d20+10)[ 14 ] ,   damage  - (1d6+9)[ 15 ] +  electricity  - (2d6+5)[ 12 ] 
 
 
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike),  Rapid Strike, Minute Hand (boost) , ,  Flick of the Wrist (Strike) , Flash of Insight (boost)
Maneuvers Readied: , Elemental Strike,
Animus: 4
Illumination: 6
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 15' bright light, 30' normal, allies within 15' do +5 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 21/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
Lara reaches the top of the gangplank just in time to see Vindalf meet his grisly end.

 "Clear the deck!"  she bellows at the remaining crew. " Aloft or below, just stay back! "

Without a second's hesitation she lunges towards the slaad with her rapier drawn!
 
 Spoiler 
Charge:  (1d20+13)[ 22 ]  crit 15-20
 Crit confirmation:  (1d20+13)[ 32 ]  
Damage:  (1d6+15)[ 16 ]  using 1 panache (if hits)
 Extra damage:  (1d6+5)[ 8 ]  
 
DrK
Vindalf staggers as the reign of evil sweeps the deck before screaming once briefly as the Slaad closes its clawed hands upon the dwarf and twists in opposite directions literally ripping the dwarf in half in a welter of blood that showers over Grimgor and Kona. Slipping on the blood soaking the deck Tygar staggers back, retreating up the deck away from the Slaad. Felix sweeps up onto the deck, breath heaving from the run back.

On the deck Grimgor and Kona continue to battle it, Kona sweeping their blade across its chest in a welter of strange bluish blood. Then Lara appears beside the kenku, rapier lashing out to sink deep into. Another arrow from Tolin goes wide but more magic missiles fly from Limae hitting in its back.

The slaad snarls and a the sweeping cloud of dark chaos erupts on the deck of the Bkue Nixie engulfing the Jade Ravens and some of the crew... screams over the water show that its hit home. The froggy demon, trailing ichor then lashes out at its attackers on deck, on all 3 of them.

 Slaad full attack
Vs Lara claw  (1d20+12)[ 16 ]  dam  (2d6+5)[ 7 ] 
vs Kona claw  (1d20+12)[ 30 ]  dam  (2d6+5)[ 15 ] 
Vs Grimgor (it has reach)  (1d20+12)[ 19 ]  dam  (2d6+5)[ 17 ] 
Vs Lara claw  (1d20+12)[ 30 ]  dam  (2d6+5)[ 13 ] 
Vs Grimgor Bite   (1d20+10)[ 20 ]  dam  (2d8+2)[ 11 ]  and DC 16 Fort 
Yas392
Tygar looks at the bloodstained deck, crafted by the remains of Vindalf. He mutters a brief prayer then moves until he is 30 ft from Lara and Kona. Clutching his wave symbol, he elicit an utterance, sending a wave crashing at the injured two.

 
 Spoiler: OOC 
Moves until Tygar is 30 ft from Lara and Kona and where he can exclude the Slaad from Channel Energy Burst.

 Channel Energy; prioritizing Kona and Lara:   (3d6)[ 11 ] 
 
RCgothic
"This is for Vindalf!" Lara cries as she tries again to get past the Slaad's guard.

 
 Spoiler 
  Attack  (1d20+11)[ 14 ] 
Damage  (1d6+15)[ 21 ]  (using 1 insp)
If Hit Menacing Swordplay as a swift: intimidate (1d20+12)[ 16 ]  
 4  5 insp remaining. That probably all missed.
 
CasualViking
      
      Kona the Illuminator     

 
Kona slashes at the monster again, but it batters his attack aside and rakes him across the chest. Kona stumbles backwards, dropping his short sword and focusing his light on himself to close the wound. Somewhat.

 
 Spoiler: Rolls and actions 
Take 15 damage from a claw, 6 hp left. Move action: Animus Healing  (4d6)[ 11 ] ,   attack  - (1d20+8)[ 13 ] ,   damage  - (1d10+10)[ 14 ] +  electricity  - (2d6+5)[ 11 ] 
 
 
 
  
 
 Spoiler: STATS 


Maneuvers granted: Elemental Strike,, Lance of Power (Strike),  Rapid Strike, Minute Hand (boost) , ,  Flick of the Wrist (Strike) , Flash of Insight (boost)
Maneuvers Readied: ,
Animus: 3
Illumination: 7
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 15' bright light, 30' normal, allies within 15' do +5 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 17/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor felt the magic wash over him, shaking his head as if to clear the cobwebs.  With a snarl he moved to flank the creature, raising his pike to strike again ... then he stepped once more and struck once more.    "Come on, lads!  Ware it's claws and keep yer courage ... ye heard th'Capn - we kill this beastie fer our mate!"  

 
  Round 2   - Looks like a missed a round in there, but if I can get it let's go with
Shift stance to Primal Warrior's Stance (swift), slide to flank w/Kona or Lara (move); attack w/magic pike (standard)
  Attack  - (1d20+10)[ 30 ] ,   Damage  - (4d6+6)[ 23 ]  (70 damage if 16 confirms)

 Round 3  - Encouraging Roar (swift), power attack w/pike (standard)
  Attack  - (1d20+10)[ 25 ] ,   Damage  - (4d6+12)[ 23 ] 

If either hit, Grimgor will expend an Armiger's Mark to make it harder for the beast to attack anyone else.

 Effects : Encouraging roar (+2 attack/damage, 3 rounds); Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Warrior's Stance (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 45/55   AC 24   CMB/D +7/18
F +6  R +5 W +8  Init +4 Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar , Defending the Pride, Warning Roar,  Greater Snapping Turtle , Throwing Thunder
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
Even as the beast mauls Kona, Grimgor and Lara the priest Tygar is able to retreat and a pulse of his divine power spreads out healing the worst of the wounds. Then Lara, Grimgor and Lona fall upon it! The pike lashes out twice each one puncturing massive wounds in the frog and his encouraging bellow inspires Kona who lashes out with the gleaming blade that with a crackle of electricity parts the boggle eyed head from its shoulders!

As it dies there is a ripping sound as the body seems to implode vanishing in a dark mote that seems to swallow itself

The deck of the Sea Wyvren and the more distant Nixie look like charnel yards with crew and passengers slowly trying to recover from the unholy blights. The Sea Wyvren faring better where Tygar had saved several of the crew as they lay dying.
Yas392
Tygar turns to Lara, Kona, Isaac, and Grimgor.

  "The monster exploded out of Father Feres before I can ascertain the full story. He was in pain and carrying something in his stomach. It seems he is smuggling a living being or forced to carry it. He plead to me to bring him to the temple for removal, adding that this symptom was suppose to happen later. Perhaps I can get more information for us from Father Feres's corpse once I prepared a speak to the dead spell for it if Father Feres's remains are viable for the spell. Or we can pay a visit to the temple he was going to cast light on his past dealings or situation."  

After his hurried explanation, he springs towards the crew, checking their health. He asks the injured to gather near the party to be healed.

 
 Spoiler: OOC 
 Channel Energy to heal injured members:   (3d6)[ 12 ] 
 
CasualViking
      
      Kona the Illuminator     

 
Kona wipes his blades clean, running his fingers gingerly across the blade to ensure that the fiendish blood has not damaged them.  "That is....disconcerting. If this creature had emerged somewhere else, not surrounded by hardened warriors.... many people would have died. We do indeed need more information".   
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike,
Maneuvers Readied: Elemental Strike, Minute Hand (boost), Flick of the Wrist (Strike), Flash of Insight (boost)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor wiped off his pike, grumbling under his breath as he glared around the pier, his eyes falling on the mayor and the nobleman.  His gaze spoke volumes, seemingly offering a similar experience to any who bad-mouthed his Captain and employer.  Turning back to the group, he grunted  "Well done, all.  Check on ev'ryone and heal th'wounded.  Collect th'bodies fer restin'.

Tygar, not sure ye've got much t'work with ... but we should be visitin' th' temple.  Mebbe got ourselves a cult.  Thoughts, Cap'n?"   

 
  OOC  - Back to Silver Crane Waltz stance ... gather up the injured for Tygar's healing, get Vindalf's body for preserving.  And fully healed!

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
RCgothic
" Send for the Surgeon! " Lara calls as she attempts to recover control of the situation. "Start triaging the wounded and get me a damage report," she instructs Lt. Alden as soon as she appears.

"Tygar, get across to the  Nixie  on the double! They'll need your help!"

 "What in the hells was Feres thinking?! " Lara mutters to herself, rubbing her forehead.

"I agree, we need to go and pay that temple a visit once Tygar's done all he can for  Nixie ," Lara agrees with Grimgor and Kona. "They've got a lot to answer for."
Yas392
  "With the Nixie next to us, they are not safe from what the creature inflicted earlier. I will have to heal them post-haste after I took care of our crews health."  

After healing and checking the crew members of the Sea Wyvern, Tygar nods at Lara's order. He rushes to the Nixie.
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 5
Spells: 0(6) 1(4) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Read Magic
1: Protection from Evil, Enlarge Person, Endure Elements, Burning hands
2:Invisibility, Protection from arrows
 


" That sounds horrendous. This is definitely concerning. " Felix replies after the explanation given. " I am ready to offer any magical assistance on my end. Isaac, are you able to recall anything about the creature? "

 
 Spoiler: OOC 

Isaac Know. Planes  (1d20+6)[ 10 ]  to hopefully learnt more on the slaad.
 
Yas392
Tygar reaches the Nixie. He tells the injured to gather near him for healing from damage caused by the blight. After keeping the injured alive, the cleric turns to a crew member.

  "I have done what I can to keep the wounded alive. Tell your surgeons to take care of the wounded. I am leaving the rest to them."  

Tygar rendezvous with the party to update Lara on the situation.

 
 Spoiler: OOC 
 Channel Energy:   (3d6)[ 8 ] 
 
DrK
Tygar triages the Sea Wyvren and then the Blue Nixie where his healing power is able to save three of the crew who had fallen to the blight. Soon after the Jade Ravens (well Tolin) joins Lavinia on deck nodding to the heroes with a wry  ”Interesting passenger you found there.” 

Lavinia shakes her head, a curt  ”Tolin, please play nicely. Lara, are you okay? Will this derail the voyage?”  Of more concern is the governor fleeing back to his keep atop his girallion palanquin and the dock master trembling with fear.

Lara is soon able to ascertain that the Temple is in the middle of town opposite the Inn and the small selection of shops should she wish to approach it
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 5
Spells: 0(6) 1(4) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Read Magic
1: Protection from Evil, Enlarge Person, Endure Elements, Burning hands
2:Invisibility, Protection from arrows
 


" So, what should we do next?  " Felix replies a bit unsure. " Should we try first to scout? Or should we just rush to our destination? "
Yas392
Tygar turns to Lara as if awaiting her decision.
CasualViking
      
      Kona the Illuminator     

 
 "We need to head to that temple. Find out of they were expecting him. And maybe not trust them entirely. "  
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike,
Maneuvers Readied: Elemental Strike, Minute Hand (boost), Flick of the Wrist (Strike), Flash of Insight (boost)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
"No it won't derail the voyage, Vindalf aside our casualties were fortunately light. But as far as I'm concerned that temple owes us both damages," Lara seethes, replying to Lavinia and the others. "Let's go and pay them a visit."
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor nodded at the Captain's order and started stomping towards the 'town.'  If they passed Avner, Grimgor bodied his way past, muttering,  []i]"Make way, bystander ..."  [/i]  He asked for directions once they found a dock worker uninjured and willing to talk, and led the way.  The grim state of his visage made it clear he was in little mood to chit chat.

 
  OOC  - Moving, moving, moving!

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
Hearing the carnage from the docks the streets are very quiet, curtains twitching and people staring from upper floor windows watching you troop through the town streets. Its only a short walk to cross the town square past the lone inn and general store before you reach the small temple to the collection of various gods, goddesses and sundries. As you'd expect the stag father - Erastil - and the Gods of Man and township -Abadar - dominate this frontier town.

Entering the small squat stone building that resembles a small castle keep with an arched dome and small turrets suggesting a second floor the room opens up into a wide knave with a dozen or so alcoves representing the gods like Calisitri, Desna, Shelyn and so on, even a small one to Asmodeus lurks in the corner behind a curtain. At the far end flanking the altar are depictions of Abadar and Erastil.

Also at the end of the room is half a dozen townsfolk praying or kneeling in quiet contemplation and a tall well groomed priest with a neat beard and an educated demeanour. He looks up as this party of scruffy armed people stomp into his Temple -  "WHo are you? Unless you are the fallen avatars of Gorum you can take off those armouries and return in better order." 
 
RCgothic
Lara is having precisely none of his attitude. Although she hasn't drawn her rapier yet, her fury strongly suggests rapier-drawing could be contained in the immediate future.

"My chief armsman is dead because your Father Feres smuggled a  Slaad  aboard my vessel! More are dead on board the  Nixie ! If I don't have an  excellent  explanation for what just happened in the next thirty seconds you're going to  wish  I were an avatar of Gorum!"

 
 Spoiler 

Intimidate  (1d20+12)[ 22 ] 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor followed the Captain, and sensing another casualty, he stepped in as well.   ”Aye, Father, tis as the Cap’n says.  We be tryin’ t’find the logical explanation fer this ...”   Leaning on the shaft of his pike, an unspoken counterpoint to Lara’s approach.

 
  OOC  - Grimgor will attempt a Diplomacy check that may serve to add to the Captain’s efforts.   Diplomacy  - (1d20+13)[ 14 ] 
EDIT - that luck tho!

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
THe priest looks confused raising his hands at the angry woman storming into his temple. His acolytes nearby on the stage equally confused and startled by the raised voices in the Temple. He shakes his head.  "I have not heard of a Father Feres, much less a slaad. Have you been at sea for long to come here with such wild demands, I have heard long voyages can lead to flights of fancy.."  he offers as he keeps his hands up.  "Now. I would ask you leave my temple, you are disrupting my flock."  he adds the last with a hard glance at the scared looking folk in rough homespun wool near the front row.

 
 Spoiler: Sense Motive DC21 

He is lying and has heard of Father Feres

 
 Spoiler: Sense Motive or Percepction  DC 23 


he is starting to cast a spell using disguised casting
 

 
Yas392
Tygar tries to ascertain the priest's behavior. He glares at the priest.

  "Liar! You do know him."  
 
 Spoiler: OOC 
 Sense Motive:   (1d20+7)[ 21 ] 
 
RCgothic
It takes only a moment for Tygar to ascertain the priest's lies and notice his concealed casting for her to knee him somewhere sensitive and then drive her elbow into his nose!

 
 Spoiler 
 (1d2+8)[ 9 ]  non-lethal. -2STR but using inspiration for x2 lvl to damage
 


A moment later her blade is pointed pointedly.

"So you do know father Feres! A  Slaad ! What the hells were you idiots thinking!? Members of our crews are dead because of you!"
 
 Spoiler 
 Menacing Swordplay intimidate  (1d20+12)[ 17 ] 
 
CasualViking
      
      Kona the Illuminator     

 
Kona tilts his head and looks at the priest, his black eyes blinking. Then, out come his swords. He keeps an eye on the priest's flock, and moves to place himself between them and the exit. 
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flick of the Wrist (Strike),
Maneuvers Readied: Elemental Strike,  Flash of Insight (boost)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 5
Spells: 0(6) 1(4) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Read Magic
1: Protection from Evil, Enlarge Person, Endure Elements, Burning hands
2:Invisibility, Protection from arrows
 


Felix sighs as he predicts that combat was imminent. In such a small space, he knew he would need to guard himself from a potential big crowd of attackers. A set of armor made of light appears on him in resemblance to a medium set of armor.

 
 Spoiler: OOC 

Using two points from the arcane reservoir to use armored mask as a standard action and then as an immediate action, gain the extra effect from it. For a total +6 to AC.
 
Yas392
Tygar draws his bow and cast shield on himself while moving to block any other exits.

 
 Spoiler: OOC 
Draw weapon and cast shield (+4 AC) on self.
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

At the priest's derogatory response, Grimgor bristled.   ”Why ye little puffed shirt arse ... Ah'll box yer ears if'n ye speak tha way to me Cap'n again!”   But suddenly amidst a shout of "LIAR" his companions leapt into action drawing weapons.  The Captain went as far as to knee the priest in the nether regions and smash his nose with her elbow.

Uncertain what they saw, Grimgor raised the pike he had been leaning on and settled into a defensive stance.

 
  OOC  - Entering defensive focus ... threaten's 20' and he has up to five attacks of opportunity

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
A brief scuffle breaks out, Lara punching the priest solidly disrupting his spell as he spits out a tooth. Swearing he looks at her...  "You hit me, you hit me in my own Temple. The Gods will curse you, you fool!"  he shouts at her. Most of the parishioners move to leave the exit getting busy as they crowd out until its only the dapper young priest and three of his acolytes, 2 young men and a young woman left.

he snarls a curse in a language that no-one recognises before shaking his head.  "If the fool was trying to carry a Slaad egg within him then that is his won fault and he paid for his stupidity. I did not request anything like that."  His voice is sharp and angry but he appears to be telling the truth.  "You have no proof of any wrong doing, you are not of this town and the Governer is my ally... now leave before we take steps to remove you.." 
CasualViking
      
      Kona the Illuminator     

 
Kona doesn't put down his swords. He ponder the priest's words.  "He may be truthful on the specifics, but he speaks life a guilty man. And as an oppressor. We will have the truth from Feres' own lips tomorrow morning, but will that be soon enough? We have shown our hand, and the men may be enemies. Life and death are still balanced on the edge".  
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flick of the Wrist (Strike),
Maneuvers Readied: Elemental Strike,  Flash of Insight (boost)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
  "If your little cult or that damn fool the governor cross me or my crews again I promise there won't be a next time."   Lara threatens in tones leaden enough to anchor the  Nixie , poking the priest with the tip of her sword to emphasize her seriousness.

Intimidate  (1d20+12)[ 14 ] 

"I think we're done here," she announces to the room at large. "Buy anything you need and report back aboard ship. I don't intend to stay a moment longer than we have to. And if the governor wants our help for anything he can forget it."
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor stood silent for a moment as Lara stormed out.  He motioned for the others to depart as well, before he turned back to the man and his acolytes.  With his pike in hand, he shook his head slowly.   ”Ah told ye what would happen if ye spoke t'me Cap'n tha' way agin. ”  The shaft of the pike snapped out, stopping a hair's breath from the side of the priest's head.

 "But praps yer just daft.  Or in too deep fer yer own good.  If'n there be sumtin' dark in dis temple or town and yer wishin' fer a way out, speak now, lad.  Otherwise, ye'll be wishin' thCap'n was th'worst o' yer problems."   Grimgor's gaze took in all those still remaining, his offer/threat extended to all present.

 
  OOC  - Trying to give him a chance with some dwarven diplomacy.    Diplomacy  - (1d20+13)[ 32 ]  ... with   Sense Motive  - (1d20+12)[ 31 ]  to gauge the honesty of any response.

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
Yas392
Tygar stays to bear witness of the reaction and blocking the exit that Kona did not block to add the intimidation factor.
DaOldeWolf
Felix nods to the given instructions and decides to go forth with his plan on looking with the alchemists for healing and defensive stuff that they may possess. No point in staying in any longer but still as a precaution, he decides to keep on the magically conjured armor just in case something else crossed his path.
DrK
The priest quivers at the threats from Lara (whether from fear or indignation its hard to tell (apart from Grimgor who can tell its rage!)). As the others filter out Grimgor makes an impassioned speech to them, and although the priest seems mollified the dwarf does see one of them acolytes nod to a door at the back and make a sign as if to say "I'll meet you out back..."

