Hellscarred and War-torn (Inactive)

Game Master Zedth

It has been more than a century since Mylosis fell to the disgraces of hell. The events that followed unleashed a tide of hellspawn and other disgraces upon the Western Realm. The land is in a time of crucial flux, and the reigns of freedom are being seized by our intrepid heroes.

Map of the Realm
Map of the Realm (2)
Current Tactical Map

Party Treasure

Party Health
Catcher........111/111
Gromff.........109/123
Roland.........132/144, 0/18 Bonus HP, Fire Resist: 2, DR 4/-, Lesser Celestial Totem,
Crystallius....92/92
Chiro..........117/117

Party Passive Perception scores
Catcher......9 (-1)
Gromff.......12 (+2)
Roland.......23 (+13)
Crystallius..28 (+18)
Chiro...........27 (+17)

Initiative rolls:

Initiative Rolls
[dice=Gromff]1d20+5[/dice]
[dice=Roland]1d20+1[/dice]
[dice=Catcher]1d20+12[/dice]
[dice=Crystallius]1d20+5[/dice]
[dice=Chiro]1d20+5[/dice]


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Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

"That sounds reasonable to me. Contingency, what do we do if the drake ignores our attempts and goes airborne?"


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

"In that case we are screwed. It is tough to hit a flying target."

"The light idea is a good one, dwarf, but I don't think we should divide the group that way. We would need to appear at the same time on the clearance, you on your side to call their attention, and we on the other, to get the Drake's. But they might see us each on a different time, so the cultists might come after us, and the drake after you. I don't think splitting up is a good idea, but making their difference in speed be their doom sounds more effective. The drake will fly this way really fast, while the cultists will have to get weapons, walk, and take care of the prisoners at once."


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

"I don't know. I don't like a plan that assumes they won't execute prisoners at the first sign of trouble..."


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

"Then we should shot the cultists and leave the drake do whatever he wants. Whatever, just decide what you want and let's get it done!"


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

"Ye heard what the elf said about the Ogre. He wants the prisoners so when the tide of battle changes they'll likely run with their tales between their legs. They might try to kill em when they know they can't win so we'll just have to act faster. Unless one o ye wants to join the prisoners and try and free em afore hand. But as me captain used to say no plan survives first contact."


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Miro shrugs at the dwarf's point. He was certainly right about that, so the halfling waits to see which course of action wins out.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

”I can create light if needed. I was thinking about using the magic servant to cause a commotion nearby, some noise or anything like that, to draw some of the cultist attention, while we deal with the drake-thing. Using that plant seems a good idea too.” then she pokes Gromff in the head ”What do you want to do? A good plan violently executed now is better than a perfect plan executed next week”


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

"If it were up to me I would save every last prisoner, and none would die. But let's be realistic here, that's not possible. If by my actions someone dies, I will atone for it. However, the actions of the enemy are not mine. I am not held responsible if they kill their captives. I will do what I can, when I can."

She pauses for a couple seconds, then continues.

"That drake is the biggest threat. We need to hit it hard and fast. The ones on the ground will come afterwards. Roland will be the biggest hitter here, and I will support him with my bow. What else can we do to get that drake permanently grounded? I have no magic to speak of."

She gestures at catcher.

"She's right. We need to act swiftly and with force for this to have the best chance of succeeding." Tessandriel finishes speaking and waits intently for the responses.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

"I have a spell that will cause sleep for less powerful creatures, and a spell that will cause a creature to slip and fall. Perhaps if I cast it on the drake, it would be caught unawares and would slip and fall on the ground?


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

"Fine. Hit Roland with what ye got and get its attention. Then spread out."

Before battle, while Catcher buffs Roland Gromff will cast Bless, Protection from Evil, Shield of Faith, and Resist Energy Acid (resist 10). I think all of them are 3min duration. So that's an AC 24 Touch 16 FF 23 against evil creatures. He and Roland will then move away from the others to the east to make themselves to most obvious target. I'll stay to the north closer to the camp in case the cultists wish to attack. We won't move until Catcher has its attention and leads it closer. Once within 30 ft I'll ready an action for Burst of Radiance DC15 REF to bring it down. Automatic 3d4 damage to evil creatures whether they save or not.


