'Suny' |
Suny practically bounces off her horse (Acrobatics Check:1d20 + 8 ⇒ (16) + 8 = 24) then skips, whirls and spins over to the ruggedly dressed Priestess (Dance:1d20 + 5 ⇒ (7) + 5 = 12).
"G'day t'ye! an' how be you Lady, on this fine day?" Suny giggles as she falls back into speaking in her human tongue, grinning mischievously at Raninr
DM Max |
Thanks, Sparklelord!
”Suny, Yelena, Edrukk, pleased to meet you,” Rani greets the newcomers.
"G'day t'ye! an' how be you Lady, on this fine day?" Suny giggles as she falls back into speaking in her human tongue, grinning mischievously at Raninr
Rani gives Suny a surprised look before responding in
Yelena smiles and nods after Suny releases her grip. "I'm Yelena. I take it you're a priestess of Erastil? It's good to see the temple restored. It was dank and smelled like gnomes before."
”Yes, I am a priestess of Old Deadeye,” Rani responds to Yelena’s query. ”I’m sorry – did you say the temple was dank and smelled like gnomes before? Have you been here before?” she asks with interest.
”You’re all just in time for dinner. Jhod brought down a deer when he took Mikmek hunting earlier today, so there’s plenty for everyone.” Rani leads the group toward the stone face, and shows them to a sheltered area to the side of the stairs where the horses can be stabled. ”Hiram and Jamison left yesterday, saying they felt called to check – something – to the southwest. They’ll be sorry they missed you.”
Edrukk takes in the site quietly, instinctively appraising it's construction. "An impressive place you have here, milady, though it looks like you have a fair bit of work ahead of you in restoring it."
”Thanks. It is in surprisingly good shape, considering how old it is. Although you should have seen the condition it was in when we first discovered it, eh Karthas? But Bregan and Dorn have been hard at work trying to restore it to its original glory.”
The half-elf priestess leads the group up the stairs and into a massive chamber surrounded by several smaller caves. An older human man accompanied by – a kobold?! – is busy roasting several pieces of deer meat over a large campfire that blazes merrily in the large natural chamber. ”Ah! Karthas and Euron, glad to see you again! And you brought guests! Pleased to meet you! I’m Jhod Kavken, priest of Erastil, and this is Mikmek, our newest initiate. Help yourselves to dinner, there’s plenty for all. Especially since Hiram isn’t here!”
The companions share a tasty meal of venison and tell stories around the campfire. As the evening winds down, Rani asks, ”So, where do you plan to explore next? We’ve been too busy to do much exploring ourselves beyond our immediate area, so there’s not much we can tell you about the environs beyond the shrine.”
'Suny' |
Suny tends to her dogs...then asks Rani where she might have a small amount of space to show her appreciation for supplying dinner by giving some entertainment back in return?
Once a similar space as Suny prepared back at Olegs is available. Suny again performs her 'Sword' dance (Again, 'Taking Ten' and being able to make a DC check of 15.)
She's more than happy to settle down next to Mikmek and chat away to the wee small hours as she compares herself and her culture to the Kobolds.
Eventually she settles down and snuggles under her blankets with her dogs. (^_^)
Edrukk Igmar |
Edrukk greets the others warmly before settling down. Silent only just long enough to eat, Edrukk spends the rest of the night doing what he does best, listening to and telling stories, although he does take some time to discuss the ongoing improvements to the temple, being interested as always in such work and how others approach the task. As others start going to bed, he pulls out his tools, does some work on making new crossbow bolts, and eventually goes to bed himself before getting up once more for the night watch.
Yelena Shukhov |
Yelena hungrily ties on a venison shank, her disconcertingly-sharp teeth making short work of the roasted meat. "We were planning on continuing south, trying to make more friends to make life easier on future settlers. If we can take care of these dreadful bandits, that would be a relief to everyone in the Greenbelt, fey and non-fey alike."
