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Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Imix:
Wow, that's a sucky Sense Motive roll! Rigel's distress is for real, but you've no way of knowing that.

Rigel nods, weakly, and sniffs. Pulling out her water canteen she takes a few sips, before doing her best to wash her face, grateful for the cold water.

Standing up, she looks at Istiel and takes a deep breath. "Yes. I'll go with you." Pulling out an obsidian dagger from within her clothing, she makes a face; not exactly a smile, but more than a grimace. "I- I've never done this before..."

She throws the dagger up in the air, catches it deftly, and follows after the monk.

Seeing the sentry, she nods at Istiel, acknowledging the whispered instructions. Crouching and then springing into a dive, she rolls past him, into a flanking position, driving her dagger at him. Rigel has an intimate knowledge of anatomy: she knows where to aim. She just wishes she didn't have to.

Mechanics:

Move to L18 - don't need an Acrobatics roll as he's flat footed

Dagger, flanking with Istiel: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

Damage: 1d4 ⇒ 2

Sneak Attack: 1d6 ⇒ 5


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Active effects:
+1 ac for 1 hour

Hazel eyes turn to Rigel when she mentions she has never done this before. "Will this be your first kill...? Tonight, you become a warrior." There is a bit of pride in her voice- perhaps she is doubly excited she is the first to assist Rigel in bloodying her hands against an enemy of the Three Peoples. The monk certainly seemed to hold the woman in higher regard after watching her disappear into the shadows earlier.

They slip into the shadows together, and the monk gives a muffled whisper. "Do not hesitate. They will kill you and eat your toes for breakfast."

Surprise Round

Istiel slowly creeps through the darkness, her foot-falls barely making a sound as they get closer to the bonfire. She can hear the drum beats in the distance. Rhythmic and thumping, they get her blood stirring. Memories from long ago try to surface, but she lets them wash over her mind- no distractions. Not now, when there is glory awaiting.

As they approach within 20' of the sentry, Istiel leans in close to Rigel. How does she smell so good after hiking? The monk's breath is the barest of whispers to Rigel. "Take the other side. Strike simultaneously."

The timing was perfect as they approach from both angles. The mountain man looks up from indulging in some herbs just in time for Istiel's right fist to punch him directly in the temple. She follows through with a round kick directly to his midsection- the force of her left leg impacting his guts would sound like someone tossing a bag of flour against a tree.

Mechanics:

Surprise round action: Attack Sentry with Flurry of Blows

unarmed strike, flank: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

damage #1: 1d6 + 5 ⇒ (2) + 5 = 7

flurry unarmed strike, flank : 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

damage #1, flurry: 1d6 + 5 ⇒ (5) + 5 = 10


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

Imix, midway through the preparations for an anti nausea spell, looks sceptically at the slim girl. Eyes narrow as she 'conveniently' recovers in time. I don't mind if she's an assassin, but this uncertainty is irritating.

Once Rigel and Istiel move off, Imix concentrates. Deep inside him he can feel the strangely-chambered heart of a Suriname pumping away. Concentrating in a way he has never been able to describe to others, he flexes something.

The change is rapid. Imix's muscles bulk out, expanding to fully fill the armour. His fingers shorten, thicken and grow claws. His skin goes from dark to dark green. His eye-membranes nictate. His jaw bulks up, and protrudes out. His nose shrinks and rises. Most importantly he feels the bloodlust start to fill him.

They must be done by now He stares out into the darkness, but can neither hear nor see anything of his two companions. Assassin he nods to himself.

mechanics:
+2 str. Ferocity.
perception to see scout with low light or hear scout: 1d20 - 1 ⇒ (2) - 1 = 1


Mechanics:

1: 1d100 ⇒ 5
2: 1d100 ⇒ 6
3: 1d100 ⇒ 47
4: 1d100 ⇒ 78
Istiel concealment attack 1: 1d100 ⇒ 42
Istiel concealment attack 2: 1d100 ⇒ 1

DM Screen:

Sentry: -1 hp
1d20 ⇒ 19

As Istiel's fist finds the sentry's temple, Rigel jams her dagger between his ribs, and with a twist, the mountain man gurgles and falls, bloody foam spitting from his lips.

The drumbeats continue from the top of the hill, no indication that you've been heard.

OOC:
ROUND 1 is up. Bad guys are unaware of your presence. PCs are up!


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Round 1

Istiel has her fist cocked over her right shoulder, ready to deliver a hammer blow to the back of the man's head if he attempts to move. A few seconds pass and it's clear that he has gone to meet Legba.