As you all troop it left up to Grimgor if he wishes to head around the back of the Temple or not as the priest shakes his head, grumbling angrily about "outlanders" coming to their island paradise and causing trouble.
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor left, heading for around the back.  He whispered to the others outside,   ”Ah'll be back ... one o' them younglings wants t'speak.”    With that done, he went to see what the acolyte had to say.

 
  OOC  - Figured I should let the team know where I was headed in case they kill me!

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
RCgothic
Lara takes a deep breath to calm herself. And then she takes another one, before sheathing her still-drawn rapier.

"Ok Grimgor, good catch. That sounds worth investigating. You take the lead and I'll try not to shout at them."
Yas392
Tygar follows behind.

  "I will back you two from a distance if things took a wrong turn. I do not want to let this shield spell go to waste."  
DrK
Grimgor and Lara head into the alley, Tygar hanging around nearby with the others in case trouble brews. As they gather in the shadows behind the church the acolyte slips out of a window dropping into the street, starting slightly at the armed dwarf. Pausing she looks at and takes a deep breath.  "Hello friend dwarf..."  she pauses, clearly scared before taking a deep breath before continuing.  "The priest lies! He does not follow any of the true gods, instead he worships some creature from beyond the spheres a thing of chaos and the outer realms. He has been trying to tempt us all to follow him and with the power its brought him h has the governor in thrall. I need away from this. Please take me away.." 

She pulls at Grimgor's armoured sleep as she speaks.  "He'll sacrifice me to his dark gods if he knows I've spoken out against him. Please I am named Tara, I can sew, I can sing and am a passable scribe. take me with you when you sail." 
RCgothic
Lara's angry demeanor quickly changes to concern and then alarm as Tara tells her story.

"Damn him! Of course we'll keep you safe aboard  The Wyvern !" Lara says, moving forward to reassure her. "There's always writing and sewing to be done aboard ship. You can be assistant to our purser Kelsey Townsend. The pay is 5sp per day, plus basic needs taken care of and a share of my portion of any prizes we take. You'll be ok with us Tara!"

Turning thoughtful, Lara ponders what to do next. "And of course Avner would be with the governor," she says with exasperation. "I'll bet he needs rescuing. Much as I'd like to leave him in it, I wouldn't feel good about sailing off without putting a stop to this nonsense, but I'll admit that was exactly what I'd planned until a moment ago."

"Tell me Tara, how strong is the priest? I got the impression I could have ended him just now, but now he'll know to be wary. Are there any times that would be best to confront him?"

"And what do you guys think we should do?" Lara asks the rest of the party.
Yas392
  "We should take her with us. Another potential healer would be useful if I can develop her into one in my spare time."  

Tygar's expression is certain.

  "Observe him. Study his behavior. Study his tactics. Find out what we know about him. We should know him in and out before we engage him. And if he sees one of his acolyte missing, he might expose his weaknesses and show some of his cards. As a fellow clergyman, I have an incentive to protect our own after seeing the gore on deck."  
CasualViking
      
      Kona the Illuminator     

 
 "I disagree. Blades have been bared. The priest is allied with the governor. I think time is against us. The priest will mobilize forces, given the opportunity".  Kona ponders for a moment.  "I will not be leaving this island while this man is still in charge of a congregation" . 
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flick of the Wrist (Strike),
Maneuvers Readied: Elemental Strike,  Flash of Insight (boost)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Tara looks relieved and almost wilts into Lara's arms as the Captain offers her a place aboard the Wyvren.  "Thanks to you. ALl the Gods' blessing upon you. I am happy,  I would have fled and worked for just room and board so you are most kind."  At Tygar and the others she shrugs a little.  "He is powerful. Certainly more powerful than the Father who led the Abadaran church in Sasserine where I am from. Others have spoken of him cursing those who doubt him and calling things from beyond the realms into this plane." 
 From what she describes you'd reckon he can access level 3/4 spells at least.... 

At the mention of Avner she shakes her head.  "The noble you speak of.. he will be dining with the Governer this evening, but the Father. his Temple is under the governer's manse. A place of danger and evil. But also they intend to sacrifice your young nobleman. When the father wishes to speak with the beings from those realms he needs blood to open the Star Stellae. He will not take more from the town. Most live in fear or will quietly support him. But there is an upspoken agreement now not to reap more from the town. But outlanders are fair game."  

She glances back at the Temple.  "As the bird man says I cannot go back. He will see if I have gone missing and he will come for me. Please can I hide on your ship. he may suspect but he will not move openly against you since you defeated the Slaad demon."  
RCgothic
" Gods damnit Avner !" Lara swears as Tara confirms her suspicions, rubbing the bridge of her nose to dispel a rapidly developing stress headache.

"Ok, this is officially a rescue, and I agree with Kona we need to do something. But first I think we need to go back to the ships and set signals to recall all hands. With everyone back aboard nobody else will be endangered. We can explain the situation to Lieutenant Alden and Lady Lavinia and make sure Tara here is safe. Then later we'll gate crash the governor's dinner, put an end to their schemes, and maybe lord Meravanchi will even be grateful."
Yas392
Tygar nods at Kona's answer.

  "Fair point."  

He widens his eyes as Tara gives a trove of information about their enemy and the Captain based a rescue mission around that.

  "If we are going in for a big fight, perhaps we should restock before we go for our man. We should split to save time. Some of us can escort Tara to the ship while some of us can restock for the crew. Time is, after all, precious, with this new information."  
RCgothic
"I think we have enough time for that," Lara agrees. "Just as long as we're all regrouped before dinnertime."
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor listened quietly to Tara's story, the words ringing true and filled with fear and relief.  He let the Captain address her directly and accept her offer, but when the words turned to thoughts of what to do next, he stepped forward.  He spoke quietly, uncertain what ears might be around trying to listen in on their conversations.    ”Welcome aboard, lass ... ye did well t'tell us 'bout yer dark priest.

Cap'n, seein' how we'll be dealin' with this arse, mebbe we kin be tricky.  Gather th'crew, set sail in a huff.  Come back t'night 'n save th'day.”  

He pondered for a moment, then added,   "We could e'en ask 'round t'town fer allies ..."  

 
  OOC  - Thinking we head fake the priest and have both ships take off, or leave Lavinia's ship behind as we take off to 'scout' ahead, with rumors of how the Captain won't spend another minute in this town.  Then we either sneak back (or leave the majority of us hidden somewhere) so we can crash the party later.  This may be our opportunity to officially remove the governor from leadership and install Avner as the new leader ... might mend old bridges and give us an ally here (while getting him off our ship).

Canvasing spots in town for allies might be useful, but could also endanger our mission ... so risk vs reward.

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
Yas392
As the crew deal with the escort and shopping before the big battle, Tygar purchases a Pearl of Power (1st), Talisman of Beneficial Winds, Scroll of Magic Circle Against Evil and Ghost Salt. He gets more normal arrows from the ship's vault and blanches 10 of them.
CasualViking
[QUOTE=CasualViking;25569323]      
      Kona the Illuminator     

 
 "So. We will leave town, but only as a ruse, yes?" , Kona asks back at the ship.  "We will be sneaking back under cover of darkness, to eliminate this wicked priest and his allies. Yes? *I* will certainly be doing so".  
 
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flick of the Wrist (Strike),
Maneuvers Readied: Elemental Strike,  Flash of Insight (boost)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Its a busy afternoon as the crew and the both ships do a fair amount of replenishment. Despite the chaos at the docks there is still fruits and pigs and sheep to be slaughtered and salted and great barrels of water (and smaller barrels of strong rum) to be lifted aboard the  Sea Wyvren  and the  Nixie . Then as the tide starts streaming out, both ships straining at their anchors in the late afternoon tropical sun the sails are hoisted and the ships sails are raised and both ships cruise away into the blue sea once more. The crew aboard the  Sea Wyvren  breathing a great sigh of relief at Avner being left behind, even if no-one is quite sure if the noble was aware of their departure or not (although the bulk of the crew don't care.)

   
As the sun drops into the horizon and the moons cast a dull light across the ocean the orders are given to tack North against the tradewinds and soon the bulk of the island looms back into view. The crew are surprised, many loking on with curiosity as the jolly boat is lowered into the water and half a dozen of the crew man the oars an pull over the waves leaving a phosphorescent swirl of plankton behind them. Gracefully surfing the tropical swell there is a soft crunch as the dinghy slides ono the beach some 2 miles from the town and the docks. The palm trees swaying in the breeze as the heroes leap ashore leaving the boat waiting in the pale moonlight. A few of the sailors looking up at the stars and toasting their dwarven friend who had died this day.

 Players, heroes... You are 2 miles from the town (~30 minute walk) then you can try and raid the mansion if that is still the plan?
How do you plan to move through the beach/jungle area? Casting lights or using the star light? 
CasualViking
      
      Kona the Illuminator     

 
Kona dims his ever-present glowing orb to no more than the glow of a single candle, and heads across the sand, towards the jungle. The wily bird makes no sound, and his dark blue robes and black feathers seem to blend into the shadows.

 Kona has low-light vision.   
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flick of the Wrist (Strike),
Maneuvers Readied: Elemental Strike,  Flash of Insight (boost)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
"I can't see very much in the darkness," Lara says. "Those who can should take the lead, we'll follow along as best we can. The moonlight should be enough."
Yas392
Tygar fills a vial with seawater transforming the liquid into a makeshift potion of cure light wounds when the group is about to launch their attacks. He loads his magic circle against evil and makeshift potion into his spring loaded sheathes.
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 3
Spells: 0(6) 1(4) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Read Magic
1: Protection from Evil, Enlarge Person, Endure Elements, Burning hands
2:Invisibility, Protection from arrows
 


" I can cast some invisibility magic if required though just for a maximum of three times. I also can increase the size and power of anyone if required. " Felix explain to the rest thinking about which magical spells might come up handy in this situation.
Yas392
Tygar also uses the his pearl to recall his shield spell before the party departs.

  "So where are starting?"  
DrK
Following the sharp eyed Kenku the party move through the night time jungle skirting the beach. Although the jungle sounds are loud you are fortunate that at least this night nothing moves to strike you. Indeed for many of you a strange feeling of unease can be felt, a faint sense of wrongness in the air like an alien presence somewhere just beyond your sight that has quelled the wild life and indeed the town. Gong around the farms and small holds on the edge of the town you can see lights blazing behind shuttered windows but no sounds of music or merriment.

THe governor's mansion, as befits his high status, sits in some manicured grounds some half mile from town. Its an impressive structure with to wings and large glass windows - expensive and hard to get in such a remote locale! A few stray lights trickle from the upper floors but nothing is lit on the lower floors and near the doors you can see a couple of guards from where you are crouched in the bushes a couple of hundred feet back into the woods staring across the lawn and small water features in the front lawn. The feeling of wrongness here is stronger, especially for Tygar and Felix with their magical attunement

 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor trudged through the night, know stealth was not his strong suit, but at least his night sight was a benefit to the group.  He let Kona scout ahead, keeping an eye on the bird-man as the rest of them followed.  As they approached the mansion, he fidgeted slightly, some tickling at the back of his neck bothering him.  After a moment, he nodded towards the guards and whispered,   ”Kin one o' ye make it quiet round them?  Best not raise the alarm too quickly ... ”  

 
  OOC  - Sorry y'all ... I was considering some purchases but couldn't think of anything in particular.  If possible, we can always use silence to help our approach ... any chance someone can cast it?  If not, Grim would spring for a scroll.  Or even a partial wand ... Or a stone / coin with it case permanently on there (if possible).

As for the situation, I think it's best any sneakies try to deal with the guards right away, with those of us who are louder either charging in or firing from afar.  If we managed to buy something to generate silence (or someone knows the spell) then I suggest we use that.  Grim will use one of his divine gifts to grant himself a blessing before combat.

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
Yas392
   "No. I have not prepare silence today."   

Armed with his bow in one hand, Tygar casts Barkskin (50 minutes; +2 Natural AC) on himself once Kona returns and before the group commence their break in.
DaOldeWolf
Feeling that something might be "off", Felix decides to cast his detect magic spell. He doesnt say anything to the others hoping to first find out what the odd feeling was. Or at the very least hopefully find its source.

 
 Spoiler: Resources 

Arcane reservoir: 3
Spells: 0(6) 1(4) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Read Magic
1: Protection from Evil, Enlarge Person, Endure Elements, Burning hands
2:Invisibility, Protection from arrows
 

 
 Spoiler: OOC 
Casting detect magic
 
Yas392
Tygar's eyes glow blue as he scans the area Felix did not cover as well as keeping vigil on his surroundings.

 
 Spoiler: OOC 
Detect Magic.

 Perception:   (1d20+7)[ 19 ] 
 
CasualViking
      
      Kona the Illuminator     

 
Kona circles around the building, keeping the guards at a distance. Then, if the coast is clear, he starts up the back side of the building, before securing the rope and letting it down for the others to climb.
 Kona has low-light vision.   
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flick of the Wrist (Strike),
Maneuvers Readied: Elemental Strike,  Flash of Insight (boost)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Kona circles the manor house once and see's an additional two entrances around the back, one a set of stairs leading down to the basement/storage floor and the second leading into what you presume would be a kitchen of sorts, although unusually from a manor house it looks quiet. Returning to the front the main entrance is a large porticoed double door with a pair of men standing to attention by it, long halberds slanted on their shoulders, although from the slumping against the wall you all wonder how alert they might be. Felix looks at the house and can feel conjuration magic in the air, a thick tang of it. Although being so far from the house he cannot get anymore details ( i.e. You are more than 60ft away) .

Looking at the mansion further you can all see that the lower floors seem devoid of any lights or life, but a few candles twinkle between locked shutters on the upper floors.
DaOldeWolf
Felix decides to inform his companions about his little discory. It wasnt much yet but it could still be something good to keep in mind. " There is some sort of conjuration magic on the house. I am not sure about what it does yet. We should be careful. "
Yas392
 
 Spoiler: OOC 
Anything from Tygar? He looked at the area Felix did not cover.
 
CasualViking
      
      Kona the Illuminator     

 
Kona tests the kitchen door. If it is unlocked, he sneaks in   stealth  - (1d20+15)[ 28 ] . If it is locked, he instead clambers up the wall to to test the shutters on the middle fllors, intending to sneak in that way.  
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flick of the Wrist (Strike),
Maneuvers Readied: Elemental Strike,  Flash of Insight (boost)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Tygar joins Felix in scanning the building but again, the same as for the wizard struggles to get close enough to the house without crossing the open lawn. As the party crouch down waiting and watching the small bird man crosses to the kitchen door like a shadow ducking low and hopping from bush to bush.
Reaching the kitchen door he finds that the door is indeed unlocked, a storage shed near the door also likewise open. The store contains hanging cuts of meat that with the thick stone walls and salt keep cool enough and when the door to the kitchen is pushed open Kona’s keen beast eyes gazing over the pantry  beyond sees the packed shelves with bags of flour, grains and baskets of squash, coconuts and plantain. Behind the pantry the door opens into the servants quarters where a maze of corridors surround a central stairway leading upstairs and down a narrow corridor scuffs from barrels on the floor suggest there will be some stairs leading down to a cellar
CasualViking
      
      Kona the Illuminator     

 
Kona calls up his sphere of candlelight just inside the doorway to signal the party. As he makes visual contact with them, he proceeds up the main stairs, carefully keeping to the side and using the bannister to avoid putting too much weight on the floorboards.  
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flick of the Wrist (Strike),
Maneuvers Readied: Elemental Strike,  Flash of Insight (boost)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
THe rest of the party can carefully sneak up to the back of the manor house entering the crammed and stuff pantry, enjoying the faint tang of apples and warm smell of baking. Kona still sneaking ahead ghosts quietly up the stairs to what is the main hallway above, the main entrance way from the front raised slightly. Kona reaches the top of the stairs and can peer into the main hallway. Its impressive, a vaulted arched ceiling some 30ft above you, the vaulted arch decorated with paintings of all manner of strange jungle beasts that Kona would assume must be local. Large tapestries or screens of stretched fabric with more depictions of jungle and volcanic terrain suggest that the Governer is a fan of the local area.

 
 Spoiler: Perception DC22 

In about a third of the pictures there are whispers of more strange creatures, a hidden tentacle caressing a bird, an eye peering from the bushes with a vertical pupil, a comet in the skyline with tiny figures visible atop its surface adding a slightly alien feel to the images.
 


From the hallway large double doors head to the left and right into the east and west wings and a pair of curved stairways head up into the next level with heavy banisters and carpeted stairs.
CasualViking
      
      Kona the Illuminator     

 
In Kona's experience, the master of such a house will always choose the top floor, so he continues upwards.   
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flick of the Wrist (Strike),
Maneuvers Readied: Elemental Strike,  Flash of Insight (boost)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 3
Spells: 0(6) 1(4) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Read Magic
1: Protection from Evil, Enlarge Person, Endure Elements, Burning hands
2:Invisibility, Protection from arrows
 


Felix, with Isaac perked on his shoulder, keeping moving at the very last part of the party. He isnt sure about the whole situation but thinks Kon might be on the right track about the owner´s room being upstairs.
Yas392
Tygar lags behind a bit to stealth himself as the party sneaks upstairs.

 
 Spoiler: OOC 
 Stealth:   (1d20+6)[ 20 ] 
 
DrK
Heading upstairs though the hallway Tygar and Felix can feel the magical sense of wrongness diminishing slightly as they ascend the stairs. The top of marble stairs an impressive corridor of whitewashed brickwork decorated with large portraits of the Governer in various heroic (and extremely unlikely) situations with a rather generous interpretation of his physique. The corridors branch out to the left and right. Double doors dominating the end of the rigght hand corridor (and two side doors) whilst to the left there are 6 doors leading off the corridor.

You'd guess that the master suite is to the right and the guest rooms are likely to the left (with presumably some of the rooms leading to others parts of manses' upstairs rooms).
RCgothic
"I'm not sure this is the right way," Lara comments about the sense of wrongness diminishing. "We should look for a way down."
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor nodded at Lara's comments, whispering,   ”Aye, Cap'n 'as the right o' it.  If'n it be a party, ballroom's best bet.  If'n it be a sacrifice, basement seems more'n likely ... ”    He stood with his weapon at the ready, eyes darting back and forth as he tried to listen for sounds of revelry ... or debauchery.

 
  OOC  -  @DrK  Never got feedback on whether a scroll or partial wand with Silence was available.

  Perception  - (1d20+14)[ 24 ]  Grimgor will follow at a far enough distance to avoid screwing up the scouts.
 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Enduring Shell, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DaOldeWolf
Felix agrees on the assessment. " Yes, the mgic is diminishing from this. Whatever its soucre might be, must be downstairs. "
Yas392
Tygar nods.

  "Rituals are commonplace underground. Rituals on the surface are rare without the setting being sequestered, altar-like or doomed."  

The cleric will read the scroll of  Magic Circle Against Evil  the moment Kona or Grimgor detects the mastermind as in their descent to the basement/underground.
CasualViking
[QUOTE=CasualViking;25622466]      
      Kona the Illuminator     

 
 "Huh. This doesn't feel like the right way" , Kona whispers. He turns around, and starts heading down, down, down.  
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flick of the Wrist (Strike),
Maneuvers Readied: Elemental Strike,  Flash of Insight (boost)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Following the little fast steps of the kenku downstairs Kona can find a set of stairs down from the kitchen quarters. The stairs plunge down into the basement ending a short corridor where a trio of stout "normal looking" wooden doors are marked with mundane titles like "stores" and "wine cellar" but at the far end of the corridor a heavy thick red velvet curtain blocks the view of the end of the corridor. A quick peek around the edge of it reveals a heavy iron bound door with reinforced iron vambraces and a stout lock.
Yas392
Tygar looks around with glowy blue eyes.

 
 Spoiler: OOC 
 Perception:   (1d20+7)[ 21 ] 

Cast  Detect Magic .
 