Euron Kelredis |
Euron nods, but mostly busies himself with tending to the mounts and pets of the group while the others chat with the Erastilians, his thoughts starting to build towards a goal in which the Stag-Man is no more.
When the question of exploration comes up, he does manage to add, "Maybe we'll follow the Skunk River back to the 'Kames, see what we can find along the way?"
'Suny' |
When the direction of which way every one is to go, Suny will happily nod and agree with them. (^_^)
DM Max |
"We were planning on continuing south, trying to make more friends to make life easier on future settlers. If we can take care of these dreadful bandits, that would be a relief to everyone in the Greenbelt, fey and non-fey alike."
"Like she said Rani, we will be headed south. Starting off just southwest of hot springs and curling back east afterwards to be exact."
"Maybe we'll follow the Skunk River back to the 'Kames, see what we can find along the way?"
”That sounds like a good plan,” Rani replies as Jhod nods in agreement. ”Keep an eye out for Hiram and Jamison while you’re out there – they said they were heading southwest.”
”And it would be nice to finally get rid of the bandits plaguing the area,” Jhod adds. Who knows? Perhaps someday soon an entire community could be founded here once we have the temple fully restored and the area is safe for settlers.”
Edrukk and Bregan engage in a lively discussion regarding the restoration of the temple. The dwarf is pleasantly surprised to discover that the reformed bandit is quite skilled in stonework – for a human, of course.
Suny’s audience applauds enthusiastically for her performance. Afterwards she and Mikmek share delightfully informative chat regarding the similarities (which are very few) and differences (which are very many) between elf and kobold cultures. The kobold seems as smitten with the island elf as he was with Eseldra.
The evening wears on and the companions turn in for the night. Rani assures the group of their safety within the temple, offering them a couple of the side chambers in which to sleep. However, the companions decide to remain in the main chamber, setting their pallets near the warm campfire and maintaining their regular watch rotation. Mikmek offers to stay with the companions as well and assist Suny with her watch shift.
For watches, I’m assuming Karthas and Yelena (with Sparkelord?) up first, Euron and Edrukk second, and Suny and Mikmek third.
'Suny' |
Suny's watch:1d20 + 5 ⇒ (2) + 5 = 7
Dog1:1d20 + 8 ⇒ (7) + 8 = 15(Plus having 'Scent')
Dog2:1d20 + 8 ⇒ (18) + 8 = 26(Plus having 'Scent')
Oopsie, might be a tad more distracted wif playing along with Doggy 1. (>_>)
'Suny' |
Suny bumps teh Sparklelord back. NO wonder I in't seein' nuffin' on me sift. There be all'a these distractions! (^_~)
DM Max |
DJs: 1d20 + 7 + 20 ⇒ (2) + 7 + 20 = 29
TRs: 1d20 + 6 + 20 ⇒ (1) + 6 + 20 = 27
Bs: 1d20 + 2 + 20 ⇒ (2) + 2 + 20 = 24
Mp: 1d20 + 7 ⇒ (5) + 7 = 12
The first two watches pass uneventfully.
Suny and Mikmek share a companionable third watch, with the night sounds broken only by Euron and Edrukk’s competing snores.
In the wee hours of the morning shortly before dawn, one of Suny’s hounds jumps up and begins barking toward the darkened clearing below the temple – just as a hail of arrows fly toward the watchers near the campfire!
Ranged attack #1 vs. barking hound AC 13: 1d20 + 4 ⇒ (5) + 4 = 9 – MISS
Ranged attack #2 vs. barking hound AC 13: 1d20 + 4 ⇒ (14) + 4 = 18 – HIT
Ranged attack #3 vs. barking hound AC 13: 1d20 + 4 ⇒ (7) + 4 = 11 – MISS
Ranged attack #1 vs. Mikmek FF AC 14: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19 – HIT
Ranged attack #2 vs. Mikmek FF AC 14: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13 – MISS
Ranged attack #3 vs. Mikmek FF AC 14: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 – HIT
Ranged attack #1 vs. Suny FF AC 10: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10 – HIT
Ranged attack #2 vs. Suny FF AC 10: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 – HIT
Crit Confirmation vs. Suny: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 – not confirmed
Ranged attack #3 vs. Suny FF AC 10: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17 - HIT
One arrow strikes the barking hound (for 1d8 ⇒ 6 hp damage).