Tactical Map

Sounds badass. Looking forward to seeing this play out. Assuming everyone is in agreement, you guys can reposition yourselves, and then take a surprise round action. Keep in mind your proximity to enemies. If you get too close, I will roll another perception check chance for you to be observed, which will spoil your surprise.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Sounds fine to me. As Gromff and Catcher lay down their buffs, Miro will cast Resistance on everyone, one at a time. Starts with Miro, Tess, Catcher, Gromff, Roland. So when everything starts, Miro should have 6, Tess 7, Catcher 8, Gromff 9, and Roland 10 rounds of +1 to saving throws.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Catcher cart mage armor on herself, then summon her servant and use prestidigitation to create some crude tools, then she casts resist energy on Roland, followed by Bull's Strength. Immediate after, she commands her servant to make noises and draw attention, while she hides as best as she can in the woods, with the enlarge person scroll in her hands. Servant location in the map.


Tactical Map

Correct me if any of these buffs are wrong:
Whole Party: Resistance(+1 next save), Bless(+1 to hit, +1 fear saves)
Gromff: Prot from evil(+2 AC, +2 saves vs evil), Shield of Faith(+2 AC), Resist Acid(DR 10 vs acid)
Roland: Resist Acid(DR 10 vs acid), Bull Str(+4 str)
Catcher: Mage Armor (+4 AC)
Miro and Tess: nothing more than the party buffs above

Let me also remind you all that the sun is basically setting, and you're in a forest, so the lighting is near-dark. The robed men by the wagon have a couple of torches going, and there is torch-equivalent light coming from the tumbled tower and the shed. Anywhere outside 20' of these sources is dim light, which incurs a 20% miss chance to attacks.


Tactical Map

The party quietly enhances one another with magics, both arcane and divine, in anticipation of the battle to come. When the final incantations are uttered, Catcher unleashes her invisible servant into the camp. Carrying crude creations conjured clay and rock, the servant goes about making as much commotion as possible. Dirt and leaves fly as the magical being kicks at the ground. A click clack sounds out as the conjured tools are brought together in a repeated clap.
The perched forest drake shrieks out in alarm, turning its head toward the southwest. It then speaks in draconic: "What in the blazes is that?" The drake makes no movement from its position in the tree.
The robed figures just north of the camp fire pit all turn their heads toward the sounds as well. They cease talking and move quickly toward where the unseen servant is flailing about.

The ball is rolling. Everyone in the party may take a surprise round action now.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

From the hidden cover of the dark forest, Roland sends an arrow in the direction of one of the guards identified as number 2, hoping to kill it since the big drake is not joining the party, for now.
Longbow: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18! 1d8 ⇒ 6
Miss chance (miss on low): 1d100 ⇒ 99

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Catcher will do only pick up a Lightning Bolt scroll from her backpack.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Miro will softly chant, weaving a magical spell of slumbering upon his confused foes. He hopes to take a few of them out of the fight, for at least a few moments. He alters the area at the last minute, as Roland fires an arrow at one of his prime targets.

Casts Sleep on the corner of n/o 10/11 (10 ft burst), which should catch the cultists in M10, O10, and O12. Will DC 15 to negate.


Tactical Map

Roland lets loose a well aimed arrow with a twang. A tink of metal is heard as it embeds itself in the robed figure, though it appears to not have penetrated very deeply. The figure throws back its hood in surprise as the force of the arrow slams into him, revealing a long snout and scaled reptilian face. Unperturbed by the arrow, he hisses in the common tongue, "Sssssss we have....visssitors." He pulls the arrow from his chest, casting it aside.

Miro lends aid to the fight by sweeping the area in magic, attempting to remove three from the fight with the wave of his hand.
M10 Will Save: 1d20 + 1 ⇒ (5) + 1 = 6
O10 Will Save: 1d20 + 1 ⇒ (10) + 1 = 11
O12 Will Save: 1d20 + 1 ⇒ (17) + 1 = 18
Two out of the three are snoring before they hit the ground. I've marked them as sleeping by turning their portrait on the side. Thank you Roland for the light effect on the map.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

"When the drake swoops in ye swoop in yerself," Gromff says to Roland before crashing through the underbrush towards the commotion. "Hello gentlemen. Do ye have time to here a word or two about the Mighty Moradin?"

Move to location I placed myself being mindful of the plant.


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

Nocking an arrow, Tessandriel lets an arrow fly at the uncovered dude. 5' step to C15. Targeting creature at M12.