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 3
Spells: 0(6) 1(4) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Read Magic
1: Protection from Evil, Enlarge Person, Endure Elements, Burning hands
2:Invisibility, Protection from arrows
 


Felix decides to asisst in the magical searching endeavor. Bettween the two, there were more chances of getting to a more accurate analysis.

 
 Spoiler: OOC 

Also casting detect magic.
 
RCgothic
"Pretty sure what we want is behind this door," Lara comments. "Is anyone good at lockpicking, or are we going to have to smash it?"
DrK
To the magical senses of the priest and the arcanist both can detect a heady mixture of abjurant magics and conjurative magics. For both of the it reminiscent of the tang that summoning rituals would deliver with protective circles to bind the beasts and powerful conjuration effects As Lara looks at the door it appears to be locked with a stout lock... For the other two they cannot detect any magical auras coming off the door.
CasualViking
      
      Kona the Illuminator     

 
Kona looks around the circle of shaking heads.  "Well. It seems that this door gets to fulfill its purpose, then. But I am not sure that leaving to deal with the priest first and then returning will actually yield better results. I suggest we embrace misfortune and start breaking down this door. That, or we hide and wait".   
 
  
 
 Spoiler: STATS 


Maneuvers granted: , Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flick of the Wrist (Strike),
Maneuvers Readied: Elemental Strike,  Flash of Insight (boost)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Listening to the discussion it was quickly apparent there were no sneak thief’s in the group, even if the bird man moved like one.  With a grunt, he hefted his hammer and moved towards the door.    ”Keep it quiet if’n ye can …”  

Settling into a hunching stance, Grimgor slowly raised his hammer then brought it down upon the lock, hoping there wasn’t a magical ward on it …

 
  OOC  - Primal Warrior stance, Greater Snapping Turtle maneuver, power attack.    Dam  - (7d6+9)[ 26 ] , ignores DR

 Effects : Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Warrior (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Enduring Shell, Throwing Thunder
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
Grimgor advances towards the door hefting the heavy double handed hammer. With a single deliberate strike the hammer strikes the junction between the two doors and with a massive splintering sound the crossbar shatters and the twin doors swing open. The room beyond is a scene of chaos. A low ceilinged room with a barrel like ceiling stretsch some 40ft long and some 30ft wide. In two loose rows a half dozen people are bowed low on their knee's in faded yellow robes chanting in a strange tongue ( Aklo)  and ahead of them a strange series of symbols is makred on the floor in what looks like powdered silver. Also at the far end of the room is a blood stained lump of dark rock shackled to which is the noble you have all come to hate! Although currently the young man is semiconcious, eyes rolles back in his head and a drug addled expression on his face as he has clearly been dosed with something. Beside him, stripped to the waist revealing his corpulent rolls of fat and strange shifting tatoos that seem to writhe and wriggle on his obese stomach and chest is the governer clutching a stone knife above the noble's neck.

In the circle though is a strange "thing", a mass of flesh and faces and claws, writhing as its seems to be crawling through a rift in reality. A strange humming gibbering sound breaking through as you crash through the door.

 
 OOC

Heroes have the suprise round. Know (Dungeoneering) can help ID the thing in the circle that is 30ft from the door. The governer is 40ft from the door. The six cultists are 10ft and 20ft for the first and second row of 3

All players may have a suprise action and then take their round 1 actions
 
CasualViking
      
      Kona the Illuminator     

 

Kona takes a gliding step in besides Grimgor, his swords already singing through the specific kata that unleashes--- a blast of lightning and a deafening crack of thunder. He peers at the bound nobleman.  "I see. A fool as well as a pompous ****. But... if being a pompous fool was a capital crime, the world would be a barren wasteland. I hardly think I could claim to never have been one. We should save his unworthy life".  
 .
5' step for position, swift to increase Illumination, Lance of Power to hit as many targets (not the noble) as possible. 30' line,   electricity damage  - (7d6+4)[ 22 ]  + deafened 3 rounds, reflex DC 16 partial. Maneuver gained:  (1d3)[ 1 ] 
  
 
  
 
 Spoiler: STATS 


Maneuvers granted:  Lance of Power (Strike) , Rapid Strike, Flash of Insight (boost), Minute Hand (boost)
Maneuvers Readied: , Flick of the Wrist (Strike), Elemental Strike,
Animus: 2
Illumination: 4
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' do +1 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Yas392
As soon as he detects something from the door that has circle reminisce of ritual circles, he reads the scroll of  Magic Circle against Evil . The moment Grimgor opens the door, Tygar casts  Shield  on himself (surprise round) before casting  Spiritual Weapon , targeting the Governor, moving away to behind a cover.

 
 Spoiler: OOC 
 Spiritual Weapon vs Governor:   (1d20+6)[ 19 ] 
 Force Damage:   (1d8+1)[ 3 ] 
 
RCgothic
Seeing Avner at the mercy of the governor, Lara jumps up on the pews and runs forward across their backs to leap to his defence!

 
 Spoiler 
 Surprise action:
Acrobatics  (1d20+11)[ 22 ]  plus Derring Do (1 Panache)  (3d6)[ 1 ][ 4 ][ 4 ](9)  1d6 but exploding d6s.

Round one: move and attack governor  (1d20+11)[ 24 ]  damage  (1d6+10)[ 14 ] 
 
CasualViking
      
      Kona the Illuminator     

 

Following the lightning, Kona pounces on the cultist, laying into them with his swords. The glow of his floating orb continues to increase, bathing most of the room in light as bright as the midday sun.

One cultist - Rapid Strike
*  attack  - (1d20+9)[ 10 ] ,   damage  - (1d10+6)[ 16 ] +  electricity  - (2d6+5)[ 12 ] 
*  attack  - (1d20+9)[ 23 ] ,   damage  - (1d10+6)[ 9 ] +  electricity  - (2d6+5)[ 16 ] 

Another or same - Minute hand (swift action)
*  attack  - (1d20+7)[ 18 ] ,   damage  - (1d10+6)[ 7 ] +  electricity  - (2d6+5)[ 13 ] 
  manuver granted  - (1d2)[ 2 ]  
 
  
 
 Spoiler: STATS 


Maneuvers granted:  Lance of Power (Strike) ,  Rapid Strike,  Flash of Insight (boost),  Minute Hand (boost) ,Elemental Strike,
Maneuvers Readied: , Flick of the Wrist (Strike),
Animus: 4
Illumination: 6
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 30' bright light, 60' normal, allies within 15' do +5 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DaOldeWolf
 
 Spoiler: Resources 

Arcane reservoir: 3
Spells: 0(6) 1(2) 2(3)
Spells prepared
0: Prestidigitation, Detect Magic, Dancing Lights, Arcane Mark, Acid Splash, Read Magic
1: Protection from Evil, Enlarge Person, Endure Elements, Burning hands
2:Invisibility, Protection from arrows
 


Felix isnt exactly feeling it against the enemy. While he asks for Issac for information on the creature, he decides to cast a protection spell on himself. Then, he goes and casts it again on Tygar. It would be better if they got some defense if they ended up targeted by the creature.

 
 Spoiler: OOC 

Isaac the familiar Knowledge roll (dungeon):  (1d20+8)[ 15 ] 

Casting in both surprise round and normal round Protection against evil on himself and Tygar.
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Bursting open the door, the scene was straight out of a horror story.  Fortunately, Grimgor rarely feared such tales, and they had come expecting trouble.   "Les go, boys 'n gurls!  Bring th'pain t'these fools!" 
Swinging his hammer around his head, he released it with a mighty roar of effort as it flew towards the governor.  Even as the hammer flew, he started rushing towards the monster, pulling free his pike as he shouted,   "Watch tha' beatie's reach!  An' ware those lads in the pews!"  

 
  Surprise   - Swift action to use encouraging roar (+2 att / dam for all allies, 3 rounds); standard - Throwing Thunder, to launch his hammer as a ranged weapon at the governor.  Range increment is 20', adds 2d6 dam, if it successfully hits, target makes a DC16 Ref save or is knocked prone.    Attack  - (1d20+7)[ 10 ] ,   Damage  - (1d12+4)[ 16 ] +  Thunder  - (2d6)[ 3 ] .  If governor is considered 'in melee' (i.e., -4 to attack), then attack will go against the monster, I suppose.

 Round 1 -  Swift action - Defending the Pride (+4 AC AC for all allies, 3 rounds), charge the monster while drawing the pike (magic weapon), with power attack while in Primal Warrior Stance.    Charge attack  - (1d20+10)[ 20 ] ,   Damage  - (4d6+11)[ 19 ] 
 Effects : encouraging roar (+2 att/dam, 2 rounds); defending the pride (+4 AC, 3 rounds) Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Primal Warrior (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (28)   CMB/D +7/18
F +6  R +5  W +8  Init +4  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar ,  Defending the Pride , Warning Roar,  Greater Snapping Turtle ,  Throwing Thunder 
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
As the doors swing open to reveal poor Avner about to be sacrificed and the amorphouse horrific thing slowly forming in the heart of the temple the cultists whirl around, hands reaching for weapons at the their belts and the Governer snarling a angry look of bitter hatred at you all as what appears to be a small tentacle appears to unwrap from around his neck and slither back into his open shirt.

Kona clashes his swords together and with a crackle of lightning a sheet of electricity strikes 2 cultsists and the monster, a sizzle of ozone and the smell of burning flesh starting in the room.  Behind him Tygar and Felix release a great cloud of arcane and divine protective spells as glowing shimmering shields of magic wards spring up around half the party before a glowing mace of strange spirtual force appears beside the governer smashing into him.

Even as the mage and priest do that Lara, Grimgor and Kona rush into the attack. A spinning massive hammer flies across the room hurled by the dwarf but clanging off  a pew before the dwarf charges forward down the middle of the cultists with a great pair of war cries and impales the gibbering monster. Kona steps up behind him reaching the line of the cultists and in a pair flashing blades cuts down one of them. Lara, leaps over the cultists, vaulting over them all and then stabs at the governer leaving him with a deep gash in his left thigh.


The cultists scatter, 2 converging on Grimgor, and 3 spinning and attacking Kona (as the kenku blocks their path out and access to the mage and priest). The governer steps back away from Lara intoning strange alien words that ring in her ears, her blood pressure rising as she can feel her body freezing in place. The massive monster oozes towards grimgor, amorphously sliding along and around the war pike, little mouths reaching out to latch onto his hands and arms as it fills the room with strange alien burbling sounds that slowly fill and interfere with everyone's minds!

 OOC

Cultists Vs Kona  drawing strange 3 bladed funky looking daggers
 (1d20+5)[ 20 ]  dam  (1d4+1)[ 4 ] 
 (1d20+5)[ 23 ]  dam  (1d4+1)[ 3 ] 
 (1d20+5)[ 7 ]  dam  (1d4+1)[ 3 ] 

Cultists vs Grimgor
 (1d20+5)[ 7 ]  dam  (1d4+1)[ 5 ] 
 (1d20+5)[ 8 ]  dam  (1d4+1)[ 4 ] 

Governer vs Lara
5ft step away
Draw a rune inscribed kukri
Cast Hold Person DC 16 WILL or paralysed

Monster
ALL: DC 13 WILL or confused (as the spell for 1 round)
Gibbering mouths  (1d20+6)[ 24 ]  dam  (1d4+2)[ 5 ]   CMB for grapple  (1d20+7)[ 23 ] 
Gibbering mouths  (1d20+6)[ 18 ]  dam  (1d4+2)[ 5 ]   CMB for grapple  (1d20+7)[ 13 ] 
Gibbering mouths  (1d20+6)[ 11 ]  dam  (1d4+2)[ 6 ]   CMB for grapple  (1d20+7)[ 24 ] 
Gibbering mouths  (1d20+6)[ 12 ]  dam  (1d4+2)[ 6 ]   CMB for grapple  (1d20+7)[ 17 ] 
Gibbering mouths  (1d20+6)[ 15 ]  dam  (1d4+2)[ 6 ]   CMB for grapple  (1d20+7)[ 18 ] 
Gibbering mouths  (1d20+6)[ 19 ]  dam  (1d4+2)[ 5 ]   CMB for grapple  (1d20+7)[ 23 ] 
 
 
 Spoiler: HPs 


       Gov 3
       GM 15
C1 11  C2   C3
C4 22   C5    C6
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor ignores the two cultists rushing him, brushing them aside easily as he waited for the creature to attack.  When it did surge forward, several mouths appeared and began to shriek as they reached towards the dwarf hungrily while the beast bore down up on him.  But even as the mouths attempt to find purchase on the savvy dwarf, he avoided all the bites.  However, the shrill screaming was overwhelming, and Grimgor found himself shouting back, anything to drown out the sound.    "Ah'll be eatin' pies t'night, huzzah!  Huzzah!  Oi, Ah'll be eatin' pies t'night, huzzah, huzzah!  Ah'll be eatin' pies t'night, and drinkin' ale til' mornin' light, oi Ah'll be eatin pies t'night, huzzah, huzzah!"  

 
  Round 2  - Failed vs scream, so confused (babble) for one round.  As I see it, all the attacks missed Grimgor, so no grapples, right?

PS - attacks of opportunity?  just in case ...
  AOO vs C1  - (1d20+10)[ 14 ] ,   Damage  - (4d6+11)[ 22 ] 
  AOO vs C2  - (1d20+10)[ 21 ] ,   Damage  - (4d6+11)[ 20 ] 
  AOO vs monster  - (1d20+10)[ 21 ] ,   Damage  - (4d6+11)[ 28 ] 
 Effects : encouraging roar (+2 att/dam [morale] to allies w/in 30', 1 rounds); defending the pride (+4 AC [morale] to allies w/in 60', 2 rounds); Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Primal Warrior (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (28)   CMB/D +7/18 (+1)
F +6  R +5  W +8  Init +4  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar ,  Defending the Pride , Warning Roar,  Greater Snapping Turtle ,  Throwing Thunder 
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
Yas392
Tygar attempts to resist the effect. His spiritual weapon continues to attack the Governor.

 
 Spoiler: OOC 
 Will Save vs DC 13:   (1d20+6)[ 18 ]  (If the creature is evil, no need to make save and he is immune via Magic Circle)
 
CasualViking
      
      Kona the Illuminator     

 
Kona looks quizically at Grimgor's ravings. Sensing that something is wrong he hurries over to deal a terrible blow to one of the cultits attacking his ally.  Ally? No. Friend . As he does so, he lets his mind flow out and touch Grimgor's, sharing purpose with the raving dwarf.

 Energy Strike, 1 animus, on one of the cultists threatening Grimgor. Accepting AoOs if necessary.   attack  - (1d20+11)[ 21 ] ,   dam  - (1d10+13)[ 17 ] + (1d6)[ 4 ] +  electricity  - (2d6+5)[ 10 ]  +Ref DC 16 vs prone. Assuming that hits, swift Flash of Insight to allow Grimgor a new save. 
 
 
  
 
 Spoiler: STATS 


Maneuvers granted:  Lance of Power (Strike) ,  Rapid Strike,  Flash of Insight (boost),  Minute Hand (boost) , Elemental Strike , Flick of the Wrist (Strike),
Maneuvers Readied: ,
Animus: 4
Illumination: 8
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 30' bright light, 60' normal, allies within 15' do +5 electricity damage.
AC 22, touch 18, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
Lara freezes in place, her will dominated by the governor's spell.
Yas392
In response to Lara's stillness, Tygar takes out his scroll of remove paralysis, 5 ft stepping forward if needed to read it to undo Lara's paralysis.
DrK
Some chaos breaks out inside the narrow chamber as Grimgor whirls skwering one of the cultists that attacks him before starting to babble incoherently, Kona rushes to assist him slashing a cultist near enough in half as he does so, and he blesses Grimgor with sanity once more! By the Governer the Captain hears Tygar's distant words and is shaken free from the hold the governer had placed over her mind!

 Kona's reroll means Grimgor avoids the confusion and can take a turn. His AoO killed a cultist
Tygar's timely scroll use unparalyses Lara so she can take a full turn as well please 
 
 Spoiler: HPs 

Gov 8
GM 36
 C1  11  C2  C3
C4 22   C5  C6
 
RCgothic
Lara shakes off the paralysis with the aid of Tygar's intervention, her expression becoming one of fury as she attempts to run the governor through!

"If you're going begfor your life, you'd better start now!" she curses at him.

 
 Spoiler 

5ft step

Attack  (1d20+11)[ 31 ]  damage  (1d6+15)[ 19 ]  (using 1 Panache to double my precise strike bonus). 4/6 remaining.
If a 26 confirms, that's  30  total, plus regain 1 Panache (5/6).

Hits, so use swift action to intimidate (menacing swordplay)  (1d20+12)[ 27 ] 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

 Based on the 'resave' I'll repost my round two ... 

Grimgor ignores the two cultists rushing him, brushing them aside easily as he waited for the creature to attack.  When it did surge forward, several mouths appeared and began to shriek as they reached towards the dwarf hungrily while the beast bore down up on him.  But even as the mouths attempt to find purchase on the savvy dwarf, he avoided all the bites.  However, the shrill screaming was nearly overwhelming, and Grimgor found himself shouting back, anything to drown out the sound.    "Ah'll be eatin' pies t'night, huzzah!  Huzzah!  Oi, Ah'll be eatin' pies t'night, huzzah, huzzah!  Ah'll be eatin' pies t'night, and drinkin' ale til' mornin' light, oi Ah'll be eatin pies t'night, huzzah, huzzah!"  

His trick might have worked, but just as his sanity was about to break, he felt the reassuring presence of a companion, and pushed through the spell.  With a growl, he lashed out at the beast


 
  Round 2  -  Failed vs scream, so confused (babble) for one round .  As I see it, all the attacks missed Grimgor, so no grapples, right?

Attack:   Attack  - (1d20+10)[ 18 ] ,   Damage  - (4d6+11)[ 26 ] 

Attacks of opportunity ...
  Attack  - (1d20+10)[ 18 ] ,   Damage  - (4d6+11)[ 26 ] 
[roll2], [roll3]
[roll4], [roll5]

 Effects : encouraging roar (+2 att/dam [morale] to allies w/in 30', 1 rounds); defending the pride (+4 AC [morale] to allies w/in 60', 2 rounds); Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Primal Warrior (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (28)   CMB/D +7/18 (+1)
F +6  R +5  W +8  Init +4  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar ,  Defending the Pride , Warning Roar,  Greater Snapping Turtle ,  Throwing Thunder 
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
In the cramped confines of the chamber the screams of violence and the clangs of weapons is deafening mixed with the soft susurrations of the gibbering mouther. Those sounds fade rapidly as with another grunt and dwarven war shout Grimgor drives the spear clear through the mouther and with a hiss of air like a waterskin deflating the mass of mouths and skin as its slides off the pike! Behind that atop the "stage" with a great flourish, Lara runs the governer through and leaves him shaken and scared for his pathetic life.

Amidst the cultists Tygar continues to chant, Kona likewise helping his dwarven friend as he runs a cultist through their magic's saving Lara and Grimgor from the ill effects of the the enemies.  The cultists throw themselves upon Kona and Grimgor with wild abandon, one dying atop the warpike as the remaining two stab at the heroes.

 vs Kona  (1d20+5)[ 22 ]  dam  (1d4+1)[ 4 ] 
vs Grimgor  (1d20+5)[ 25 ]  dam  (1d4+1)[ 4 ]  

At the back the governor looks to the dying cultist and deflating gibbering mouther and his own heavy wounds. He lets out a vague moan of fear and then steps back from Lara, a cloud of smoke erupting from around him in a swirling cloud of mist.

 Governor: 5ft step back from Lara, cast Obscuring Mist, do a "move action" 
 
 Spoiler: HPs 

Gov 38
 GM 36 
 C1 11   C2   C3 
C4 22  C5  C6
 
Yas392
As the Governor attempts to cloud himself in fog to retreat, Tygar counters with a dispel on the fog but the attempt failed. With his will, he moves his spiritual weapon at the nearest visible target. He then 5ft step forward.