Two arrows graze Mikmek's scaly head (for 2d8 ⇒ (1, 1) = 2 hp damage).
Whoever the attackers are, they seem to bear a grudge against elves, as three arrows slam into Suny - one barely missing a vital organ! Suny takes 3d8 ⇒ (8, 3, 7) = 18 hp damage, but manages to avoid a critical hit!
The barking of Suny’s hound ends in a pained yelp. Fortunately, the faithful canine's warning awakens everyone within the shrine.
Ed: 1d20 ⇒ 13
Eu: 1d20 + 3 ⇒ (1) + 3 = 4
K: 1d20 + 2 ⇒ (9) + 2 = 11
S: 1d20 + 4 ⇒ (12) + 4 = 16
Y: 1d20 + 1 ⇒ (7) + 1 = 8
M: 1d20 + 2 ⇒ (10) + 2 = 12
R&J: 1d20 + 2 ⇒ (4) + 2 = 6
B&D: 1d20 + 5 ⇒ (18) + 5 = 23
Initiatives:
Bregan & Dorn: 23
Suny: 16
?: 13+
Edrukk: 13-
Mikmek: 12
Karthas: 11
Yelena: 8
Rani: 6+
Jhod: 6-
Euron: 4
Surprise round is over. The barking of Suny’s hound awakens everyone. Begin Round One. Bregan and Dorn scramble to fully awaken and gather their weapons. Suny is up.
Map of Temple of the Elk at Night
Note regarding map features. Area illuminated by campfire shown on map (normal light and dim light). Creatures in dim light have concealment (20% miss chance). Since Suny has low-light vision, the areas noted as dim light on the map is lit normally for her (no miss chance in those areas.
'Suny' |
Suny collapses into cover behind the pillar, calling her dogs to her
Handle Animal Check:1d20 + 10 ⇒ (10) + 10 = 20(To command them to heal)
"Guys!?" She gasps in pain, "They be a dozen..." She continues to wince and shift as the many arrows more in their wounds under her actions. "Over near th' pond..."
Basically, getting into cover and letting every one know what's going on. Which be me becomin' a pin cushion! :P
DM Max |
Round One:
Suny hobbles into the opening of the nearest side cavern, trying to place some solid rock between herself and the next anticipated volley of arrows. The island elf’s hounds follow closely behind their mistress.
”THE STAG LORD WANTS THAT ELF PRIESTESS DEAD! GET HER!!” a masculine voice calls out from the darkness. With an inarticulate roar nearly a dozen men emerge from the darkness, dropping longbows and drawing short swords as they rush up the stairs.
The bandits take a double move to reach the stone landing 10 ft below the level of the shrine’s interior. The stairs are not steep, so they do not count as difficult terrain.
The rest of you are up!
Edrukk Igmar |
Round 1
Edrukk wakes up, thankful once more for his dwarven training in wearing light armor at night. Grabbing his warhammer from it's normal place by his side, he moves to the head of the south ramp (0-16), saying nothing for the time being as he figures out what song would be most appropriate for the scene.
DM Max |
Round One (concluded):
Yelena summons two tiny fey creatures that resemble revoltingly ugly lapdogs walking on their hind legs. The tiny creatures appear on the main stairway, partially concealed in the dim light just behind one group of approaching bandits.
Mikmek jumps up with a longbow sized for his small frame and fires an arrow at the lead bandit crossing the landing below…
Ranged attack vs. bandit S-10: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 ⇒ 3
...striking the man in the bicep. Unfortunately, it's not the arm with which the bandit wields his sword.
Rani rises at the alarm, snatching her longbow as she rushes toward the commotion. Seeing multiple arrows protruding from Suny, the priestess stops to tend the island elf’s injuries. ”Here, give me a moment to heal your wounds,” she whispers to Suny.