Attack: 1d20 + 6 ⇒ (17) + 6 = 23

Damage: 1d8 ⇒ 3


Tactical Map

The robed figures change their focus in rapid succession, first to the unveiled lizardman who was attacked from the bush, then to their snoring fallen comrades, then to the sudden emergence of a dwarf missionary, and finally back to the lizardman when a 2nd arrow hits home.
Tessandriel's arrow pierces flesh, as demonstrated from the grunt/hiss of the humanoid upon impact. Its reptilian features are rapidly scanning the treeline for enemies.

--------------------------

Round 1 Initiative Rolls
Tessandriel: 1d20 + 3 ⇒ (15) + 3 = 18
Gromff: 1d20 + 2 ⇒ (10) + 2 = 12
Roland: 1d20 + 1 ⇒ (20) + 1 = 21
Catcher: 1d20 + 12 ⇒ (1) + 12 = 13
Miro: 1d20 + 7 ⇒ (5) + 7 = 12
Robed: 1d20 + 2 ⇒ (4) + 2 = 6
Drake: 1d20 + 6 ⇒ (2) + 6 = 8

Round 1:
Party
Bad guys

Everyone may take their turn now. Even Catcher who rolls a 1 gets to act before the bad guys, due to her amazing initiative bonus!


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

His blood starts to boil for the lack of power in his bow, but nonetheless he waits until the dragon has come over to join the fray! Thus, he looses another arrow at the flat-footed lizard-something and then puts his bow over his shoulder, hoping the drake will come now.
Longbow: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15! Damage: 1d8 ⇒ 6
Miss chance (miss on low): 1d100 ⇒ 70


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Delay till after the drake. I know it will make things more difficult but I want to know where it ends up before making a decision.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Catcher moves closer to Gromff and stay in a defensive position.

Move and full defence.


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Miro moves forward to improve his line of sight with the cultists. 2 out of 3 wasn't bad, so he chants another sleep spell, catching another 3 cultists in its midsts.

Casts sleep between columns p & q, catching the 3 cultists to the right on the group that is near us. Will DC 15


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

Tessandriel follows up her previous arrow with another.

Attack: 1d20 + 6 ⇒ (5) + 6 = 11

Damage: 1d8 ⇒ 7

Ack! Not with that roll!


Tactical Map

The lizardman yells "Sssstrike them down!" and then casts a spell--

Spellcraft DC 16:
He casts Bless

All of the robed figures spring to action. Three of them close the distance with Gromff, all of them growing large claws that burst forth from pink fleshy human-looking hands. One runs directly at Roland, also sprouting a pair of vicious claws.
The armor of steel and of faith deflect each and every blow aimed at the hardy dwarf, and likewise his friend Roland's armor absorbs a heavy-handed attack. No one is harmed.
Attack rolls:

K13 claw vs Gromff: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
L13 claw vs Gromff: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
L14 claw vs Gromff: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
M16 claw vs Roland: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18

The drake roars into the night, echoing in the woods and sending vibrations through the air. It takes a couple easy flaps of its leathery wings and lands on the wagon where the dozen prisoners are chained. It stands there in an aggressive posture, but makes no other direct action.
Three of the robed figures encircle the beast and begin chanting in the wispy language of magic.

I am not allowing a spellcraft check just yet due to the effective level of the magic combined with distance modifiers.
Miro, your spell will go off wherever you would like to target it when you take your Round 2 action.
Gromff, delaying your action effectively puts you at the end of the combat round.

Need a delayed Round 1 action from Gromff, then on to Round 2 where everyone else may act. The new initiative will be:

Tess, Catcher, Roland, Miro
Bad Guys
Gromff

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

"Roland! Smash!" yells catcher as uses the magic from her scroll.

Use scroll of enlarge person: Duration one minute. Then move a bit closer to Gromff, drawing the sword while moving.

Spellcraft: 1d20 + 10 ⇒ (20) + 10 = 30

Man, my first 20, and It's wasted in a spellcraft check.

"The Lizardman is a priest of some sort!" Catcher warns, identifying his magic.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

"So you wanna play gecko?"
Roland pulls his Earthbreaker from its resting place, and both him and the weapon grow in size as the Catcher releases her spell, so its just a matter of killing the obstacle in front of him and wreak havoc!!
PA Buffed Earthbreaker: 1d20 + 13 ⇒ (5) + 13 = 18! Damage: 3d6 + 16 ⇒ (3, 4, 6) + 16 = 29
Miss Chance: 1d100 ⇒ 45

AC 15
Buff rounds:
Rage 1/12
Resistance 5/10
Enlarge 1/10
Bull's Strenght 3/30
Bless 3/30

If he dies I'll take a 5-foot-step north


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Miro releases his spell at the pocket of cultists around Gromff.