  "Anyone got fire or wind to get rid of the fog?"  
 
 Spoiler: OOC 
Dispel Magic on fog and move action to direct his spiritual weapon at nearest target, prioritizing the Governor if he is visible.
 
RCgothic
"You're not going to get away from me like that!" Lara quips, stepping forward to keep a view of the governor and making another lightning thrust

 
 Spoiler 
Attack  (1d20+11)[ 30 ]  Damage  (1d6+10)[ 16 ] 

Edit: miss chance doesn't miss (OOC), also 24 damage if a 16 confirms.
 
CasualViking
      
      Kona the Illuminator     

 
Kona's attention flickers briefly to the mist forming in the room.  "In a moment" , he promises himself, then sets about eviscerating another cultist.  looks quizically at Grimgor's ravings. Sensing that something is wrong he hurries over to deal a terrible blow to one of the cultits attacking his ally.  Ally? No. Friend . As he does so, he lets his mind flow out and touch Grimgor's, sharing purpose with the raving dwarf.

 Flick of the Wrist, two attacks against one cultist. -5 damage if he doesn't threaten Grimgor or another ally of Kona.   katana  - (1d20+13)[ 23 ] ,   dam  - (1d10+13)[ 18 ] +  electricity  - (2d6+5)[ 9 ] .   wakizashi  - (1d20+13)[ 32 ] ,   dam  - (1d6+12)[ 17 ] +  electricity  - (2d6+5)[ 11 ] . Swift: change stance to spirit-sensing stance, active element to fire. End of turn regain maneuvers, lance of power+rapid strike+random  (1d3)[ 3 ] 
 
 
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike), Rapid Strike
Maneuvers Readied: , Flash of Insight (boost), Minute Hand (boost), Elemental Strike, Flick of the Wrist (Strike),,
Animus: 5
Illumination: 9
Active Element: fire
Stance: Spirit-sensing stance

  Quick stats
  Soul Candle: 30' bright light, 60' normal, allies within 15' do +5 fire damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Tygar calls down magic causing the mists to unravel. As they do so Lara leaps in rapier extended in a graceful lunge that takes the governor in the throat. Blood sprays as he topples backwards gurgling to a messy end.

In the entrance Kona is a whirlwind of destruction as the katana carved another cultist up before the savage thrust of the wakizashi skewers the last one. With that the battle ends suddenly, dead bodies strewn everywhere and the metallic tang of blood in the air. No one save the heroes of the Blue Nizxie remain standing and, somewhat frustratingly, Indo your hated noble passenger does seem to still be alive.
Yas392
Tygar's eyes widen as the fog unravels. The Captain landing her coup de grace on the evil man and the rest finishing the leftovers causes him to sheathe his bow.

  "I expected the spell to fail when the result is not instant but it worked out in the end."  

He clasps his hands, muttering a prayer to whoever is watching over and tweaking fate to their favor. His first reaction is to rush to Avner to inspect and heal him.

  "Any injured, gather together. I will heal you in a few minutes."  
 
 Spoiler: OOC 
 Heal to assess injuries:   (1d20+7)[ 17 ] 

Converting endure element to CLW spell to use on Avner.

 CLW:   (1d8+5)[ 11 ] 

If still injured, converting murderous command to CLW spell to use Avner.

 CLW:   (1d8+5)[ 9 ] 
 
CasualViking
      
      Kona the Illuminator     

 
Kona wipes his blades on the tunic of one of the cultists and sighs deeply.  "That was more blood than I expected. But, apparently..."  - he gestures about him in the chamber, the tied up prisoner, the robes and accoutrements -  "warranted" .

Swords sheathed, he crouches in front of Indo, his black eyes staring impassively.

 
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike), Rapid Strike
Maneuvers Readied: , Flash of Insight (boost), Minute Hand (boost), Elemental Strike, Flick of the Wrist (Strike),,
Animus: 5
Illumination: 9
Active Element: fire
Stance: Spirit-sensing stance

  Quick stats
  Soul Candle: 30' bright light, 60' normal, allies within 15' do +5 fire damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
Lara checks the governor for surprises, wary of the tentacle she'd seen earlier. Then she wipes her blade clean and turns to survey the aftermath.

"Let's get Avner cleaned up," she suggests. "We should do a sweep of the rest of the mansion and then signal the Sea Wyvern to send a jolly boat for Avner. Hopefully when he regains his senses he'll show a little gratitude, but I wouldn't count on it. We still haven't found the chief priest, which worries me. I thought he'd be here, and I'm not sure I'm happy to sail off whilst he's still preying on outsiders."
CasualViking
      
      Kona the Illuminator     

 
 "If the priest is not here, then we have to hit the temple too".
  
 
  
 
 Spoiler: STATS 


Maneuvers granted: Lance of Power (Strike), Rapid Strike
Maneuvers Readied: , Flash of Insight (boost), Minute Hand (boost), Elemental Strike, Flick of the Wrist (Strike),,
Animus: 5
Illumination: 9
Active Element: fire
Stance: Spirit-sensing stance

  Quick stats
  Soul Candle: 30' bright light, 60' normal, allies within 15' do +5 fire damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor spat on the body of the beast before cleaning off his pike.  As the others spoke, he peered around, looking closer at the room.    "Gurl said th'priest kept a temple beneath th'mansion.  This be it?  Or is tha' git somewhere doin' another ritual?  Or did th'gurl trick us?  Best we send word back, Cap'n ... where's tha' bird?"  

 
  OOC  - Any other exits?  Does this place look like a temple or something else?  Grimgor will collect his weapons, too.

  Perception  - (1d20+14)[ 34 ] ,   Religion  - (1d20+6)[ 14 ] 
 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24    CMB/D +7/18
F +6  R +5  W +8  Init +4  Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
Tygar bends down beside the young noble healing the worst of his wound although he remains unconscious still, or asleep hiding from the nightmares (its hard to tell). As the other gather about stacking the bodies or at least moving them to the side its the dwarf who's dwarven senses tingle who stumbles upon the catch under the temple altar and realises that a section of the back wall may open up if he depresses it. As Lara checks the govener she can be reassured that he is most assuredly dead! Along with everyone esle in the room.
Yas392
After knitting the noble's wounds, Tygar searches for a makeshift chair. When he found it, he drags the unresponsive Avner and sits him on it.

  "I healed the worst of the injuries and stabilized him. I will deal with his maladies once I recover my full might. I concur with turning the mansion upside down for the temple, at least the interior. Let's hope we do not run into guards we have to knock out and lie through our teeth in our merriment. We should do it now. I do not want to let my abjuration circle go to waste before its expiration."  

The cleric arms himself with his bow.

  "So who is leading?"  
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor rolled his eyes at the fact that the nobleman had survived.  Given how drugged he was, the dwarf wasn't sure this would turn out in their favor.  He muttered aloud to no one in particular,   "Bettin' th'bastich blames us ... we should leave' 'im behind, but if'n e becomes gov'ner, we'll all be in trouble ..."  

Moving to search the room, he caught sight of an oddity - a difference in stone that most might ignore, but a dwarf could not.  Stepping closer, he grunted back to the group.    "Oi, one o' you wizard or priest types check fer magic ... Ah think there's somethin' this way."     Once his companions determine there's no magical traps, he'll try to push the section open.

 
  OOC  - Willing to wait for detect magic and/or others searching for traps.  Once that's done, he'll push the door open and take the face shot 😁

He'll look too:   Perception  - (1d20+14)[ 26 ] 
 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
Yas392
Tygar's eyes are blue at Grimgor's grunt.

  "Where?"  

After the dwarf points out the direction, the cleric turns his gaze at the area.

 
 Spoiler: OOC 
Detect Magic.
 
DrK
At the dwarf's direction Tygar scans the wall, bar the slight dregs of magic from the vault where they had just wrought some slaughter the door seems safe and clear. A pause at the door and Grimgor can hear faint sounds of chanting and magics on the other side of the door. As he pries the door open he can view the door beyond, a swirling miasma of dark and alien magic. Walls of glistening black stone that seems to have partially melted and formed strange stalactites and stalagmites in the 20 by 20ft chamber where the alien magics have taken over.

The mad cleric seems to have been infected by the aberrant magic, or had masked it previously. A mass of tentacles drops from his chin would be and strange grey suckered pseudopods are in place instead of his feet. With strange albino rubbery skin he looks horrific and is currently cloaked with several magic wardings. Looking at Grimgor he/it tilts its head, tentacles wriggling before a low husky voice echoes in Grimgor's mind.  "You came, you interrupted my party... Now you shall die!"    The last is screamed out towards Grimgor as it spits a stream of virulent venom towards the dwarf

 
 OOC

In the 20ft by 20ft alien chamber the cleric standing at the back (i.e. 20ft from the door)
Its difficult terrain for non aberrations as the alien protrusions writhe and wriggle into your way

Cleric casts Spit Venom at Grimgor as the door swings open  (1d20+9)[ 24 ]  range touch
Fort DC 18 or blinded and  (1d2)[ 2 ]  CON

 
CasualViking
      
      Kona the Illuminator     

 
Kona sees the cleric, sees the truth of him, and raises his blades in greeting. He dashes towards him, his blades flashing through the motions of his weird sword-magic, before unleashing a torrent of flames to wash over the monstrous local dignitary.

 swift change stance, move to get within 15' of the cleric, Std: Lance of Power   fire dam  - (7d6+7)[ 32 ]  + Dazzled 3 rounds, Reflex 17 for half damage no dazzle.  
 
  
 
 Spoiler: STATS 

  granted start of combat  - (1d4)[ 2 ] ¨
  granted end of turn  - (1d3)[ 2 ] 
Maneuvers granted:  Lance of Power (Strike) , Rapid Strike, Minute Hand (boost), Elemental Strike
Maneuvers Readied: , Flash of Insight (boost),  Minute Hand (boost), Elemental Strike , Flick of the Wrist (Strike),,
Animus: 1 (0 +1 start of turn -1 spent +1 end of turn)
Illumination: 2 (1, +1 start of turn)
Active Element: fire
Stance: Elemental Flux

  Quick stats
  Soul Candle: 10' bright light, 20' normal, allies within 15' do +2 fire damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor burst into the room, a sixth sense tingling just before a glob of spittle flew past his face.  Growling, he called back,  "Found th’ bastich … git ‘em quick!" . Shifting his stance, Grimgor gripped his pike and charged across the space ignoring the grasping tendrils.

 
  Round 1  - Chance to Primal Fury stance (swift).  Charge attack, w/power attack (full).
  Charge attack  - (1d20+8)[ 26 ] ,   Damage  - (4d6+10)[ 22 ] 
 Effects : Charge; Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Primal Fury (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (22)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
Yas392
Tygar move to at least 10 ft from the dwarf to include him and the tengu in his magic circle. He nocks an arrow and shoots at the maddened cleric.

 
 Spoiler: OOC 
 Ranged Attack:   (1d20+7)[ 19 ] 
 Magic/Piercing Damage:   (1d8+2)[ 8 ] 
 
RCgothic
 Lara 

Lara begins picking her way across the alien terrain and it appears at first she'll be delayed in reaching the priest - but with a shake of the pewter chime hanging from a simple leather ankle-band, she teleports across the remaining distance appearing next to the cleric with her blade already flashing!

 
 Spoiler 
Move: Assuming Lara isn't in the lead, she can't cross 15ft of difficult terrain in a single move action, but she can cross maybe 10ft.
Swift: Activate anklet of translocation to teleport 10ft next to the cleric.
Standard: Attack  (1d20+11)[ 24 ]  Damage  (1d6+15)[ 19 ]  (using 1 panache to increase precise strike damage)
 
DrK
A beam of fire streaks across the room to hit the strange unnatural cleric followed up by an arrow that glances off his shoulder. As  that happens like a moving boulder Grimgor runs into the room, armoured boots smashing the strange rocky growths and stabs the cleric in the chest. Lara follows up, stepping through the shadowy dimensions to appear beside the cleric and drive her blade through his body.
The cleric laughs a strange and manic laugh, seemingly ignoring the fluids pouring from his now burnt and pierced frame.

His body starts to leak a strange yellow mist that oozes around the room slowly filling it with a vile smelling smoke that engulfs everyone attacking them all.

 
 Spoiler: OOC 


Cast Hallucinogenic Cloud
20ft cloud of smoke (as obscuring mist)
Fort DC 19 or nauseated (if passed then sickened  (1d4)[ 4 ]  rounds)
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor frowned at the priest's lack of concern, flinching somewhat at the burst of disgusting smoke that poured out from the creature's body.  Shaking his head, he pushed down the contents of his stomach that threatened to emerge, gripped his pike, and attacked again, this time shouting for support.   "Ain't no time t'be stoppin'!  Kill this 'bominashun anyway ye kin!" .  Stepping to flank with Lara, he swung with greater force than normal.

 
  Round 2  - Step to flank (free), initiate encouraging roar (swift), attack w/Greater Snapping Turtle (standard).
  Attack  - (1d20+10)[ 20 ] ,   Damage  - (7d6+6)[ 22 ] 
 Effects : Encouraging roar (+2 att/dam for all w/in 30', 3 rounds); greater snapping turtle (add 3d6 to attack, ignore damage resistance); sickened (-2 to all rolls, 4 rounds); Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Primal Fury (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (22)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
CasualViking
      
      Kona the Illuminator     

 
Kona closes the distance, but has a hard time getting a good hit past the tentacles.

 Move to attack the cleric, Std: Elemental Strike Lance of Power   attack  - (1d20+11)[ 15 ] ,   slash dam  - (1d10+13)[ 18 ] +  fire  - (3d6+3)[ 8 ]  + Blinded 1 round Ref DC 16 negates. Swift: Minute hand   attack  - (1d20+9)[ 16 ] ,   slash dam  - (1d10+13)[ 17 ] +  fire  - (2d6+4)[ 10 ]   
 
  
 
 Spoiler: STATS 

  maneuver granted  - (1d2)[ 1 ] 
Maneuvers granted:  Lance of Power (Strike) , Rapid Strike,  Minute Hand (boost) ,  Elemental Strike 
Maneuvers Readied: , Flash of Insight (boost),  Minute Hand (boost), Elemental Strike , Flick of the Wrist (Strike),,
Animus: 2 (1 +1 start of turn -1 spent +1 end of turn)
Illumination: 4 (1, +1 start of turn, +1 from using a boost)
Active Element: fire
Stance: Elemental Flux

  Quick stats
  Soul Candle: 10' bright light, 20' normal, allies within 15' do +2 fire damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
Lara nearly pukes as she's engulfed in stinking mist. Taken out of the fight, she withdraws as best she can.
Yas392
Tygar braces himself for the fog and as the fog subsides, he coughs but stands tall. He continues his firing at the horror despite his unstable stance.

 
 Spoiler: OOC 
 Fort Save:   (1d20+7)[ 21 ] 
 
DrK
Kona leaps forward blasting out elemental fire and slashing at the insane pseudonatural cleric but his blades bounce off the creature's weird rubbery skin. Grimgor uses brute force and jams the warpike through its body, impaling some 3ft of its length as its howls in agony or ecstasy its hard to say as you are locked in the cloying sweet smelling fog. Even as Tygar launches another arrow and Lara staggers away the thing drags itself up the warpike, a tail of ichor on the shaft as it leans forwards with its tentacles, a whispered,  "I see what you see, can you see me...."  .. as the words finish Grimgor see's a myriad of horror and nightmaers pass in front of him as he tries to drive away the horrific images.


 OOC
5ft forward to Grimgor
Cast defensively (auto pass)
Cast Blindness on Grimgor  Fort DC 16 or Blind 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor growled in satisfaction at the thud of the weapon hitting the beast.  However, as the creature pulled itself forward, it used more of its foul mind magic and suddenly Grimgor's eyes were filled with horrors, blinding him to everything around him.  With a grunt, he pushed away from the beast, shouting,   "'Ware yerselves!  Beastie's got long arms n' magic.  Ah cannae see ... watch yer arses!"  

Once he had put some space between him and the creature, he thrust in the direction of the foul-smelling monster, trusting its size and his memory.

 
  Round 3  - Step back 5, which should still be flanking (free).  Initiate defending the pride (swift).  Attack w/Greater Snapping Turtle (standard).
  Miss chance  - (1d100)[ 91 ]  (50 and below, miss);   Attack  - (1d20+10)[ 24 ] ,   Damage  - (4d6+6)[ 25 ] 
 Effects : Defending the pride (+4 AC for all w/in 60', 3 rnds); Encouraging roar (+2 att/dam for all w/in 30', 2 rounds); sickened (-2 to all rolls, 3 rounds); Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Primal Fury (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (28)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar ,  Defending the Pride , Warning Roar,  Greater Snapping Turtle , Throwing Thunder
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent);  Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging) 
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
CasualViking
      
      Kona the Illuminator     

 
Kona's blades flash through the mist, one neatly severing a tendril....of mist. The other bites into rubbery skin, and maybe flesh.

 Rapid Strike the cleric,   attack1  - (1d20+11)[ 19 ] ,   concealment  - (1d100)[ 27 ] ,   dam  - (1d10+13)[ 17 ] +  fire  - (2d6+5)[ 15 ] ;   attack2  - (1d20+11)[ 28 ] ,   concealment  - (1d100)[ 7 ] ,   dam  - (1d10+13)[ 19 ] +  fire  - (2d6+5)[ 14 ] . If either of those attacks hit, swift to use Flash of Insight and spend psionic focus and 2 PP to affect Grimgor and Lara   
 
  
 
 Spoiler: STATS 

  dam  - (1d10+13)[ 19 ] 
Maneuvers granted:  Lance of Power (Strike) , Rapid Strike,  Minute Hand (boost) ,  Elemental Strike , Flash of Insight (boost), Flick of the Wrist (Strike)
Maneuvers Readied not granted: -
Animus: 4 (2 +1 start of turn +1 end of turn)
Illumination: 5 (1, +1 start of turn, +1 from using a boost)
Active Element: fire
Stance: Elemental Flux

  Quick stats
  Soul Candle: 10' bright light, 20' normal, allies within 15' do +5 fire damage.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Yas392
Tygar shoots at the foggy, eldritch figure.

 
 Spoiler: OOC 
 Ranged Attack:   (1d20+5)[ 25 ] 
 Piercing Damage:   (1d8)[ 3 ] 
 Miss Chance:   (1d100)[ 22 ] 
 
DrK
Grimgor is assailed by swirling visions of chaos and destruction that fill his eyes leaving him blinded. He thrusts forward anyway and feels the spear bite home and drives it home. There is a flash of heat behind him as Tygar's flaming aura pulsates and (for people aren't Grimgor) the fog clears as the arrow thumps home into the mass of tentacles under its neck. It topples backwards gargling on black ichor, the spear dragging in Grimgor's hands as the deformed thing that had been the priest (or was this the true form and the priest the illusion?) dies on the floor. As it dies the rooms seems to stablise, that feeling of swirling chaos fading and some of the strange structures crumbling into dust.

The cellar and the small secret chamber now lie quiet...
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor grunted, ripping his pike free, before swinging it blindly at the creature's head once more, making sure the thing didn't rise.  When he paused and didn't hear any movement, he turned around, his eyes filled with darkness that gave the dwarf a grim and eerie look.  He gripped the pike closely and growled,  "Beastie sounds dead ... best be searchin' th' place fer any more surprises.  Be thinkin' 'bout how we clear th' town o' more converts ... and sumbody' clearin' me eyes!"   The last was said with a roar.

 
  OOC  - Woof!  Glad we made it through that one.  Waiting for the sickness to wear off ...And apparently still blind :)
  Perception  - (1d20+14)[ 28 ] 
 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (28)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
Yas392
Tygar aids the dwarf in his search.