Move action to rise. Second move action to move to Suny’s side. Rani will cast a healing spell on Suny next round.
Jhod also rises at the alarm and grabs his mace before moving into the main chamber to investigate the commotion.
Move action to rise. Second move action 30 ft to square L-9.
Round Two:
Initiatives:
Bregan & Dorn: 23
Suny: 16
Bandits: 13+
Edrukk: 13-
Mikmek: 12
Karthas: 11
Yelena: 8
Rani: 6+
Jhod: 6-
Euron: 4
Bregan and Dorn hustle to the edge of the northern stairway leading up to the shrine’s main level. Both men hold longbows with arrows nocked and ready to fire at the attackers below.
Suny is up, followed by the bandits.
Map of Temple of the Elk at Night
Note regarding map features. Area illuminated by campfire shown on map (normal light and dim light). Creatures in dim light have concealment (20% miss chance). Since Suny and Rani have low-light vision, the areas noted as dim light on the map are lit normally for them (no miss chance in those areas).
Yelena Shukhov |
Everyone please note the following:
Unluck (Su)
A pugwampi radiates an aura of unluck to a radius of 20 feet. A creature in this area must roll 2d20 whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lowest of the two results generated. This is a mind-affecting effect that does not work on animals, other gremlins, and gnolls. Any character that gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the pugwampi unluck aura.
'Suny' |
Suny puts on a brave face as Rani tends to her wounds and heals her.
"Aye, thank'e kindly. Though...it only hurts when I be laughin'." She jests, even giving a giggle before she winces under the pain and Rani's administrations.
Sorry to be down, every one. Will be back in'a fight soon as I can! (^_^)
DM Max |
Round Two:
The two groups of bandits rush for the stairs leading up to the shrine’s main level, but are momentarily halted by Karthas and Yelena. One of their number, a younger man with shockingly bright red hair, hangs back a bit from the others. ”THE ELF’S LACKEYS CAN’T STOP US! TAKE THEIR HEADS FOR THE STAG LORD!!” the red-haired bandit cries, exhorting his companions to violence.
The burly bandit at the head of the group nearest Karthas (the one that Mikmek just shot) roars in incoherent rage and attempts to completely overrun the Kellid. Overrun combat maneuver – provokes AoO from Karthas; if AoO hits, the damage counts as a penalty against the Overrun attempt. Awaiting result of Karthas' AoO before rolling attack.
DM Max |
Round Two (continued):
The burly bandit receives a solid blow from Karthas’ greatsword. The blade slices cleanly through the man’s abdomen, and he drops to the stone at the Kellid’s feet.
Two of the fallen bandit’s companions – moving a bit more warily now – step forward to engage Karthas in combat...
Bandit R-10 Attack vs AC 16: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 – HIT
20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 36
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Bandit R-11 Attack vs AC 16: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 – HIT
20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 74
Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Critical Hit Confirmation: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 – Unconfirmed
... and both rogues manage to wound the Kellid with their blades. Total of 9 hp damage to Karthas.
Meanwhile, the second group of bandits moves to engage Yelena...
Bandit Q-16 Attack vs AC 15: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 – MISS
Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Bandit Q-17 Attack vs AC 15: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 – HIT
Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Critical Hit Confirmation: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 – Confirmed
Additional Crit Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
... and one manages to wound the summoner, scoring a vicious stab through her side. Total of 13 hp damage to Yelena.
The rest of you are up!
Edrukk Igmar |
Round 2
Edrukk takes a 5' step to P-17 as he shouts out at a volume just a touch louder than his bardic rival, "Redheads are nothing but trouble. The Stag Lord is a fool indeed to trust one," and he proceeds to tell a baudy, insulting tale of a redheaded street prostitute and the misadventures she and those who sleep with her go through.
Inspire Courage is up for the party.
Karthas |
Blood lust fills the massive, scarred Kellid brings back his already bloodied blade and takes a massive swing at the bandit to his left, attempting to carry the strike through to the next bandit.