Sleep centered on l/m 12/13. Should catch all 4 of them around there.

Miro eyes will widen at the sight of Roland. He starts to sing about a powerful hero of old, who vanquished many powerful enemies with his terrific strength.

Inspire Courage. +1 to hit and to Damage, +1 vs Fear


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

"Ye should have taken me offer," Gromff says as his defenses absorb all the blows. Then he takes notice of what is happening further away. Wasn't expecting that. Of course they would buff the dragon thing. It was exactly what they did to Roland. Calling upon the power of Moradin once more, Gromff points at the Drake and the two nearest caster, trying to disrupt their spell.

5 foot step away from combat. I already moved myself. Cast Burst of Radiance. 400 ft range so we are good. DC 15 Ref blind for 1d4 rounds or dazzled if save is made. 3d4 to evil creatures. No save. I'll target the guy at E8. It will catch him and the Drake.


Tactical Map

FYI, Enlarge Person is also a 1-round casting time, so the spell unfortunately has not yet completed. Feel free to re-post or re-flavor based on this. If you're satisfied with your actions, then I'll just account for the normal sized-Roland for Round 2.
Also please make sure and let Gromff act first next time since he's last on initiative. His action might change your plans, depending on circumstances.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Well since we are divided between good guys and bad guys you could probably just lump me in with the others but take my actions first. Also, what happens with my attack?


Tactical Map

I guess that's ok, but that sounds potentially confusing.
Gromff there is a tent blocking your LoS to the drake and wagon area. It is lit with a torch, so that is no issue, but you'll need to move to a better position to be able to get proper LoS.
Catcher I failed to notice how close you were to the plant until just now. Since you're in the middle of spellcasting I'm not going to screw you over, but the plant essentially has a readied action to attack and I should have attacked the moment you were in range. GM screw up this time. But I recommend you beat feet asap!

Catcher is in the depth of spellcasting, ready to unleash their magic in the next few seconds. Enlarge Person pending for Roland.
Miro completes his sleep spell, dropping a blanket of soothing restfulness over several enemies, but with shocking presence of mind, only one enemy falls to the ground asleep.
K13 Will Save: 1d20 + 1 ⇒ (7) + 1 = 8
L14 Will Save: 1d20 + 1 ⇒ (20) + 1 = 21
L13 Will Save: 1d20 + 1 ⇒ (16) + 1 = 17
Lizardman Will Save: 1d20 + 8 ⇒ (10) + 8 = 18
After the disappointing result of his spell, Miro cheerfully belts out a tune about Rorick the Rager, bolstering his companions' strength and resolve! Inspire Courage. +1 to hit and to Damage, +1 vs Fear

The red and purple thorny vines at the base of the tall magical plant begin to writhe, and several tendrils begin to slowly reach out toward the young wizard.

Roland's earthbreaker was brought down will all muscle and little finesse, but this clawed enemy is clearly less armored than the lizardman. The bone-crunching blow caved in the chest of the figure, who's hood falls back when his limp body collides with the ground. He appears to be human.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Then I shall take the opportunity attacks to move to a good location.


Tactical Map

I moved you Gromff, feel free to move your guy again if you would prefer a different placing, when you get the chance.

Dice rolls:

L13 AoO: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
L14 AoO: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
E8 Ref save: 1d20 + 2 ⇒ (17) + 2 = 19
H7 Ref save: 1d20 + 2 ⇒ (3) + 2 = 5
Drake Ref save: 1d20 + 6 ⇒ (8) + 6 = 14
Dmg to evil: 3d4 ⇒ (2, 2, 1) = 5
Rounds Blinded/Dazzled: 1d4 ⇒ 1
E8 Concentration: 1d20 + 5 ⇒ (16) + 5 = 21
H7 Concentration: 1d20 + 5 ⇒ (16) + 5 = 21
Gromff Perception: 1d20 + 3 ⇒ (9) + 3 = 12

Gromff maneuvers by his combatants in order to get a better view of his targets by the wagon, drawing failed attacks. The dwarf calls down upon the drake and robed men the might of Moradin--or more specifically--the light of Moradin. The spell goes off, and a blinding flash of light turns the night into day, causing everyone to blink and flinch. Just as suddenly the darkness returns. An aggravated roar comes from the east side of the camp, indicating the spell has taken effect. The spell was effective. You blinded the drake and one robed guy. They did roll very well for their concentration checks so their spells haven't been interrupted. Gromff, you take a look at the robed guys by the drake, and they seem to be moving in sync with one another. Considering the spell you just cast, they showed strong resilience to maintain whatever it is they're doing.