 
 Spoiler: OOC 
 Aid Another Perception (to give Grimgor +2 to his check):   (1d20+7)[ 22 ] 
 
RCgothic
"Tara will be relieved this is over. Grimgor, are you ok though? Your eyes?" Lara asks, concerned for her friend.

"I think we can stay in the mansion overnight, we can signal the ship at first light. I'll keep an eye on Avner, and it means we don't have to go anywhere whilst you can't see. We should be able to get you fixed in the morning."

 
 Spoiler: Blindness is a permanent effect 

Takes a level 3 Remove Blindness/Deafness to cure, but we should be able to manage that.
 

 
 Spoiler: orphaned attack rolls 
Attack  (1d20+11)[ 26 ]  (+2 if flanking) damage  (1d6+10)[ 16 ]  confirmed OOC  24 
 
DrK
Searching around the crew of the Nixie find a few notable items in a corner locked in a small strongbox that easily gives way to a few stamps of boot. Inside is a collection of gems that look uncut and locally mined along with a set of golden bars stamped with Sasserine's crest. The actual dead priest, a savage and disgusting aberrant beast now rather than a man (who knows what was the truth) has some equipment upon him.

 
 Spoiler: Loot 

Bag with 1200gp of Gems
6 golden bars @250gp each
Hide armour +1
Headband of inspired wisdom +2
 
Yas392
Tygar inspects the grumpy dwarf after the group gather the loot.

  "If the condition is permanent, I can fix it by tomorrow after my prayers. As for the loot, I will claim the headband if there are no objections though tentatively."  
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor shrugged to Lara's question.   "They dinnae hurt ... but Ah kinnae see.  Best be keepin' these bodies ... th'bastich winnae believe us elsewise.  'Ave ye considered leavin' 'im behind?  Place could use a gov'ner, we could use a respite.  Mebbe it'll make 'im nicer t'our needs ...later." 

He grunted in acknowledgment to Tygar's comments, however, seemingly mollified that he could get his sight back on the morrow, but uncertain how to help right now.


 
  OOC  - Might be an opportunity to swap Avner to our side by having him take over this place.  Of course, it might screw us later ... 😁
 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (28)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
With Avner unconcious and Grimgor blind the party can slowly make their way back to the beach and the rowboat before rowing back to the waiting Nixie. as you reach the ship there is a general sense of relief and cheer that you have returned safely. Once helped as Lavinia makes her presence known having come across to wait with the crew of the Nixie. She embraces each of you, eyes widening as you describe the horrors of the basement and the debased worship of some sort of Far Realms eldritch horror that had taken root here so far from the rule of Sasserine and the Council.  "The colony here is surely in your debt once more? What is your suggestion Lara for the morning? DO we sail on or look to restablish new leadership now that the power of the cult must surely be broken?" 
CasualViking
      
      Kona the Illuminator     

 
 "A difficult choice, Lara. Do we owe these people leadership after what we just did? Or is that the voice of selfishness masquerading as duty?" . He lets the statement hang in the air, not elaborating.
 "Either way, I believe it is an ethical decision, not a tactical one. But leadership is service, and because you wear the hat, I will unburden myself of this choice and leave it to you".  
 
  
 
 Spoiler: STATS 

[roll6]
Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' can 5' step as a swift action.
AC 22, touch 18, FF 14, CMD 25. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Yas392
  "From how I read it, it is both tactical and ethical. A reminder that we will be forfeiting our main quest if Lara remains to govern the island. I'd say if we want to install a leader to fill the void and prevent a power vacuum, we could elevate one of our own who has experience in statecraft. While nobles like Avner are suitable, his way with people is questionable. There are advantages to establishing a tactical foothold; recovery, repairs, restocking, redirection and many more. And if we test the waters on some nearby rocks and failed to have us retreat, either our progress is mitigated or not sacrificed. Sound advise or not, I'll leave the decision to the Captain as she has the final say."  

Tygar switches his gaze from Kona to Lara.
RCgothic
"I don't think installing Avner as governor would be in the best interests of the people here, annoying as keeping him with us would be," Lara laments. "I suggest we employ the swiftest vessel in port to carry a message back to Sasserine explaining what's happened here and requesting that they appoint a new governor."
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor nodded blindly, leaning on his pike.   "Aye Cap'n ... let it be written, let it be done!  Now, let's get th'ship stocked 'n ready t'go." 

 
  OOC  - With the decision made, Grim is all about getting back to business.

 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (28)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
CasualViking
      
      Kona the Illuminator     

 
 "As you say, captain. I will brief the Harbormaster on what has happened, and then return to the ship. This settlement should return to health, now the cancer has been cut out".  

Awaiting the Captain's nod, Kona will climb down the side of the ship, walk into the harbor across the water, and hammer on the harbormaster's door until he gets a repsonse.  "The high priest was a monster in disguise, and probably behind the monster attack on the pier. The governor was part of it. You will find them both dead in the governor's mansion, and the truth of my statement will be plain to see. I am sorry to place this burden on you, but the Sea Wyvern will be continuing her journey".  He bows, then runs off into the night.  
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Unbroken Stride

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' can 5' step as a swift action.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
The island becomes a whirl of activity for the day. The crew and all the guests and would be colonists help load u the Nixie and Wyrven with provisions, all of the brave heores happy to see the crates of fresh fruit and fish being carted aboard and the other exciting tropical fruits. In light of the Governer and the Priest's fall from grace the slightly horrified (and you suspect ensorcelled) village slowly rouse themselves into something approaching outrage. A town council of the Watch Captain, a local Erastil priest (and farmer) and the harbourmaster making up a new council until they can word back to Sasserine and a new governer. Although the independnat minded colonists all seem relatively happy that they won't have a free loading noble set above them for many months.

Of free loading nobles, your pet one is back aboard the ship. The young nobleman complaining constantly about being abandoned to evil by Captain Lara and her heartless crew and the state of his clothes and injuries upon rescue. Thankfully his man servant is quick to tuck him and hive him a heavy dose of a local poppy tea that soon has the man out for a good 12 hours of solid quiet sleep. Soon enough on the evening tide the Nixe and the Sea Wyvren both slips their moorings and head further south into the sea...

 

The next 2 weeks pass easily. The seas relatively calm and a steady trade wind filling your sails as you make good time. the motely crew under Captain Lara's watchful eye doing well and keeping o their tasks with no drama now. Avner still moans and whines but for most of you that means you walk away and ignore him. Urol the little gnome though begins to grow excited as you head south his eyes peering from his craggy bearded face as he looks for signs on the horizon of an island.  "Tjhere, there, there it is! Tamochoan!"  screams Urol on the dawn of the 15th day at sea following your leave from the Fort.

   
 "Captain Lara, we must heave to at the island when we reach it. The Lady Lavinia had promised me that I could."  He almost capers on the deck as the some of the crew gather to look at the small island jutting out of the sea. More than one spitting over the side to avert bad luck.   "Its ancient Olman you see. I came by possession of a map months ago and knew this was the place to excplore. The Isle of Dread you see... its is inhabited by the Olman descendants and the culture damage to the artifacts will be immense. But here. Here on Tamochoan no-one has set for for a thousand years! The ancient tombs will be untouched by modern hands and we get a glimpse into the past of the Olmans"  

As he scampers around Lara and the crew can see the island ahead, its a small spike of land maybe only one mile across in a rough ring  jutting for the sea. A narrow opening on side of the ring shows collapsed cliffs and a natural harbour in the crater where a slip of land means one side of the ring seems lower than the others and would offer an easy climb through the sand and heavy undergrowth to the jungle covered rim of the caldera. As you creep closer across the rolling ocean you can start to see hints of regular stone shapes, pillars and square pyramids covered in vines and other greenery. Urol still excited comes to show Lara, Grimgor and the others his tattered map.  "I was given it by a one legged sailor who got it from a dying elf they plucked from the ocean. The sailor lost his leg to the Brotherhood as they sailed back to Sasserine and sold this to me. The map here has a tomb on it, one unspoiled and filed with golds. But the elf, before he died spoke of an eight legged lizard guarding it so maybe if some of you would come we could share the spoils?" 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor spent most of the trip keeping the sailors motivated to remain focused on their duties, while keeping Avner as far from the Captain as possible without braining the man.  For the group of heroes, he continued to ensure they were doing well, albeit in his typical gruff manner.  He took an opportunity to spar with Kona, interested in the tengu's unique fighting style.  He continued to give a respectful nod to Tygar when he saw him, remembering the return of his sight.  However, most often, he longed for a return to land, that he might set his feet upon a stable ground once more.

When they came in sight of land and Urol came scampering up yelling for them to make for shore, he wandered over with a raised hand.   "Settle yerself, lad.  Let th'Cap'n think.  Las' time ye sent us lookin' fer these O'man's spider gods ... wha' are ye gettin' us inta this time?" 

 
  OOC  - Looking for any more exposition before giving his opinion.  Also, we should be scouting the coast as we approach.

 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (28)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
CasualViking
      
      Kona the Illuminator     

 
Kona joins Grimgor at the side of the deck, leaning against the...rails? - and stares out at the sea for a long while. Then he turns to address the others.  "I don't see a moral imperative either way. But I'm not above mercenary motives. What kind of split did you have in mind?".  
 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Unbroken Stride

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' can 5' step as a swift action.
AC 18, touch 14, FF 14, CMD 21. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Urol pauses, lookimg almost hurt at the lack of unanimous support!   ”For spoils I’d say equal spoils. One per persons for each one who braves the ruins. But I would like to choose anything of an archaeological nature for the museum at Sasserine.”  

As Grimgor mentions the coast Urol shrugs,   “It’s a small island, more of a broken ring. You can see our destination this time.”   he offers a few minutes later as the ship cuts through the seas and he points to a cluster of stone and the square up of a pyramid poking from the trees on the highest point of the island.

For Grimgor reassuringly there does not seem to be any signs of spiders!
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor nodded absently, gazing at the island for a moment.  THen he turned to Lara and grunted,  "Ah've got no problem wit volunteers ... but itsup ta th'Capn.
 " 

 
  OOC  - Grimgor is good with moving forward with exploration.  Curious, will we continue with only three players?

 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (28)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
RCgothic
 Lara 

In the aftermath of the visit to Fort Blackwell, Lara has some changes to make to the running of the Sea Wyvern.

Following the untimely death of Vindalf, Lara promotes Donovan Morley to take his place as cheif armsman, the giant of a man notably different from his surly dwarf predecessor.

With Donovan now occupied in a more senior role, another face comes to Lara's attention amongst the Armsman - Aurora, a sprightly human woman - more inconspicuous than Donovan or Cooper, but just as handy with a handmade in a flight.

Lara also goes out of her way to check in on their newest crewmember Tara. The fact of her similar name to the captain and the former initiate's relative cluelessness about maritime matters quickly earns her a kind of mascot status amongst the rest of the crew. But with Kelsey Townsend, ship's purser, showing her how to navigate the ship's paperwork and mainchief Liza Highstar assigned to show her the literal ropes, Lara is pleased to discover the new girl is a fast learner.

Lara and Avner continue to needle each other through the journey, with the exasperated captain pointing out whenever he brings it up that he got himself into that mess by publically undermining her, and that if she had actually abandoned him to evil she'd simply have left him where he was.

On the sighting of the island Lara weighs up the attitudes of her crewmates befire deciding. "That sounds like a fair bargain Mr Urol, and our last expedition was quite profitable. I'm minded to stretch our legs a bit."

"Luff up, Mr Barlow! Ease the sheets! Prepare to drop anchor! Send word for the purser. I want her to pen a message to Lady Lavinia of our intentions, and have that bird of hers Oliver carry it to the  Nixie ."
 
 Spoiler 
 Crew of the Sea Wyvern  
 
DrK
As the order are given Lt Alden begins to giver more orders as the as the tiny form of Kelsey (the halfling purser) comes on deck to speak to Lara, her  pet owl flapping around the aft deck where Lt Hayley conceals a smile as it flaps around Master Davtrix's curly dark hair. At the bow there is a rattle of anchor chains as Darlin, pipe clenched between his teeth, orders the anchor dropped for 5 shackles to hit the ocean whilst above them the lithe tanned pair of woman (Liza and Artemis) see to the sails under the commands of the whip thin Bellin (bosun).

Soon enough the davits are swung out and the hulking new lead armsman Master Donnovan shouting orders as the small boat is lowered into the seas. A hand running through his strange pointed mohawk he is garbed for battle with a heavy shirt of chain and a massive curved blade strapped to his waist.  "Aurora, Cooper. Get your laggerdly arses up here at the double. Man the sweeps."  At his shouted commands the grimy and unkempt half orc (Cooper) scrambles down to the rowing boat, a bow swung over a shoulder and Aurora, a muscled toned brunette human with a pair of kukri's jutting out from under her long leather overcoat soon joins him.

The massive head of security looks to the Captain,  "Captain, ready when you are..."  he bellows as Urol scrambles down the netted ladder,  "My thanks, my thanks to you my large fellow Master Donnovan"  the gnome capers as he drops into the boat. Glancing at the two crew hands,  "Such sights you'll see, you will be amazed"  he grins.

 OOC
For Kona, Lara and Grimgor, any last minute things to do?

 
CasualViking
      
      Kona the Illuminator     

 
Kona jumps down into the boat. Then looks up to the ship.  "Will you be joing us, friend Grimgor?" . With grossly exaggerated movement, he clutches onto the boat, as if fearing the dwarf will jump down and capsize it.
 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux

  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' can 5' step as a swift action.
AC 23, touch 19, FF 14, CMD 22. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor gathered his gear and moved to join the others.  At Kona's impertinence, he simply snorted.   "Aye, Ah'm comin'.  Best ye 'ave some sense t'keep yer feathers out o' trouble."   For his snark, Grimgor did indeed rock the boat as he clambered into the boat and found a spot in the middle to avoid capsizing them.  He grabbed a set of oars if necessary to help row, eyes fixed on the horizon.

 
  OOC  - Let's do this ... not sure I have anything to do prior.  Would love to see if we could find a silence wand / set of scrolls.

 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (28)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
With Urol, Kona, Grimgor and Lara aboard the heavy set and distinctive hair of the armsman takes up the tiller as Aurora and Cooper man the heavy sweeps and send the jolly boat zipping across the swell. There is some excitement as you hit the swells and surge between the cracked caldera rim but as you make your way through break in the high dark volcanic cliffs into the inner crater lake the sea calms and you can see the incredibly rich reef beneath their keel.

Cooper and Aurora sweat in the tropical sun as they pull on the sweeps, Donovan’s curt tongue lashing them onwards. Then with a slow crunch you slide up on the black sandy beach with the jungle some 40ft across the sand climbing steeply up the rim, a few pillars and ruined stone tops in the tree tops.

Urol leaps ashore with a smile  ”Yes, yes. Let’s head inland.”  the gnome says as he hops up and down excitedly and peers at the rudimentary map.
RCgothic
"As at the spider woods, we may be some time", Lara informs Donovan. "Wait here for now, but if it's unsafe or we're not back before the first dog watch then return to the ship. No sense in missing dinner."

With instructions given to the boat crew, Lara doffs her captain's hat and tucks it into the back of her belt. "Alright Mr Urol, you have the shore party. Chart our course inland and we'll follow."
DrK
The small gnome nods at the Captain and with a look at the sun and the cliffs points upwards  ”Come, come the glories of the ancient Olman await no one.”  He adds that and plunges into the jungle pushing into the thick trees

It’s a massively hot and sweaty climb up through the thick grinds and ferns and jungle makes going very slow and it’s with relief that you find a section of ancient tiles and stones underfoot where a road may have once been in olden times

 OOC
FORT DC 15 saves to avoid 1d6 non lethal and fatigue
 

After an hour or so and pushing maybe 1 and but miles through the heavy jungle it’s Grimgor who notices the sudden quiet of the jungle around them and sees the spoor of a predator and a large claw print! As his dwarf eyes scan the jungle flanking this ancient road he spies the beast crouched in the shadows! A massive primal cat like predator, but one that looks like a strange amalgamation of plant matter and muscular flesh…

 OOC

Traversing a 20ft wide clearish path of broken stones, tiles and knee deep plants
Thick jungle (heavy cover ) flanks the road
Grimgor sees what looks like plant tiger crouched 55ft up the road on a branch 15ft off the ground

Surprise round
Grimgor the plant tiger

Round 1
Grimgor, Kona
Plant tiger
Urol, Lara

Go on Grimgor
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor stomped through the jungle and the oppressive heat, but for right now, it only brought sweat and bugs.  Water would be key, least they suffer heat exhaustion.
  "Cap'n, we'll be needin' lots o' water.  An' maybe we think o' searchin' at night." 

As they made their way in, Grimgor continued to lead, eyes scanning the path and the trees as he did.  After about an hour, he tensed, sensing a change in the environment. It got real quiet, and Grimgor could tell they had just entered the territory of something else.  Given the size of the paw print he found a few moments later, the dwarf was sure the beast was nearby and would soon come to investigate.

Glancing up ahead, Grimgor caught a shadowy movement to the side of the road, a large cat-like creature ready to pounce.  Murmuring, Grimgor kept trudging foward, hands gripping his pike tightly.    "We got company ... big cat thing, up ahead.  Git ready ..."  

 
  OOC  - Grimgor is prepared to brace and meet the charge of the creature.  If he needs to, he can shout out a challenge.

 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 55   AC 24 (28)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
As Grimgor braces himself the creature roars setting the dwarf's chest trembling amidst the creak of the trees. With a flurry of feline movement and shedding leaves the beast leaps down from the tree covering the ground to Grimgor in seconds as its leaps upon the dwarf in a flurry of teeth, claws ad splintered bits of bark and thorns seeking to maul the dwarf to death!

 OOC
charge the dwarf
Claw  (1d20+20)[ 32 ]  dam  (2d4+8)[ 14 ] 
Claw  (1d20+20)[ 35 ]  dam  (2d4+8)[ 11 ] 
bite  (1d20+20)[ 25 ]  dam  (2d6+8)[ 14 ]  and Grab vs CMD  (1d20+23)[ 37 ] 
rake  (1d20+20)[ 21 ]  dam  (2d4+8)[ 11 ] 
rake  (1d20+20)[ 23 ]  dam  (2d4+8)[ 12 ] 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor grinned wildly as the cat rushed forward, growling aloud,  "'Ere it comes, kiddos ... strike hard 'n fast!"   Thrusting forward, Grimgor sought to find purchase as the cat lashed out with claw and fang.

 
  Round 1  - So I think I get a readied brace attack vs the cat ... not sure if there is an AOO as well.  Using encouraging roar (+2 att/dam for 3 rounds) to boost our attacks and lashing out with a braced attack.

  Attack  - (1d20+10)[ 22 ] ,   Damage  - (4d6+12)[ 19 ] 

Let me know if there's an AOO as well ...
 Effects : encouraging roar (+2 attack/damage, 3 rounds); Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 30/55   AC 24 (28)   CMB/D +7/18
F +6  R +5 (+2) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
CasualViking
      
      Kona the Illuminator     

 

Kona walks through the jungle, seemingly alert, but actually lost in thought. He relives the conversation with the priest and with the governor, trying to suss out some clue he could have picked up on, acted on, to kill fewer people.