Attack:1d20 + 8 - 1 + 1 + 1 ⇒ (2) + 8 - 1 + 1 + 1 = 11 (power attack, higher ground, inspire courage)
Damage:2d6 + 7 + 3 + 1 ⇒ (5, 6) + 7 + 3 + 1 = 22 (power attack, inspire courage)
Yelena Shukhov |
There goes half my hitpoints. :S
Yelena cries out in Sylvan and orders the pugwampis to run behind the bandits. The pugwampis take position behind them, allowing their aura to wash over the bandits. (S16) She then takes a quick step backward (5' step to O16) and casts a quick spell of befuddlement on the bandit in front of her. (Cast daze monster on bandit Q16. Will DC 15)
DM Max |
Round Two (continued):
Mikmek draws another arrow from his quiver and steps forward to fire at the loud-mouthed, red-haired bandit...
Ranged attack vs. bandit T-12: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
...the kobold's arrow flies true, striking the bandit in the upper thigh and eliciting a high-pitched yelp of pain.
Yelena's ugly gremlins scurry forward to vex the fortunes of the bandits threatening her.
Bandit Q-16 DC 15 Will save: 1d20 - 1 ⇒ (3) - 1 = 2; 1d20 - 1 ⇒ (10) - 1 = 9 - Will save fails.
Yelena's spell clouds one bandit's mind, causing him to stand stupefied for several seconds. Bandit Q-16 is dazed (no actions, but no penalty to AC) until the beginning of Yelena's turn next round.
Rani offers a quick but heartfelt prayer to Erastil, channeling the God’s divine energy to partially soothe Suny’s wounds.
Cast Cure Moderate Wounds on Suny: 2d8 + 3 ⇒ (7, 3) + 3 = 13 hp healed.
"There, that's the best I can do for now. You feel up to slicing some bandits with that giant blade of yours?" Rani asks with a smile before hurrying to join the battle.
Seeing Yelena back away from the bandit’s vicious blow, Jhod hurries to the changeling’s side. ”I’ll have you healed in a moment, my child,” he says, worry evident in his voice.
Double move to square N-15. Jhod will cast a healing spell on Yelena next round.
NOTE: Yelena, Edrukk, and Rani are within the area of the pugwampis Unluck Aura.
Euron and Suny are up!
'Suny' |
Suny gives Rani a quick hug. Stands and concentrates for a moment (As in activating all the defensive spells etc) before skipping over and helping Yelena and Edrukk in their fun at swinging at the bandits.
Move to O-17
Should be ready to start swinging in Round 3
"So...who's gon'a go an' have a word t' them fellers standin' around out there in'a dark?" She asks happily of the pair as she adjusts her stance and hefts her sword....the large, graceful blade swinging easily in one hand. (^_^)
Also, I think I is gon'a be Pug-wumpied...(>_>)
Euron Kelredis |
Clenching his weathered hands around his ranseur, Euron leaps forward like a rapid wolf, his animal companion in tow.
Activate wolf totem ability to gain +20ft movement and move 45ft to P,10, attacking with reach using ranseur.
Euron Attack (ranseur, inspire, high ground): 1d20 + 6 + 1 + 1 ⇒ (16) + 6 + 1 + 1 = 24
Damage (ranseur): 2d4 + 4 ⇒ (2, 2) + 4 = 8
Without instructions otherwise (and a standard action to give them), Niko would likely be operating on a "Guard" command and would double-move to protect Euron, putting him in Q,10.
Euron 22/22HP
AC11 (unarmored)
Niko 23/23HP
AC18 (unarmored)
DM Max |
Round Three:
Initiatives:
Bregan & Dorn: 23
Bandits: 13+
Edrukk: 13-
Mikmek: 12
Karthas: 11
Yelena: 8
Rani: 6+
Jhod: 6-
Suny: 5
Euron: 4
Dorn steps into position beside Bregan. From their vantage point above the stairs, both stonemasons fire their arrows at the loud-mouthed, red-haired bandit below.