Need an action from Tessandriel, then on to the bad guys again.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Ignoring the claws that keep bouncing off his shields Gromff fires off a blinding flash of light. While it appears to be effective the cultists didn't so much as flinch. Not good.

"Oi, stop that spell."


Female Half-Elf Wild Shadow 4 | AC 16, Touch 14, FF 13 | HP 25/25 | Fort +4, Ref +7, Will +4 | Init +7 | Perception +12

Tessandriel attacks again to in an attempt to put down as many as she can. Attacking the dude at L13.

Attack: 1d20 + 6 ⇒ (9) + 6 = 15

Damage: 1d8 ⇒ 7

She then takes a few steps northwest to keep her view of the fray. Moving to A13.


Tactical Map

Tessandriel sends an arrow whizzing through the fiery air, sinking deeply into the flesh of her target. Her victim cries out in pain. The voice is female. She takes a knee, holding the arrow shaft tenderly. She appears to be out of the fight for the moment.

-------------------

The lizardman looks back and forth at Gromff and Roland, sizing them up. He lifts a finger and casts a spell at the barbarian.

Spellcraft DC 16:
He casts an arcane spell called Break at Roland's earthbreaker.
Roland's Fort save for his Earthbreaker: 1d20 + 5 ⇒ (10) + 5 = 15

Roland, you feel fel magic encircling your trusted earthbreaker. It begins to vibrate violently in your hands, but you shake it off after a moment of sheer grit. You have successfully resisted the spell!

The lizardman is clearly not thrilled at his spell being resisted, and moves east toward the wagon and drake. The robed figure by the tents who was rushing toward the party changes directions abruptly, moving very quickly toward the wagon and his companions.
The clawed, robed figure nearest to Gromff breaks into a full run, likewise running to regroup near the wagon.

The men in chains cheer for our heroes. "Alright!" "They're going to free us! We've been saved!"...and the like.

The three chanting figures near the drake continue with their synchronized movements and eerie chants. The drake is suddenly illuminated in quick bursts of greenish light, similar to the clouds during a thunderstorm. Everyone can sense the bite of arcane magic in the air emanating from the trio encircling the wagon.

The drake roars, its voice seeming somehow amplified.

Last but not least, a distant horn blast can be heard from the east...far east of the camp, deeper into the woods.


Tactical Map

The Enlarge Person spell will go into effect this round. Roland, since you're all on shared initiative, feel free to assume you're Enlarged if you post before Catcher does.

Round 3 actions now from everyone!


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

"Oh no you won't!!" Roland sees the Lizard man wanting to get away and thanks the others for dealing with the ones in front of him. He wanted the bigger game. So he rushed up after the mini boss, circling around him with his impressive speed and size, so the Lizard had nowhere to run to.

AC 15
Buff rounds:
Rage 2/12; Enlarge 1/10; Bull's Strenght 4/30; Bless 4/30; Inspiration X/X;


Male Halfling Bard 6 HP 31/37 | AC 24/16/21 | F +7 R +10 W +8 | Init +7 | Perc +12 | Bardic Perform 24/24 | Spells 1st 3/5, 2nd 2/4

Miro moves swiftly to the nearest sleeping cultist, continuing his song as he stares in awe at the mega-Roland. He prepares himself to put this cultist out of the fight, not desiring to do so, but also not wanting to leave a potential future enemy in this combat.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

"OI! Git yer ass back here," Gromff yells as he charges after one of the cultists.

Charge at cultists at s12 AC 22 for the round. Saving shield for Roland if necessary.

Attack with charge: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 damn.
damage: 1d8 + 3 ⇒ (5) + 3 = 8

I don't think I need to bother tracking the time on my spells. The shortest is 3 min and I don't see this fight lasting 30 rounds. Gotta love a battle you go in prepared with.

Silver Crusade

Female Human White Haired Runt | 5% SFC HP 111 | AC:25 | T:13 | FF:23 | CMB +11 | CMD:23 | Fort:+10 | Ref:+8 | Will:+5 | Init:+12 | K:Arc + 18 | K:Hist + 13 | K:Planes +18 | Linguistic + 12| Spellcraft +18 | Pers -1 | Stl + 0 | Surv -1

Not willing to leave anything to chance, Catcher moves, drawing her dagger and attacking the enemy.
Atk: 1d20 + 4 ⇒ (15) + 4 = 19
Dmg: 1d4 + 2 ⇒ (2) + 2 = 4

Attacking the cultist in I13.