His ruminations are rudely interrupted, and he responds to Grinmgor's familiar yelling; his sword lashes out, cuts practised thousands of times, while his conscious mind is still failing to process what is happening right in front of him.
 move to flank, Rapid Strike.   Attack 1  - (1d20+13)[ 15 ] ,   damage1  - (1d10+13)[ 21 ] +fire  6 ,   Attack 2  - (1d20+13)[ 28 ] ,   damage2  - (1d10+13)[ 14 ] +fire  9  .
 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike),  Rapid Strike , Elemental Strike,
Maneuvers Readied not granted: Minute Hand (boost),  Elemental Strike,  Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 2
Illumination: 4 (1+1 start of turn +2 swift action)
Active Element: Fire
Stance: Elemental Flux
  maneuver granted EoT  - (1d3)[ 1 ] 
  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' can 5' step as a swift action.
AC 19, touch 15, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
THe dwarf's heavy armour turns aside many of the blows and the gnashing teeth and only a pair of claws tear into. He thrusts back with the spear hitting a decisive blow even as Kona leaps in with spinning blades one of them spitting fire nd catching the tiger. It roars in fury, the sound accompaied by the creaking of wood from its plantlike form before it lashes out with claws and bite at both Grimgor and Kona

 
Bite, claw, claw

vs Grimgor Claw  (1d20+18)[ 19 ]  dam  (2d4+8)[ 12 ] 
vs Grimgor Claw  (1d20+18)[ 30 ]  dam  (2d4+8)[ 12 ] 
vs Kona bite  (1d20+18)[ 22 ]  dam  (2d6+8)[ 14 ] 
 
 Go go party 
RCgothic
Lara dances around behind the creature and attempts to slash through its branch-like spine, making an intimidating flourish after her strike.

 
 Spoiler 

Move to flank plus acrobatics if necessary  (1d20+11)[ 29 ] 

Slash:  (1d20+13)[ 31 ]  damage  (1d6+15)[ 21 ]  (burning 1 panache)
conf  (1d20+13)[ 19 ]  damage  (1d6+5)[ 7 ] 

And if it hits menacing swordplay  (1d20+12)[ 17 ]  (burning 1 panache)
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor grunted by the several strikes that punched through his armor.  But he dwarf wasn't quite ready to lay down and die.  Stepping, he maintained his flank and shouted to the other others,  "Ware those claws 'n teeth! This beastie's a biter!" 

The pike struck out again as he used the momentum to snap the head of his weapon against the cat's neck, hard and swift.

 
  Round 2  - Using defending the pride (+4 AC for 3 rounds) as a swift, then standard action to use greater snapping turtle to punch through the cat's neck.

  Attack  - (1d20+12)[ 23 ] ,   Damage  - (5d6+6)[ 16 ] , ignore DR

 Effects : defending the pride (+4 AC, 3 rounds); encouraging roar (+2 attack/damage, 2 rounds); Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 18/55   AC 24 (30)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar ,  Defending the Pride , Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
CasualViking
      
      Kona the Illuminator     

 

Kona's blade flashes, hacking off leaves and leaving burning trails in the air, making the creature's flanks smoke, but he is not sure he is actually cutting away anything important.
 step to flank,   elemental Strike  - (1d20+13)[ 16 ] ,   damage  - (1d10+13)[ 22 ] +  fire  - (3d6)[ 14 ] +Blinded (Ref DC 16 negates). Swift: Minute hand   attack  - (1d20+11)[ 13 ] ,   damage  - (1d10+13)[ 18 ] +  fire  - (2d6)[ 8 ]  .
 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike),  Rapid Strike ,  Elemental Strike, Minute Hand (boost) 
Maneuvers Readied not granted:  Minute Hand (boost) ,  Elemental Strike,  Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 3 (2 +1 start of turn, -1 elemental strike, +1 end of turn)
Illumination: 6 (4, +1 start of turn, +1 boost)
Active Element: Fire
Stance: Elemental Flux
  maneuver granted EoT  - (1d2)[ 1 ] 
  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' can 5' step as a swift action.
AC 19, touch 15, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Lara and Grimgor team up, the pike driving through the east as Lara lands a savage blow on its neck sending bark and leaves flying. Kona swoops in, flames burning along their blades but cannot quite make contact. Behind you all the haphazard gnome squeaks  ”A verdant beast, a primordial plant hunter.”  Muttering words you all clearly do not care about as he casts a spell to better protect himself

The tiger itself slashes out wildly with tooth and claw against all three attackers


vs Grimgor Claw  (1d20+15)[ 19 ]  dam  (2d4+14)[ 21 ] 
vs Lara Claw  (1d20+15)[ 31 ]  dam  (2d4+14)[ 21 ] 
vs Kona bite  (1d20+15)[ 28 ]  dam  (2d6+14)[ 19 ] 
RCgothic
The creature catches Lara a vicious swipe with its claw, and she slashes back at its outstretched paw with her cutlass.
 
 Spoiler 
Ow.
Slash  (1d20+13)[ 22 ]  damage  (1d6+15)[ 18 ]  using 1 panache if it hits.
 
CasualViking
      
      Kona the Illuminator     

 

Kona nimbly bends backwards, and a nearly fatal bite merely gouges deep wounds in his arm. He stumbles back, grasping the arm and sending healing energy into it. He focuses back on the tiger, and releases an angry torrent of flame!
 move to use Animus healing  (4d6)[ 16 ] , Standard: Lance of Power,   fire dam  - (7d6+7)[ 32 ] , reflex 17 half. .
 
 
  
 
 Spoiler: STATS 

Maneuvers granted:  Lance of Power (Strike) ,  Rapid Strike ,  Elemental Strike, Minute Hand (boost) , Flash of Insight (boost), Flick of the Wrist (Strike)
Maneuvers Readied not granted:  Minute Hand (boost) ,  Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)   
Animus: 2 (3 +1 start of turn, -2 healing, -1 augment, +1 end of turn)
Illumination: 7
Active Element: Fire
Stance: Elemental Flux
  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' can 5' step as a swift action.
AC 19, touch 15, FF 14, CMD 18. HP 34 (36-19+16 animus healing +1 stance)/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Even as the creature lashes about with its claws and teeth the onslaught from the party proves too much, the Captain lashing out with the cutlass before the blast of fire erupts and chars the wooden plant like manner ina  destructive manner! With a sizzle and crack of burnt wood the dire plant tiger collapses into chunks on the muddy path.

As it does so Urol shakes his head, a low whistle  "Did you see the size of it? I have heard of plant like beasts before. But never before one such size. I wonder if the tropical sun allows a greater size than near Sasserine due to the sun giving more food to its leaves? Do you think one in the dark would be smaller? Or if its carnivorous by requirement or by instinctive behavior?"   He blathers on, seemingly unware of the blood pouring from the other three from wounds sustained in the fight
CasualViking
      
      Kona the Illuminator     

 

Kona pats himself down, making sure he has all limbs and no unnoticed gushing wounds.  "That was a tough one. Let's not get surprised like that again". 
 
 
  
 
 Spoiler: STATS 

Maneuvers granted:  Lance of Power (Strike) ,  Rapid Strike ,  Elemental Strike, Minute Hand (boost) , Flash of Insight (boost), Flick of the Wrist (Strike)
Maneuvers Readied not granted:  Minute Hand (boost) ,  Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)   
Animus: 2 (3 +1 start of turn, -2 healing, -1 augment, +1 end of turn)
Illumination: 7
Active Element: Fire
Stance: Elemental Flux
  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' can 5' step as a swift action.
AC 19, touch 15, FF 14, CMD 18. HP 34 (36-19+16 animus healing +1 stance)/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor grunted, glancing at the tengu.   "Ah tol' ye it twere comin' ... 'ow much warnin' ye need, lad?"   However, as the gnome continued to prattle on, he stood in front of the diminutive guide and held a stubby finger up to his lips.  Then he indicated to the rest of the group to keep moving forward as he took lead, ensuring the scouts were moving slightly in front to help get the drop on any future combatants.

 
  OOC  - Sorry, sorry, sorry!  Life got me right in the buttocks!  I'm here ... and hopefully this gets us back into it :)

PS - some healing would be nice 😁
 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 18/55   AC 24 (30)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
Urol looks up from where he had been looking at the ground where the earthen tiger had been. THe little gnome looks at the bloodied dwarf and nods.  "Oh yes... oh I must, healing can be done."  he mutters as he pulls out a stout looking wand from a pocket and taps Grimgor a few times.

 OOC
Healing stick Use as needed (22 charges....)
 (2d8+3)[ 9 ]   (2d8+3)[ 15 ]   (2d8+3)[ 12 ]   (2d8+3)[ 13 ]   (2d8+3)[ 8 ]   (2d8+3)[ 16 ]   (2d8+3)[ 7 ]   (2d8+3)[ 16 ]   (2d8+3)[ 17 ]   (2d8+3)[ 10 ]   (2d8+3)[ 12 ]   (2d8+3)[ 12 ]   (2d8+3)[ 11 ]   (2d8+3)[ 10 ]   (2d8+3)[ 9 ] 
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

After three taps, Grimgor nodded his thanks, waving away further touches.   "Thank ye, lad ... Ah'm good now." 

 
  OOC  - three gets me 36 hps back ... oh and   Perception  - (1d20+14)[ 31 ] 
 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 54/55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
RCgothic
"Thanks", says Lara after taking the 4th and 5th charges. "Let's press on before this day gets any hotter."
DrK
Pushing on the path runs upwards and you are all soaked with sweat after slipping and sliding up the muddy trails to the ridge that runs around the edge of the small island.  After some 2 hours you recah the top of the ridge line and you can see down the green and plant filled cliffs to the sapphire seas that roll to the horizon in an unending expanse of open ocean. A few birds here and float flit through the air. Following the ridge to where you know there was a break in the rim (the on you sailed through in fact) and where Urol had indicated the temple was the jungle parts to reveal the ruins of a large chamber, once held within the roof of the ziggurat above but now open to the elements. Images of pouncing and stalking cats grace what is left of the vine strangled walls. Dozens of mouldering stuffed jungle-cats lie scattered around the edge
of the exposed chamber along with several strangely unweathered statues of men dressed in armour. Of the five passageways that once led further into the ziggurat's
depths only two remain uncollapsed. Urol bounce up and down with excitment,  "Ancient Tamochoan, can you belive it.."  he adds.

 
 You are entering from the bottom left. Please pretend ignorance of the map, I didn't have time to blank out the other bits of the map 
CasualViking
      
      Kona the Illuminator     

 

 "Something killed those plant creatures and left them to rot. I don't trust those statues".  Swords raised, Kona studies the statues intently   perception  - (1d20+13)[ 27 ] 
 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Fire
Stance: Elemental Flux
  Quick stats
  Soul Candle: 5' bright light, 10' normal, allies within 15' can 5' step as a swift action.
AC 19, touch 15, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor nodded at the tengu.   "Aye, lad ... les' keep eyes 'n ears open fer trickery.  Casters, check fer magicks ..."   Moving to stand near the front with the feathered warrior, Grimgor's gaze swept across the statues too, as well as peering at the two entrances.  Weapon at the ready, he waited for everyone to ready themselves and for any information coming in from the others.

 
  OOC  - Let's do this!    Perception  - (1d20+14)[ 29 ] ,   Religion  - (1d20+6)[ 24 ]  for thoughts on what this place is and what they might find. Thanks for the heals!

 Effects : Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 54/55   AC 24 (26)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar, Defending the Pride, Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
As the party hikes up the jungle slope, sweaty and hot from the humidity its Grimgor and Kona's sharp eyes that pick out the unusual 8-legged lizard basking in the sun near the entrance to the 4th cave (~3 O'clock position) ~80ft away from you all. Its a massive beast, some 12ft log with 8 stubby scaly clawed legs and a short stubby head with strange reddish spines jutting out of its back like some sort of deformed reptillian porcupine. As Kona and Grimgor spy it it's head lifts and eyes gleam with evil intent....

 
 
 Spoiler: Know (Arcana) DC19 


Its a greater basilisk. This creature looks like a thick-bodied reptile with eight legs. Its eyes glow with an eerie, pale green incandescence. A larger and meaner cousin of the normal basilisk, the greater basilisk is a 12-foot long reptilian monster with dull brown skin and a yellow underbelly.

They can turn people to Stone with their gaze and have poisonous claws

 
 Spoiler: Know (Arcana) DC 24 


These yellow bellied subspecies also have a toxic breath that can make you weak and even kill you
THe blood of a freshly killed basilisk can reverse the petrification
 

 

 Initiative

Kona, Lara
Basilsik
Grimgor, Urol

BUT In the surprise round I need an action from both Grimgo and Kona


 
CasualViking
      
      Kona the Illuminator     

 
Kona sees nothing but a large, predatory beast. Dangerous, sure, but probably not at tough as the shrubbery lion. He takes a step to put Grimgor between himself and the beast. He thinks of ways to fight the beast, while exhales  fire  and inhales  air , feeling the familiar quickening.

 change active element, swift to change effect of lantern.  granted maneuver  - (1d4)[ 1 ] ,   granted maneuver  - (1d3)[ 2 ]   
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flash of Insight (boost)
Maneuvers Readied not granted:  Minute Hand (boost) , Elemental Strike,  Flash of Insight (boost) , Flick of the Wrist (Strike)
Animus: 1
Illumination: 2
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +2 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Grimgor raised a hand and pointed towards the cave.   "Giant lizard, t'the right.  Git ready ... beasties looks hungry."   Gripping the pike, Grimgor set his feet and prepared, entering into a defensive stance, waiting for the creature to come.

 
  Surprise Rnd  - Initiating defending the pride (+4 AC, 3 rounds, all allies w/in 60') as a swift, entering Defensive Focus, giving Grimgor reach (+10' in addition to the reach from his pike) and combat reflexes ...
If necessary,   AOO  - (1d20+8)[ 26 ] ,   Damage  - (2d6+4)[ 12 ] 
 Effects : Defending the pride (+4 AC, 3 rounds); Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 54/55   AC 24 (30)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers : Encouraging Roar,  Defending the Pride , Warning Roar, Greater Snapping Turtle, Throwing Thunder
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
The lizard hisses and slithers from its rock,  shuffling towards the heroes through the thick undergrowth on south eastern edge of the cliff face. Its not fast though and only closes some 20ft, so is still some 60ft from the party where Kona glows with fire and Grimgor hefts his pike.


 OOC
Go go Kona and Lara


 
CasualViking
      
      Kona the Illuminator     

 
Kona clangs his blades against each other, drawing sparks, and his feather puff up as he prepares to unleash the lightning.

 swift to add 2 Illumination, ready action.   granted maneuver  - (1d2)[ 2 ]  
 
 Spoiler: Ready: If the lizard approaches within 30' 
throwing a lightning bolt with Lance of Powah!!   electricity damage  - (7d6+5)[ 27 ] , + deafened 3 rounds, reflex DC 17 for half damage and no deafened.
 
 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flash of Insight (boost)
Maneuvers Readied not granted:  Minute Hand (boost) , Elemental Strike,  Flash of Insight (boost) , Flick of the Wrist (Strike)
Animus: 1
Illumination: 5
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +5 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
Lara retreats behind the safety of Grimgor's pike, readying her cutlass but waiting until the lizard gets closer.
DrK
There  is a hiss and puff of wind brings a vile acrid stench from the creature towards you, a smell best described as rotting eggs and mouldering food. It hisses again, eyes glittering at you all before it starts galloping on its 8 stubby legs as it closes to 40ft of the party, Urol giving a loud squeak in terror.
CasualViking
      
      Kona the Illuminator     

 
Kona stares down the creature as it approaches, preparing to leap out of the way.

 Standard action: fighting defensively, +4 to ac  
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flash of Insight (boost)
Maneuvers Readied not granted:  Minute Hand (boost) , Elemental Strike,  Flash of Insight (boost) , Flick of the Wrist (Strike)
Animus: 2
Illumination: 5
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +5 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

As they watched the beast continue to approach, Grimgor noted the hint of rot and decay.   "'Ware yerselves ... Ah'm thinkin' it's poisonous!  Grab yer blades and git ready t'swing!"   Reaching over his back, Grimgor pulled out a spear and launch it towards the creature, the shaft flying incredibly fast.  Once released, he returned his free hand back to the pike

 
  Surprise Rnd  - Activate encouraging roar (+2 att/dam to allies, 3 rnds) as a swift.  Then draw a spear [move] and use throwing thunder [Std] (+20' range increment, +2d6 damage, Ref Save DC 16, or fall prone).  If he hits, Grimgor will use a Mark.

  Attack  - (1d20+9)[ 20 ] ,   Damage  - (1d8+5)[ 6 ] +  Maneuver  - (2d6)[ 4 ] = 10 
 Effects : Encouraging Roar (+2 attack/damage, 3 rnds); Defending the pride (+4 AC, 2 rounds); Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 54/55   AC 24 (30)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar , Defending the Pride, Warning Roar, Greater Snapping Turtle,  Throwing Thunder 
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
RCgothic
Lara continues to hold behind Grimgor, cutlass at the ready. With limited space to manoeuvre in the corridor she knows it's wiser to let someone tougher and better armoured take the brunt of the creature's aggression.
DrK
The creature bellows as the spear buries itself into its shoulder. It scurries forward on its clawed little feet and then it casts its gaze over the heroes, as it’s greenish eyes cast over you it’s like a wave that washes over you as you can feel skin thickening and hardening as the gaze seeks to petrify your flesh!

 OOC
Advance 20ft
Unleash the gaze! Please can all the heroes make a DC15 Fort save to avoid becoming decorative garden furniture
 
RCgothic
Having resisted the creature's gaze, Lara attempts to dodge past the basilisk, striking with her cutlass.
 
 Spoiler 
Acrobatics  (1d20+11)[ 26 ] 

Attack  (1d20+13)[ 26 ]  damage  (1d6+13)[ 15 ] 
 
CasualViking
      
      Kona the Illuminator     

 
Kona  continues  to stare down the approaching basilisk, with stony, unblinking determination.  
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flash of Insight (boost)
Maneuvers Readied not granted:  Minute Hand (boost) , Elemental Strike,  Flash of Insight (boost) , Flick of the Wrist (Strike)
Animus: 2
Illumination: 5
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +5 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
Starbin
  Grimgor Ghoulsbane  , Dwarven Warder

Having struck the beast, Grimgor prepared to strike again when the creature looked in his eyes with a baleful gaze that chilled him to the core.  Even as he felt his body slowing, he croaked out,  "Ah'm sorry lass-" 

With an eerie creaking, the dwarf froze in place, his skin grey and stony, another victim to the basilisk.

 
  Round 1  - Failed save ... but folks still get the bonuses below!

 Effects : Turned to stone (indef); Encouraging Roar (+2 attack/damage, 2 rnds); Defending the pride (+4 AC, 1 rounds); Aegis (+3 AC / +2 Will save [morale] to allies w/in 10’); Silver Crane Waltz (see below); Darkvision 60’  
 
 Spoiler: Crunch 
HP 54/55   AC 24 (30)   CMB/D +7/18
F +6  R +5 (+7) W +8  Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
 
 Spoiler: Known maneuvers 
Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)
 

 Readied Maneuvers :  Encouraging Roar , Defending the Pride, Warning Roar, Greater Snapping Turtle,  Throwing Thunder 
Stances:  Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]) ; Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Divine Gift (War): 5/5
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 6 marks per day (can maintain up to 7)
 
DrK
For Captain Lara its a worrying scene as her three companions all slowly immoblise, skin growing grey and sandy as they become petrified. Urol's tales of fresh basilisk blood being a cure uppermost in her mind as she slashes at the creature dealing a deep wound. The beast hisses angrily, turning on the doughty captain and lashing out with a savage bite

 Bite Captain Lara  (1d20+10)[ 26 ] , dam  (1d8+4)[ 8 ]  
RCgothic
The basilisk may not have managed to petrify the captain, but it does land a stinging bite. Alone and on the wrong side of the creature from the entrance, Lara has no choice but to fight on!

 
 Spoiler 
Attack  (1d20+13)[ 32 ]  Damage  (1d6+17)[ 18 ]  (using 1 panache if it hits to bring the damage modifier up to 17)

Likely confirmed OOC (rolled a 30) for +12 damage and  30  damage total.