Bregan – Ranged attack: 1d20 + 2 ⇒ (9) + 2 = 11 - MISS
Bregan – Damage: 1d8 ⇒ 5
Dorn – Ranged attack: 1d20 + 2 ⇒ (20) + 2 = 22 - HIT
Dorn – Damage: 1d8 ⇒ 8
Dorn - Crit Confirmation: 1d20 + 2 ⇒ (9) + 2 = 11 - Unconfirmed
Bregan’s arrow flies wide over the bandit’s head but Dorn’s arrow flies true, striking the bandit in the chest.
The red-haired bandit gasps in pain and staggers back into the shadows but continues to urge his companions to further violence - albeit in a slightly more subdued voice. During his tirade he casts a spell, causing the stone beneath Bregan and Dorn’s feet to become coated with a layer of slippery grease...
Bregan DC 14 Reflex save: 1d20 + 1 ⇒ (4) + 1 = 5 - FAIL
Dorn DC 14 Reflex save: 1d20 + 1 ⇒ (7) + 1 = 8 - FAIL
...causing both men to slip and slide and fall...
Bregan DC 10 Reflex save: 1d20 + 1 ⇒ (9) + 1 = 10 - PASS
Dorn DC 10 Reflex save: 1d20 + 1 ⇒ (13) + 1 = 14 - PASS
...but they both manage to keep from plunging over the edge of the thirty-foot drop to the hard ground below.
Bandits' actions to come shortly...
DM Max |
Round Three (continued):
The two bandits battling Karthas attempt to stab the Kellid again with their shortswords...
Bandit R-10 Attack vs AC 16: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 – MISS
20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 47
Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Bandit R-11 Attack vs AC 16: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 – HIT
20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 95
Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
...and one manages to slip his blade past the Kellid's defenses. Karthas takes 6 hp damage total.
The bandits battling Edrukk shift position, one steps up the stairs to threaten Yelena, while the one below steps up to take his place and attack the dwarf bard. The bandit affected by Yelena’s spell continues to stand in a daze.
Bandit P-16 Attack vs Yelena AC 16: 1d20 + 3 ⇒ (2) + 3 = 5; 1d20 + 3 ⇒ (3) + 3 = 6 – MISS
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bandit Q-17 Attack vs Edrukk AC 13: 1d20 + 3 ⇒ (19) + 3 = 22; 1d20 + 3 ⇒ (6) + 3 = 9 – MISS
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Both bandits' attacks miss.
The two bandits behind the ones battling Karthas break away to aid their compatriot in battling Yelena’s summoned fey allies...
Bandit R-15 Attack vs p1 AC 13: 1d20 + 3 ⇒ (2) + 3 = 5; 1d20 + 3 ⇒ (10) + 3 = 13 – MISS
20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 51
Damage: 1d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0 (includes -2 for DR/cold iron)
Bandit S-15 Attack vs p1 AC 13: 1d20 + 3 ⇒ (17) + 3 = 20; 1d20 + 3 ⇒ (14) + 3 = 17 – HIT
20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 82
Damage: 1d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5 (includes -2 for DR/cold iron)
Bandit R-16 Attack vs p1 AC 13: 1d20 + 3 ⇒ (13) + 3 = 16; 1d20 + 3 ⇒ (10) + 3 = 13 – HIT
20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 65
Damage: 1d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5 (includes -2 for DR/cold iron)
One of the pugwampis takes a total of 10 hp damage after DR, sending the creature back to the First World.
...two of the bandits manage to strike one of the creatures despite the feys' aura of misfortune, dispatching the creature in a puff of foul-smelling smoke.
Two arrows sail out of the darkness...
Ranged attack vs Suny AC 18: 1d20 + 6 ⇒ (4) + 6 = 10 – MISS
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Ranged attack vs Rani AC 12: 1d20 + 3 ⇒ (19) + 3 = 22 – HIT
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
...one solidly striking Rani in the chest, the force of the missile spinning her about.
You all are up!