Tactical Map

Botting for Tess so that I can make a move for the bad guys before I head to work today. Tess you can change your action from what I choose here, if you would like.

The half-elf sees that the boys have the lizardman in check, and sees Catcher run up and stab the woman in robes, and Miro by Catcher's side.... it was time to address the bull in the china shop...

Tessandriel sends an arrow flying across camp at the drake sitting perched on the wagon, but it thuds and deflects off of the creatures hide without much effect.
Arrow at drake: 1d20 + 6 ⇒ (5) + 6 = 11

Roland grows to the size of a hill giant and thunders across the camp in pursuit.

Gromff follows suit, though remaining his normal size.

Catcher runs up to the wounded woman and thrusts her dagger deeply into her shoulder, dropping her to the ground apparently unconscious.

Miro continues his rousing bout of song, currently in a verse about Rorick's drinking prowess.


Tactical Map

The lizardman turns in defiance but shudders for a moment when he sees the righteous fury in the dwarfs eyes, and sees that he's being towered over by the ogre-sized barbarian.
Stubbornly he goes into a defensive stance and begins to cast. He begins his spell but with fear evident in his primal eyes, he loses his nerve...and loses his spell.

Spellcraft DC 16:
He casts a Divine spell: Cause Fear at the giant named Roland
Cast Defensively: 1d20 + 6 ⇒ (2) + 6 = 8

Not thinking very clearly, he moves away from the pair of heroes, drawing attacks in his wake. Roland/Gromff, you may AoO

The chanting of the three robed figures comes to a sudden halt. In a bright flash of green light, the drake seems to be wrapped in popping emerald lightning. The drake then takes to the air, flying toward the middle of camp. It turns its head toward the dwarf and giant-man, and unleashes a glob of acid, exploding on impact leaving a stinging mist that blocks all sight from within.
Roland Ref save: 1d20 + 2 ⇒ (5) + 2 = 7
Gromff Ref save: 1d20 + 3 ⇒ (6) + 3 = 9
Amplified Drake acid damage: 6d6 ⇒ (4, 6, 2, 1, 6, 5) = 24
Each of you take 24 points of acid damage, minus your resistance. I don't know how to draw those fields on the map, and I'm out of time before work, but the mist from the acid ball is at P11/Q11/P12/Q12, and it blocking your sight completely. The drake is 20 ft in the air right now.


M Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4 Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Opportunity Attack: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d8 + 3 ⇒ (2) + 3 = 5

After attack, move towards drake and cast divine favor from ring. AC back to 24. I will take the AoO if the guy is still alive from Roland's attack.

"Must be a drake ye are. That acid barely tickled."

14 damage form acid so 16 health left.


Tactical Map

I suppose it is my fault for not saying so specifically, but it is the party's turn to act.

Round 4 actions please.


Unstopably fabulous owner of a cloak 9 | AC 23, Touch 12, FF 22 | HP 144/144 | DR 4/- | Fort +11, Ref +6, Will +9 | Init +1 | Perception +13 | Rage 23/23 | Move

AoO: 1d20 + 13 ⇒ (15) + 13 = 28 +9str; +3bab; +1focus; -1PA; +1bless; +1insp; -1 size.
Damage: 3d6 + 17 ⇒ (4, 2, 4) + 17 = 27 +13str; +3PA; +1insp
Miss Chance (miss on low): 1d100 ⇒ 81

Roland takes the opportunity to smash the monster good right after Gromff, and hopefully it is dead now. Anyway, the barbarian thinks he can jump to reach the drake, using the momentum to deliver a devastating blow. Yes, yes, he promised he would not try that again but, well, some promises you cannot keep...

Acrobatics DC for 5-foot-high jump is 20.
So he went for it, with two quick steps he gained enough speed to make the jump, and his earthbreaker was approaching the creature from below, while madly the man said something under his breath. "Kitty kitty kitty! Jump: 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19 Well, being enlarged reduces my dexterity by 2, so because of that I felt 3 inches short...

Attack in case that works...: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 3d6 + 17 ⇒ (2, 3, 6) + 17 = 28
Miss Chance (miss on low): 1d100 ⇒ 86

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