Regained a point of panache for the crit, so overall no panache expended this round.
 
DrK
THe beast lets out a throaty reptilian roar as the Captain slashes deep into it with the cutlass, one of its 8 legs flying free from the beast dropping off into the undergrowth. It rears up, its eyes fixing on Lara and blazing with green fury as she can feel the pressure of being the last survivor waging war with the rapidly stiffening flash of her body!!

 OOC
Standard action targeted GAZE! DC 15 Fort or petrified

 
RCgothic
Lara cries out a yell of frustration and hate for the creature as her limbs and body harden into stone.
 
 Spoiler 
 
 
DrK
In the thick jungle foliage a pair of dark brown eyes watch as the multi-legged lizard scurries forward, a tongue licking over 4 new statues in the garden of statues, that of a small bearded gnome with a tall soft hat, a tough looking dwarf poised in the act of thrusting a war pike, a young and vigorous looking woman petrified in the act of slashing a cutlass and a raven like kenku with a katana in hand. The basilisk looks tired, bloody wounds cover in flanks and it seems weary as its staggers some 15ft away from the statues (~60ft from the bushes where the mysterious figure crouches) and curls up to rest in the blazing sunshine...


 What does Grauff do? 
DarkOne-Rob
From the thicket nearby Grauff carefully watched the adventurers confront the basilisk with an unreadable expression on his half-orcish face. Careful to avert his eyes to the petrifying creature, he shook his head in disappointment as they all fell to it's gaze. Beside him Talon lay curled on the jungle floor, sunning himself in a convenient ray of light. "  It got them too,  " muttered the druid to himself before noting the way the monstrous reptile limped. "  Maybe I can finish it off...  "

 
 Spoiler: Mechanics 
Stealth:  (1d20+9)[ 20 ]  (unmodified by Wild Shape or situational modifiers)
Initiative:  (1d20+1)[ 8 ] 
 

With a thought, the half-orc's flesh flowed into the shape of a creature much like Talon, only colored differently. Then, the dinosaur-druid crept close enough to the basilisk's lair to begin working. First, without changing back into his humanoid form (and still averting his eyes), he called lightning from the sky, then he summoned a swarm of insane simian apes. Finally, Grauff began to summon individual animals to attack the basilisk, intent on ending the threat to his home that it represented for good.

 
 Spoiler: More Mechanics 
Cast   Call Lightning  , DC 18 Reflex save for half damage, every round, from a hidden point, preferably  before  a surprise round. This will deal 3d6 damage every round to the basilisk, as Grauff targets the square in which it is located. He should be able to do this while still avoiding looking at the thing.

Then   Mad Monkeys  , summoning a  monkey swarm . The additional effects of the spell aren't exactly relevant - just that as a swarm they shouldn't be too troubled by its gaze attack. They should deal 2d6 damage per round, without exposing Grauff to the basilisk's gaze.

Finally, if that isn't enough he will begin to cast   Summon Nature's Ally II  , getting 1d3 summoned dogs each time. He will do this until the  Call Lightning  and swarm damage kill off the basilisk or it becomes obvious that these tactics won't work.

All of this should be possible with Grauff remaining out of sight of the basilisk and averting his eyes from the beast's gaze safely. If I need to do more to make this happen, please let me know, @ DrK . I have  not  included Grauff's stat block, as I don't intend him to get into direct combat with the basilisk, unless it somehow goes after him before it is killed. If I need to put that together, I will - it might take me a bit, since he is Wild Shaped and I haven't got that stat block prepared yet.
 
DrK
Eyes and a hidden form barely disturb the woodland trees and bushes. Far below one of the sailors on the Nixie looks up in some surprise as a lone cloud forms in the sky before a single lightning bolt thunders down to the ground... In the clearing from where Grauff watches the bolt slams down into the wounded basilisk as its licks the statues of petrified adventurers. The creature, bleeding profusely from its wounds is cast to one side, and its glowing emerald green eyes film over as its stops twitching!

Quite, quite dead. Blood leaks from the the wounds and Grauff can remember the legends of the beasts and the restorative effects the blood of the lizard can have on the recently petrified....
DarkOne-Rob
"  Come, Talon,  " orders Grauff as he and his dinosaur carefully approach the late-basilisk's lair. Keeping his ears peeled for any sign of another of the creatures, the druid gets right up to the body, empties his waterskin, and begins collecting blood from the reptilian monster into the leather bag. Once it is filled he looks curiously at the petrified adventurers before shrugging and carefully smearing it across their open, stony eyes and faces. "   The magic starts at the eyes - probably should begin healing there too...   " he mutters as his companion sniffs around at the dead body curiously.

Once the other PCs begin to stir back to life, Grauff clicks his tongue at Talon heels, laying down at his feet as the half-orc watches to see how the rescued party responds to his presence.
DrK
For Lara, Grimgor, Kona and Urol there is a slow awakening, muscles slowly twitching as the stone melts away. Grey flecks scattering almost like petals on the breeze as there is a sudden intake of breath as the lungs start working, and you all double over, coughing up thick grey dust like grave ash before slowly catching your breaths and wait in the baking tropical sun for the cold of the stone to fade and be replaced by warmth. Tears stream down your faces as your eyes try to focus and you're all treated to the site of a feral looking half orc squatting nearby with a man sized dinosaur sniffing at the dead body of the still smoking basilik....
CasualViking
      
      Kona the Illuminator     

 
The bird-man stretches, shakes; and sheathes his swords before turning to the stranger.  "Did you finish off that lizard and reverse the spell? I'm very happy that I'm not your enemy. I am Kona".   
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flash of Insight (boost)
Maneuvers Readied not granted:  Minute Hand (boost) , Elemental Strike,  Flash of Insight (boost) , Flick of the Wrist (Strike)
Animus: 2
Illumination: 5
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +5 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
 Urol 

The gnome shivers as his the flakes of dust and concrete fall of the pointed green felt, he pulls the dust and fragments from his long grey streaked beard and looks at the newcomer (Grauff).  "Why hello. I do not recognise you...You appear to be local to the isle, do you know of the forbidden Temple?"  He asks the latter pointing towards the temple that lies a few hundred feet away from where the basilisk emerged from. The gnome licks his fingers and retches,  "Ah, the blood o the beast, that explains how you managed to undo the stone shaping. It was a peculiar experience." 

Pausing he looks at Grimgor, Kona and Lara,  "Now we are flesh and blood rather than stone and dust shall we continue... its been a long and sweaty walk up that hill. It would be a shame to go down the hill.."  As he looks at the dead lizard he looks saddened,  "Basilisk blood... its a potent anti-petrification agent. Its a shame that it was all used on us, but of course glad that we have refleshed" 
RCgothic
 Lara 

Lara coughs a cloud of dust as the petrification wears off. She nods a greeting to the Half-Orc and his companion. "My thanks," she says, quickly putting the events of the rescue together. She looks at Urol as though he's insane though.

"We nearly died just now! What if there are more of those things in there? Do we even know how long we were petrified? If the  Sea Wyvern  and the  Nixie  have sailed we might even be stuck here!"
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  36/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  None 
 
  
Grauff shakes his head, speaking up suddenly in with a rough, accented voice suggesting his mastery of the Common-tongue is a bit basic. "  Only one stone-maker, already hurt. I've never seen the temple beyond, - too dangerous with the stone-maker. You were stone only a moment, so the ships are still there,  " he says, answering the other PCs' questions. "  You needed help, the stone-maker needed killing, and I was here. What are you going to do now?  "
CasualViking
      
      Kona the Illuminator     

 
 "My learned friend here wishes to explore the temple, maybe find something of scholastic significance to send back to the museum" . Kona looks the newcomer over for a moment, taking the measure of him.  "Me, I am looking for something that might be popular at the marketplace, you know?" . 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flash of Insight (boost)
Maneuvers Readied not granted:  Minute Hand (boost) , Elemental Strike,  Flash of Insight (boost) , Flick of the Wrist (Strike)
Animus: 2
Illumination: 5
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +5 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
 Urol 

Urol looks at Grauff with an excited gleam in his eye  "You my friend, you speak common, you are impressive, how long have you lived here alone?"  the gnome asks, before Urol looks at Lara, Grimgor and Kona,  The gates lie just there Captain? as the savage here has said we have been stone for mere minutes.. maybe we could venture into the first few chambers and then come back another time." 

As he says that he summons a cool glowing orb of pale blue light that he affixes to the end of his staff, tugging on his little straggly beard and staring intently at Lara as he waits for her answer.
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  36/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  None 
 
  
Grauff lifts one eyebrow at the word 'savage,' but doesn't seem too offended or bothered. "  Always lived here, would like to leave. Can help in the ruins...   he says with a tongue-click to his dinosaur companion. At the sound Talon stands up and looks attentively at his master, waiting for more directions much like a trained hunting animal would. The creature's scales look much like feathers and it stands with a posture similar to that of a large raptor-bird. It seems uninterested in the other PCs, so far, as if it were very comfortable with humanoids and likely well-fed.
RCgothic
 Lara 

"Only one basilisk. The ships are still here." The captain repeats to herself, visibly calming as she does so, her faze slowly turning back to the temple with curiosity.

"Well in that case I suppose it could be profitable to explore further. You saved us from the basilisk- the stone-maker - so of course you're welcome to join us on my ship afterwards. But this is just a stop on a long voyage for us, and we may not be coming back again. Are you sure you want to leave possibly forever?"
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  36/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  None 
 
  
"  Good to go - old enough, and won't miss anyone,  " Grauff says. "  Lead on - we will follow...Captain(?)...  "
CasualViking
      
      Kona the Illuminator     

 
Kona slaps Grimgor on the shoulder, then walks up to the gate, waiting for the dwarf to join him before heading inside. He lets his little light fly ahead to illuminate the first room. Once Grimgor joins him, he leans in and says softly  "Close one, eh?"  
 
  

To himself, he thinks,  " "Close one" my unwashed cloaca. We were all dead, stone cold dead, if not for this guy. Guano- These islands are dangerous. But we are doing good, this group. Think of what that cult back in port would have done if we hadn't butchered them..." 
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike, Minute Hand (boost), Flash of Insight (boost)
Maneuvers Readied not granted:  Minute Hand (boost) , Elemental Strike,  Flash of Insight (boost) , Flick of the Wrist (Strike)
Animus: 2
Illumination: 5
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +5 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
With a new found friend, the excited gnome and the blood once again pumping in your veins you are able to push through the jungle to the crumbed edge of the ziggurat and where the basilsk had emerged from. Here the jungle parts to reveal the corner of what was once a chamber within the structure but now open to the elements. Images of pouncing and stalking great cats weathered and covered in thick vines decorate the walls colours now faded. Dozens of statues lie scattered around the ground,  a mixture of what was man made cats and the much more realistic  partially consumed ones of a variety of jungle animals.

Scattered along the walls that delve into the ziggurat are 5  vine shrouded portals. Three of them (1,2,5 clockwise) end after 5-15ft in piles of mossy rubble. The 3rd one is thin and narrow and in the light from the jungle sunshine it goes through a narrow 25ft long tunnel before going into a larger chamber. The 4th is a wider tunnel, some 10ft wide with swirling depictions of winged snakes and waterfalls that are chipped and faded. That tunnel goes some 40ft into the darkness before reaching a T juntion.
CasualViking
      
      Kona the Illuminator     

 
Satisfied that most of the others are dead ends, Kona slips through the narrow tunnel. He emerges into the room, taking in the sights but waiting for the others before he starts poking around. 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +1 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
The lithe raven man scurries forward and then at the end of the small crevice the walls open up into a vast chamber as he steps out onto a 10ft wide landing some 50ft wide that you arrive on with steps leading down to a massive chamber. The entrance to the room and walls are framed by carvings of dozens of skeletons with bones intertwined by hundreds of snakes. In amongst the snake carvings on the wall unnerving ripples of black smoke slither and dance free on occasion.

At the base of the stairs, underneath this daunting archway the floor of the vast chamber spreads out with what was once a detailed and slightly contoured map of the ancient city that once stood in the jungle. Time has taken its toll on what was once a breathtakingly real depiction reducing it to a tangled rubble strewn mess that ironically almost seems to reflect the current ruins in the jungle. The walls are decorated with faded frescoes depicting a royal court in brightly coloured robes and feathered head dresses and a king arrayed with his magnificent armies. Pathways wide enough for a man's foot mirror the ancient roads and lead to the central plaza of the city where a low stone table rests

 
 Spoiler: Know Religion DC 25 

The archway of bones and snakes separating the stairs from the room below marks the gateway betwene the land of the living and the entrance to the Olman land of the dead
 

 
 Spoiler: Know Arcana DC22 

The ripples of black smoke and energy are the broken remains of an ancient necromantic trap. In this case the effect will be lessened and may give a feeling of unease briefly (i.e. shaken) but no more serious than that
 

 
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  36/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  None 
 
  
"  Looks like the ruins,  " grunts Grauff as he looks at the model. "  Old city, old model...  "

The druid then looks to the others, indicating that he's content to let the party that already knows each other take the lead.
CasualViking
      
      Kona the Illuminator     

 
Kona spends a minute taking in the sights. Then, as the gnome and the others look discuss what they've found, he carefully tiptoes down the main road of the model city. He stops a step away from the tablet, peeking left and right, bending down to gingerly brush away the dust on the floor, and generally checking for traps (Perception +13) 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +1 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
 Lara 

"Well Urol, what do you make of this? Was it worth the trip?" Lara asks the more scholarly member of the expedition. She can't make any sense of what she's seeing.
DrK
The little gnome scampers to the high ledge above the city and looks down at it, a sense of wonder on his face   "Magnificent... the ancient city. The streets making a holy symbol this is a map of the ancient Tamoachan   He pauses on the steps and crouches looking at the death aspected archway and the ruined city.   "I believe this is a tomb of sorts. The portal is the road to the dead lands and this would be for the one that sleeps."  

Looking across the chamber he nods,   "Can we go deeper Captain? The city looks safe enough its just as ruined as the real city above""   He looks up at you all excitedely. For Kona as they look about the shapr black bird eyes cannot pick up danger.
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  36/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  None 
 
  
"  Into the dead city? Brave...or foolhardy,  " warns Grauff without rancor. "  Careful...  "
RCgothic
 Lara 

Lara nods cautiously in response to Urol's enthusiasm. "Grimgor, if you'd lead the way?"
CasualViking
      
      Kona the Illuminator     

 
Seeing Friend dwarf preoccupied with honing out a nick on his blade, Kona salutes the captain and bounds up ahead, leading the way deeper into the structure. 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +1 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
As the party head into the “the dead city” walking across the map you pass through what was the central square, as that happens the western wall ignited as the iconography of the sun glows bright and sets alight the whole wall in a great screen of flickering purple tinged fire that starts to race across the city!

As Urol, Lara, Kona and Grauff stand for a second they have but a moment to choose between trying to beat the wall back to the high platform that had overlooked the room or fleeing in front of the fire wave to the portal leading deeper into the structure
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  36/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  None 
 
  
With a sharp whistle that rouses Talon to sudden forward motion, Grauff barks, "  Go!  " and runs for the safe opening before him, his dinosaur companion close on his heels.
CasualViking
      
      Kona the Illuminator     

 
Already going that way, Kona dodges the flames by going in deeper. 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +1 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 36/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
"Run!" Lara shouts, grabbing Urol by the hand in case he's slow on the uptake and dragging him in the direction the others took deeper into the ruins!
DrK
There is a general unspoken consensus from the explorers as all run ahead of the wave of fire that pursues them, herding them towards the tunnel that appears to be more of a natural vent of smooth magmic stone rather an deliberate worked tunnel. Fleeing ahead of the flames all of you can feel briefly the flames brushing your heels but avoid the wall actually catching any of you

 All take  (1d4)[ 1 ]  fire damage its gets within 20ft 

Even as the wall of fire splashed against the entrance to your bolt hole a fresh wave for fire appears at the far end and rolls down the hallway over the space of some 6 seconds, followed by another and another, like a wave of raging infernos. But that can be a problem f the way out! The little gnome takes out from his pouch a small sooth grey orb in a velvet sack, as he lofts it into the air it floats and then glows a dull greenish blue as he pulls off the velvet bag.   "Well my friends, that will make the way out more interesting eh? Unless we can find a way through in here."   

Looking down thsi new path Graaf can see the room at the end is smallish and heavily inscribed with runes an hieroglyphic images of bat-like creatures feasting o humans and humanoids. Thedoor on the far side leading further south a strangely out of place block of pure, unadorned, unaltered iron.
RCgothic
 Lara 

The Captain's jaw clenches at the powerful display of magic barring their way back out. This new room also rings alarm bells, though she can't work out where the danger is at a glance. "Creepy," she comments, advancing cautiously. "Urol, what can you tell us about this chamber?"
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  35/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  Talon (Dinosaur Companion, -1 HP) 
 
  
"  Bad juju. Can't go back. Ready to fight?  " summarizes Grauff with a glance down to his reptilian friend. He casts a spell on a rock, causing it to shine like a torch, and gives it to Talon to hold in one of his front claws. "  I'll call flyers to hunt the bats. Who goes first?  "

 
 Spoiler: Mechanics 
Cast  Light  on a rock to help everyone see.

Grauff will happily summon flying creatures to help us fight the enemies that are likely ahead of us once we know what we're fighting, using  Summon Nature's Ally  spells. Many of my other prepared spells won't really help down here...
 
DrK
 Urol  looks around the antechamber, tgging at the wispy beard decorating his chin.  "Fascinating stuff here. I suspect this is the antechamber to one of the old Olman gods. One that didn't like people much you see.."  he adds the last with a nervous little laugh pointing at the pictures of the fearsome bat like creature eating a pile of coprses.

 "This though... it does not belong here."  he adds tapping the wall of iron on the far side of the room   It must be hiding something! can we tera it down?"  
DarkOne-Rob
[QUOTE=DarkOne-Rob;26019064]      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  35/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  Talon (Dinosaur Companion, -1 HP) 
 
  
With a shrug Grauff replies, "  Sure - let me help...  " and come over to do what he can to help with the process.

 
 Spoiler: Mechanics 
How would you like this done? Brute strength is  not  Grauff's strong point, but he can beat on things with a club with the best of them...
 
CasualViking
      
      Kona the Illuminator     

 
Kona looks over the iron wall, and taps it gently with his sword. He gives a long, soft, mournful  "caaaw!" , and shakes his head. 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +1 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 35/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
 Lara 

"Maybe we can break it down, but there's a chance that might not be necessary," she suggests, taking a closer look.

 
 Spoiler 
Perception  (1d20+4)[ 17 ]  checking for any alternative ways to open it.
 
DrK
THe heavy set dwarf nods then coughs loudly,   "If ye step aside I should be able to sort this right out eh?"   he draws the lucerne hammer and stands in the centre of the room, setting himself in a warlke aggressive stance he seems to swell bigger than he is normally before he beins to batter on the wall of iron with massive hammer, each blow ringing like a massive bell!

 
 Spoiler: OOC 

Example damage vs Hardness 10 in Primal warrior stance with power attack  (4d6+6)[ 22 ] 
 


It takes some time but eventually the heavy set dwarf and his wide headed long hafted hammer shatters the wall that buckles, cracks and splits in twain, each half falling forward with a great crashing noise revealing a large chamber beyond. A great blast of decay and age shrouded air blows out with a heavy scent of rot and decay and staleness.  The chambers bears a strange resemblance to the previous one in that the floor consists of a stone scale model of the ancient city. Yet wheras the previous mode was terribly damage this chamber seems well preserved. the layout and the style of the city is quite different with four wide canals converging upon a large lake in the centre from which rises a great stone pyramid. Mighty temples rise from the low angular buildings whilst the tiny stone walls are depict drawings and carvings of leering bats lizards and snakes.  As your door enters the west another chamber and arch leads out of the south wall.