Yelena Shukhov |
I'm liking these pugwampis. :)
Yelena repeats from before, taking a few steps backward and attempting to befuddle another bandit.
Move ten feet west (away from the bandits) and cast daze monster on another bandit within the unluck aura. Will DC 15.
The remaining pugwampi will take the Total Defense action.
Karthas |
Angered even further by his inability to strike down the bandits in front of him a moment ago, takes another massive swing in the direction of the bandit on his left, with the intent of continuing the swing on into the man next to him.
Attack:1d20 + 8 + 1 + 1 - 1 ⇒ (13) + 8 + 1 + 1 - 1 = 22 (bard song, higher ground, power attack)
Damage:2d6 + 7 + 3 + 1 ⇒ (4, 5) + 7 + 3 + 1 = 20 (power attack, bard song)
Cleave Attack:1d20 + 8 + 1 + 1 - 1 ⇒ (5) + 8 + 1 + 1 - 1 = 14 (bard song, higher ground, power attack)
Damage:2d6 + 7 + 3 + 1 ⇒ (1, 1) + 7 + 3 + 1 = 13 (power attack, bard song)
Miss Chance?1d100 ⇒ 59 (01-20 misses)
DM Max |
Round Three (continued):
Map of Temple of the Elk at Night
Yelena: A 10-ft move will provoke an attack of opportunity, unless you take the Withdraw action (a full-round action). A 5-ft step will not provoke, and will allow you to cast your spell. If it’s okay with you, I’ll assume a 5-ft step.
Yelena attempts to cloud the mind of another bandit even as her first victim shakes off the effects of her spell...
Bandit P-16 DC 15 Will save: 1d20 - 1 ⇒ (16) - 1 = 15; 1d20 - 1 ⇒ (8) - 1 = 7 - Will save fails
...causing the second bandit to stand stupefid.
Karthas dispatches another of his assailants, the Kellid’s greatsword slicing the bandit in half and sending his poor soul straight to the Boneyard.
Mikmek fits another arrow to his bow and fires at the loud-mouthed, red-haired bandit...
Ranged attack vs. bandit-bard: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
...the shaft flies true and pierces the bandit's throat, silencing him forever as he drops, blood gushing from the wound.
Rani recovers her balance and turns to face the darkened clearing below. The half-elf priestess swiftly nocks an arrow to her bow and sends the shaft flying into the darkness.
Ranged attack: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Critical Hit Confirmation: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 - Unconfirmed
Jhod offers a quick prayer to Erastil and touches Yelena’s shoulder, sending a soothing burst of divine energy through her body to mend her wounds. The priest then steps forward to interpose himself protectively between the young changeling and the bandits.
Cast Cure Moderate Wounds on Yelena: 2d8 + 4 ⇒ (4, 8) + 4 = 16 hp healed.
Euron Kelredis |
Euron pauses for a moment, wondering if Niko will be able to dispatch or trip up the remaining bandit.
Letting Niko go first to attack the bandit in R,11. If he successfully defeats or trips him, Euron will advance to T,10 to engage rb - otherwise he swings at R,11.
Niko Attack (bite, power, inspire, high ground): 1d20 + 2 + 1 + 1 ⇒ (11) + 2 + 1 + 1 = 15
Damage (bite, power): 1d6 + 4 ⇒ (1) + 4 = 5
Trip: 1d20 + 4 ⇒ (9) + 4 = 13
Euron Attack (ranseur, inspire, high ground): 1d20 + 6 + 1 + 1 ⇒ (20) + 6 + 1 + 1 = 28
Damage (ranseur): 2d4 + 4 ⇒ (3, 2) + 4 = 9
Euron Crit Confirm (ranseur, inspire, high ground): 1d20 + 6 + 1 + 1 ⇒ (15) + 6 + 1 + 1 = 23
Damage (ranseur): 2d4 + 4 ⇒ (4, 1) + 4 = 9
Euron 22/22HP
AC11 (unarmored)
Niko 23/23HP
AC18 (unarmored)