As the lights from the various light spells bleeds into the chamber Urol literally dances in excitment, his hat bobbing and one hand tugging on his wispy beard.   "It is beautiful, the preservation is eqsuite. Captain, may we enter and investigate"   he asks Lara.
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  35/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  Talon (Dinosaur Companion, -1 HP) 
 
  
With some clicked and hissed directions to Talon, Grauff stays close to the rest of the party while keeping off the front line. "  Watch for traps,  " he warns those in the front.

 
 Spoiler: Mechanics 
I've nothing to add, mechanically.
 
CasualViking
      
      Kona the Illuminator     

 
Kona follows Grauf in, carefully peering at every joint and sparkle (Perception +13) 
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +1 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 35/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Looking around Grauf and Kona do not see anything amiss and walking over the city map they can aee the details in the fine miniature city under their feet.
Urol follows, the tiny gnome hunched over as he tries to read and see the detail on the tiny city. It’s Kona’s sharp bird eyes that notice the peak the pyramid appears to be hinged and could be opened
CasualViking
 "ooh. Maybe shiny?"  Kona mutters to himself. Then he tiptoes over and tries to open the hinged compartment.
DrK
Kona and the excited gnome druid advance on the pyramid both seeing the hinged lid with some excitement. Working with Urol the gome and birdman flip open the lid to reveal a bound and mummified corpse folded into the body of the pyramid in a foetal position. The body is dried and very very dead but the glint of gold from a cermonial necklace gleams brightly! However as the lid flaps open there is a great puff of grey brown debris that expands like a plume of dust washing over Urol and Kona, the dust toxic and dangerous!!

 OOC
Mummy Rot trap--&gt; DC 16 FORT save or contract mummy Rot



 
CasualViking
      
      Kona the Illuminator     

 
  fort save  - (1d20+2)[ 9 ] 
 "Khaf. Khaf. Hark. Ptui" . Kona frantically spits and tries to brush the corpse dust off his feathers.  
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +1 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 35/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Urol and Kona both spit hacking coughs as they are both treated to the dust sending cracks and worrying missing feathers across their body as skin flakes and falls free and feathers wither and drop crumbling to the floor as the disease wracks your body. Urol sits down, a surprised look on his face tugging at his now straggly beard.  "Uh, uh, disgusting."  he mutters as he coughs and splutters.

 OOC: Mummy rot 1 min after exposure  (1d6)[ 1 ]  CHA and  (1d6)[ 4 ]  CON 

Looking at the necklace Urol uses his staff to lean forward and push the dead Olman's priest off the powdery neck. That done he lifts the strange necklace out that looks like plates of thin gold with a pair dark polished stone heads - a panther and a strange one with tentacles for face.  "interesting. Old Olman Gods"  he murmurs,  "But it can be used for healing and blesssing in the right hands." 
 OOC: Necklace of Prayer Beads with Bead of healing and Bead of Bless 
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  35/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  Talon (Dinosaur Companion, -1 HP) 
 
  
With a his of concern and fear Grauff watches two companions suffer the ravages of the disease released by the trap. "  Can it heal you both?  " he asks Urol without stepping closer, some bit of instinct or superstition holding him back...
CasualViking
      
      Kona the Illuminator     

 
After another round of hacking coughs, Kona tries to diagnose what is wrong with him.   heal  - (1d20+3)[ 16 ]  
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +1 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 35/36
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
There is a shake of the head from Urol.  "A curse and a disease. We need both, although the necklace can help with the latter. I feel we are in trouble, as the disease will ravage our bodies even our own body will reject healing magics"  He coughs and waves towards the last door, to the south.  "The runes and decorations suggest its a place of Olman death and where their god lies. The greatest treasures should be through there," 
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  35/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  Talon (Dinosaur Companion, -1 HP) 
 
  
Grauff continues to keep his distance from the now sick - and cursed! - explorers as he approaches the remaining door. Once there he looks at it slowly, over several long breaths, to try and see if he can determine any threats it might contain. "   Heel , Talon,  " he directs, keeping his dinosaur companion close.

 
 Spoiler: Mechanics 
Use  Detect Magic  and several Perception checks (taking 10 for a  23  if allowed):  (1d20+13)[ 22 ] ,  (1d20+13)[ 21 ] ,  (1d20+13)[ 19 ] .
 
RCgothic
 Lara 

"The next island anyone wants to stop on, the answer is no!" the captain gripes, clearly having decided that caution is the wisest course of action in these ruins.

"Hopefully there's an antidote somewhere in here."
DrK
The Druid pauses at the door but detects and hears nothing before pushing open the heavy stone doors that are surrounded by the faces and malformed bodies of the ancient Olman spirits of the dead. The room beyond in the light from the spells is small, some 20ft square. The floor of the room is a vast stone disc marked in concentric circles with hundreds of sigils and heiroglyphs. Although in the centre is a nest of ragged bones, fabrics and rocks. The far side has no door but instead is a passage to a dark well beyond l. The passage is flanked by a pair of dessicated statues of warriors dressed in strange scales armour with headdresses of coiled cobras and batwings. The well on the far side dimly lit looks to be some 15ft in diameter, and from what you can see is a great cylinder lined with niches where skeletons are interred with dozens of rotten skulls visible amdist the glint of yellow gold and gems. How high or low the cylinder goes is impossible to see from the door as you’d have to cross the marked disc and the arch to stand in the well of burial niches
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  35/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  Talon (Dinosaur Companion, -1 HP) 
 
  
With his dinosaur companion beside him, the half-orc druid creeps up to the outermost ring of symbols, holding his light source up carefully so he can try and look at them before he considers crossing them. "  Circles have power - help reading these?  " he requests from the others, hopefully.

 
 Spoiler: Mechanics 
Use  Detect Magic  and try to figure out what Grauff is looking at here...
 
CasualViking
      
      Kona the Illuminator     

 
 "I could move across the wall, try to sneak into the room on the other side, but... *cough* ...seems risky. What does the squiggly letters say?"  
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +1 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 25/26(36)
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
It’s a combination of Kona with his knowledge of the planes and Urol who realise that the circle is merely a calendar of sorts.   ”A calendar of events. Look look, “   he mutters pointing to one segment   “Worm rain it says. Maybe 20 years past is that not when the Wormfall was and the heroes defeated that swine Kyuss?”   He scurries around the circle curiosly careful to avoid the statues and archway into the strange cylindrical well. But it seems safe and as Grauf scans the room there are no magical auras in the room, but there is an aura of necromancy emanating from the well.
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  35/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
 Condition  Talon (Dinosaur Companion, -1 HP) 
 
  
"  Death magic down there...could be life too, but probably death,  " warns Grauff as he points to the well. "  Don't know about worms raining, but always glad for heroes.  "
RCgothic
 Lara 

"What makes you avoid those?" Lara asks Urol, gesturing at the niches and the arch.
DrK
Urol glances at the arches and shrugs,  "Olman tombs and the symbol associated with death. For the Olman cultures they say that beyond that lies death..."  even as he speaks he coughs a few times. Speckles of blood on his sleeve as he wipes his  mouth.  "There will be gold and valuables in the well of death I'm sure. Just be cautious, its a dangerous place" . He finishes before turning back and taking some rubbings of the symbols on the floor.

The heavy set dwarf stands in the centre of the circle looking about.  "Ye want me to look  down the dead well?"  he asks in his thick dwarven brogue looking towards the dark hole
CasualViking
      
      Kona the Illuminator     

 
 "If you would please" , the crow tells the dwarf with an exaggerated bow. He gives his swords a quick spin to signal his readiness to follow right behind if need be - but he doesn't intend to actually go in there unless needed.  
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike,
Maneuvers Readied not granted: Minute Hand (boost), Elemental Strike, Flash of Insight (boost), Flick of the Wrist (Strike)
Animus: 0
Illumination: 1
Active Element: Air
Stance: Elemental Flux
  Quick stats
  Soul Candle: allies within 15' do +1 electricity damage
AC 23, touch 19, FF 14, CMD 18. HP 25/26(36)
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Its a moot point as Kona and Grimgor discuss who to go into the long tunnel as there is a howling suddenly and dropping from somewhere higher up the cylinder is a black bat winger and scaled monstrosity swoops in. It resembles an emaciated man-sized humanoids with huge leathery bat wings, terrifying skull-like faces, and dark grey or black skin with tails with a sinuous heavy barbed stinger.  Its swoops in and releases a great gout of fire that washes over Kona and Grimgor and Urol in a  wave of fire

 OOC

Sutalore the Varrangoin swoops in and attacks with fire
 (3d6)[ 12 ]  Fire damage, Ref DC 13 fr half

Player go

 
   
DarkOne-Rob
      
    Grauff   
Male Neutral Half-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  35/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort   8   9 ,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
  Bite  +4 (1d6+1 plus poison) 
  Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3) 
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str  10   12 , Dex 12, Con  12   14 , Int 10, Wis 21, Cha 9
 Condition   Dinosaur Shape (Dimorphodon)
Fly Speed 30 (Average), Low-Light Vision, Scent
Poison: Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save 
Talon ( Deinonychus  Companion, -1 HP)

 
 Spoiler: Talon's Stats 
Male Neutral Dinosaur (small animal companion),  Level  5,  HP  46/47 (5d8),  Speed  60 ft base
 AC  18,  Touch  15,  Flat-footed  14,  CMD  16,  Fort  8,  Ref  8,  Will  4,  CMB  +2,  Base Attack Bonus  3
 2 Talons  +7 (1d6+1),
 Bite  +7 (1d4+1)
 No Armor Worn  (+1 Size, +3 Natural Armor, +4 Dex)
 Abilities  Str 12, Dex 18, Con 18, Int 2, Wis 12, Cha 14
 Special Qualities  Low-Light Vision, Scent, Evasion
 Feats  Iron Will, Toughness, Weapon Finesse
 Relevant Skill Modifiers  Acrobatics +16, Climb +5, Perception, +13, Stealth +16, Swim +5
 Tricks Known (purposes)  Combat Training (+1 to "Attack" trick to re: unnatural creatures), Guard, Hunt
 
 Spoiler: Animal Companion Special Qualities (re: stats) 
Link, Share Spells, Ability Score Increase (+1 CON)
5 Skill Ranks, 3 Feats, +2 Natural AC, +1 STR/DEX, 2 Bonus Tricks
 Class (animal) Skills  Acrobatics, Climb, Perception, Stealth, and Swim
 Racial Skill Modifiers  +8 Acrobatics, +8 Perception, +8 Stealth
 

 Condition  None
 
 
 
  
"  Talon - defend them!  " Grauff directs his companion shortly as his own form begins to shift into that of a brightly colored, winged reptile with an over-large head and long thin tail. With a deliberate flap of his leathery wings, Dimorphodon-Grauff lifts off into the air to give chase to their attacker!

 
 Spoiler: Mechanics 
Directing Talon is a free action (based on the "Link" animal companion ability). Talon will ready an action to attack at anything coming into melee range of the other PCs, moving if necessary to facilitate.

Readied attack: Talon -  (1d20+7)[ 12 ]  to hit,  (1d20+7)[ 22 ]  (20/x2),  (1d6+1)[ 5 ]  damage,  (1d6+1)[ 7 ]  critical strike damage.

Grauff will then use Dinosaur Shape (modified Wild Shape) to take the form of a  Dimorphodon . Dinosaur Shape acts as  Beast Shape 1  with an additional +2 to Constitution, so Gruaff gains the following:

+2 STR (for Medium Size)
+2 CON (from Dinosaur Shape class feature)
Fly 30 feet (average maneuverability), low-light vision, and scent (as Beast Shape 1)
Natural Attack (Bite (1d6+ 3   1 (due to STR)  plus poison)) as per  Polymorph subschool  details.

He will then fly upwards (at a 45-degree angle, 15-ft total for rising from the ground) to try and intercept the attacker. I am not expecting to attack as part of the turn but would take an AoO if it incurs one.

AoO: Bite -  (1d20+4)[ 8 ]  to hit,  (1d20+4)[ 15 ]  (20/x2),  (1d6+1)[ 5 ]  damage,  (1d6+1)[ 3 ]  critical strike damage,  plus poison .
 
CasualViking
      
      Kona the Illuminator     

 
Kona spins reflexively, letting the brunt of the flames wash over his back. His swords hiss slightly, as a thin coat of ice struggles to form on the hot blades. He dashes up along the wall, sticking out at an angle as he slashes at the flying fiend. His long blade draws blood, and leaves the fiend glowing a pale blue color in the dim room.

 Swift: Change stance to Unbroken Stride to walk on walls, 1 Animus to change active element to water. Move up to threaten. Standard: Rapid Strike   attack  - (1d20+9)[ 29 ] ,   damage  - (1d10+11)[ 18 ] + 2  cold.   attack2  - (1d20+9)[ 21 ] ,   damage2  - (1d10+11)[ 17 ] + 2  cold. Apply Faerie Fire effect on hit.    
 
  
 
 Spoiler: STATS 

  granted maneuver  - (1d3)[ 2 ] 
Maneuvers granted: Lance of Power (Strike),  Rapid Strike , Flick of the Wrist (Strike), Elemental Strike
Maneuvers Readied not granted: Minute Hand (boost), Flash of Insight (boost),
Animus: 1
Illumination: 2
Active Element: water
Stance: Unbroken stride
  Quick stats
  Soul Candle: allies within 15' do +2 cold
AC 19, touch 15, FF 14, CMD 18. HP 19/26(36)
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
DrK
Grimgor grunts as the fire sprawls across the room. The dwarf trundles across the room, seeming to swell up like a enrage bull as he lunges upwards at the flying creature with the tip of the lucerne hammer


 
Swift: Primal Fury stance
Move: To below the flying beast
Standard:  (1d20+6)[ 23 ]  dam  (4d6+3)[ 16 ] 
 
RCgothic
 Lara 
 Initiative  (1d20+7)[ 25 ]  

"Protect Urol!" Lara cries, annoyed she hadn't spotted the creature's approach. She darts forward looking for a flanking position and appraising her opponent. The bat-like wings look vulnerable, so she makes a savage slash at them with her cutlas.

 
 Spoiler 
Attack  (1d20+13)[ 24 ]  (+5BAB, +3DEX, +1WF, +1SWT, +1Masterwork, +2Flank)
Damage  (4d6+15)[ 34 ]  (1d6+3d6SA, +3DEX, +1SWT,  +1 WF, +10 precise strike (1 panache if hits)
Debilitating strike: Hampered (target movement halved if it takes sneak attack damage)

Panache: 2/6 (if attack hit and not recovered by crit or killing blow, otherwise 3/6)
 
DrK
The ancient beast swoops on a gout of fire that washes over some of the heroes... and then dies! It had sent eons in the chambers here, the great column filled with the dead and had clearly forgotten the savagery of the modern hero. Grimgor stepped up, skewering it to the wall as Talon clawed at it before Kona and Lara split up to the flanks and with a flurry of katana and cutlass neatly bisected the creature as both wings flapped free  the body slapping wetly to the ground.

Urol winced, shaking the dust and fragments of soot from his cloak. A startled  "Oh my oh my. What a beast... an ancient Olman demon by the look of it."  He pauses and then carefully hops forward to stare at the dead monster with its wings removed and no signs of life.   "Ho ho ho. what do we have here..."   the little gnome whispers as its squeeze and a there is a dull clink as a golden idol falls out of the corpse. The golden bat idol clutch is fantastic work of art, with rubies for eyes and tiny slivers of pearl for fangs and claws.    Ah yes indeed my friends. The bat like creature is a representation of Camazotz, an ancient god of bats and the night . Its presence here is not unusual, since much of the iconography on the walls indicates that the builders of this crypt worshiped him here." ..

Grimgor grunts,  "Aye, a pretty idol right enough. But we seem to have finsihed here. Captain Lara? Back to the boat eh before we find anymore demons or owt like that?"  he suggests.
RCgothic
 Lara 

The captain cleans the creature's blood off her cutlass with a rag.

"Yes, I think I've had enough of this place. If we're done here Urol? Let's head back to the  Sea Wyvern  before anything else tries to kill us or turn us to stone."
DarkOne-Rob
      
    Grauff   
Male Neutral Hal-Orc Menhir Savant Dinosaur Druid,  Level  5,  Init  1,  HP  35/36,  Speed  30 ft base
 AC  13,  Touch  11,  Flat-footed  12,  CMD  14,  Fort  8,  Ref  6,  Will  12,  CMB  +3,  Base Attack Bonus  3
 Scimitar  +3 (1d6, 18-20/x2)
 Club  +3 Melee/+4 Thrown (1d6, 20/x2)
 Spear  +3 Melee/+4 Thrown (1d8, 20/x3)
 Leather Armor  (+2 Armor, +1 Dex)
 Abilities  Str 10, Dex 12, Con 12, Int 10, Wis 21, Cha 9
Talon ( Deinonychus  Companion, -1 HP)

 
 Spoiler: Talon's Stats 
Male Neutral Dinosaur (small animal companion),  Level  5,  HP  46/47 (5d8),  Speed  60 ft base
 AC  18,  Touch  15,  Flat-footed  14,  CMD  16,  Fort  8,  Ref  8,  Will  4,  CMB  +2,  Base Attack Bonus  3
 2 Talons  +7 (1d6+1),
 Bite  +7 (1d4+1)
 No Armor Worn  (+1 Size, +3 Natural Armor, +4 Dex)
 Abilities  Str 12, Dex 18, Con 18, Int 2, Wis 12, Cha 14
 Special Qualities  Low-Light Vision, Scent, Evasion
 Feats  Iron Will, Toughness, Weapon Finesse
 Relevant Skill Modifiers  Acrobatics +16, Climb +5, Perception, +13, Stealth +16, Swim +5
 Tricks Known (purposes)  Combat Training (+1 to "Attack" trick to re: unnatural creatures), Guard, Hunt
 
 Spoiler: Animal Companion Special Qualities (re: stats) 
Link, Share Spells, Ability Score Increase (+1 CON)
5 Skill Ranks, 3 Feats, +2 Natural AC, +1 STR/DEX, 2 Bonus Tricks
 Class (animal) Skills  Acrobatics, Climb, Perception, Stealth, and Swim
 Racial Skill Modifiers  +8 Acrobatics, +8 Perception, +8 Stealth
 

 Condition  None
 
 
 
  
With combat suddenly over Grauff whistles sharply to get Talon to heel as he drops his dinosaur form. Then he looks at the dead creature curiously while the others talk. "  You are from off-island? May I come? There is little for me here...  "
CasualViking
      
      Kona the Illuminator     

 
 "If you say so" , Kona states flatly. Golden steam rises from his wounds as they close   Akashic healing  - (4d6)[ 18 ] .

 "Captain. I believe our new acquaintance could be a valuable addition to the crew" .  
 
  
 
 Spoiler: STATS 

Maneuvers granted: Lance of Power (Strike), Rapid Strike
Maneuvers Readied not granted: Minute Hand (boost), Flash of Insight (boost), Flick of the Wrist (Strike), Elemental Strike
Animus: 0
Illumination: 1
Active Element: water
Stance: Unbroken stride
  Quick stats
  Soul Candle: allies within 15' do +1 cold
AC 19, touch 15, FF 14, CMD 18. HP 26/26(36)
Perception +13, low-light vision
Sense Motive +13
Knowledge (Martial) +10
 
RCgothic
 Lara 

"We owe you our lives for earlier, so there'll always be a berth for you on the  Sea Wyvern  if you want it," Lara confirms gratefully. "But be aware that we are on a voyage hundreds of times further than this island is long. That ocean out there is vast almost beyond comprehension, even for those with lifelong experience of it. We may never return here. As long as you are prepared for that you are welcome to join us. My crew should be almost done restocking provisions by now. We should hasten back."