Rigel can see clearly that the monk is shaking- not out of fear, but excitement. She looks to the campfire, and just when it seems she's about to charge headlong into the drummers, a thin jet of air is slowly exhaled from the mouthpiece of her mask. The shaking stops, and she contains herself with a breathing exercise. Her wide eyes turn to the dagger-wielding woman. "Today you are bloodied- my assumptions were wrong. You have my respect. Take care not to lose it."

She crouches down, and again begins to step silently. "The others arrive soon. We will get closer." Moving slowly, Istiel positions herself at the edge of the bonfire's dancing lights.

mechanics:

Action 1-3: Move 45' to H15 in stealth

Stealth: 1d20 + 6 ⇒ (13) + 6 = 19


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Rigel looks at Istiel in disbelief She's enjoying this - she actually enjoying this! She grits her teeth and wills her hand (the one covered in the sentry's blood) to stop shaking.

"We should wait for the others to reach us before we get any closer."


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Istiel doesn't even look back as she moves forward in the darkness. "Now is not the time to lose your nerve." The arrow has been loosed, and will not be returning to the quiver any time soon.


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 3 Pic Theme | HP: 76/56 | AC: 16 (13Tch, 14Ff) | CMB: +9, CMD: 26 | F: +10, R: +4, W: +6 | Init: +10 | Perc: +10 (lowlight) 56 | Speed 50ft | RAGE!!! 8/9 | Spell Points: 7/7 | Agile Feet 3/3 | Judgement 1/1 | Active conditions: Rage

Round 1

Drazan moves up the hill until he see something other than a fire and the Tooyah. He almost trips over Istiel as he naturally begins to circle the flame.

mechanics:

1 or 2 move actions


Mechanics:

stealth: 1d20 + 7 ⇒ (2) + 7 = 9
perception: 1d20 + 7 ⇒ (3) + 7 = 10

Sarre ducks her head and moves through the dead grass towards the bonfire, her bow strung, head on a swivel, looking for threats.

OOC:
Imix's wild surge is going to go off at the end of this round. Oios up!

COMBAT MAP ROUND 1


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Round 1
Oios moves up to stand just in front of Rigel giving her an encouraging pat on the shoulder as he moves past with his branch spear at the ready..

Mechanics:
Using all three move actions to move to L17. Little less than full speed so only -5 to Stealth which is...

Stealth: 1d20 - 5 ⇒ (18) - 5 = 13
Not bad old man.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18


================
Round 2
================

Mechanics:

perception 1: 1d20 ⇒ 6
perception 2: 1d20 ⇒ 2
perception 3: 1d20 ⇒ 2
perception 4: 1d20 ⇒ 16
stealth 1: 1d20 - 5 ⇒ (20) - 5 = 15
stealth 2: 1d20 ⇒ 14
perception wd: 1d20 ⇒ 13
1d20 ⇒ 17
Drazan perception: 1d20 + 7 ⇒ (19) + 7 = 26
Rigel perception: 1d20 + 3 ⇒ (11) + 3 = 14
Istiel perception: 1d20 + 6 ⇒ (15) + 6 = 21
Sarre perception: 1d20 + 7 ⇒ (6) + 7 = 13

As Imix moves forward, there's a sudden and brief flash of light that pulses from the Suriname's body, and where just a second before the new mountain grass shoots struggled to break the thawing ground, they now spring into a furious growth, upward and over the heads of everyone, flush and verdant, sprouting huge seedheads that dip under their own weight, looming over your heads.

The fire must be getting smothered - the light begins sputtering and the smell of fresh burning plant matter rolls east in the wind.

The drumming stops, for a moment, and then picks up again, furious in tempo. Bambambambambambambambam-

Over the drumbeat there's shouting. "Kurvarë Lizard! Ata kanë ardhur për njerëzit e tyre!"

"Maw, Kervish! Në bar!"

And then a scream, primal and rage-filled, coming from the other side of small clearing...

Drazan, Istiel:
The dialect is strange - not a tribe your familiar with, but you can pick out enough to understand what is being said. "Lizard f$##ers! They've come for their people!"

"Maw! Kervish! Into the grass!"

Drazan:
There's one mountain man creeping towards Oios and Rigel, in square K14. Another to their right, in 016.

Istiel:
There's one mountain man creeping towards Oios and Rigel, in square K14. Another to their right, in 016.

Oios:
There's one mountain man creeping towards you, in square K14. Another to your right, in 016.

OOC:
Imix's Wild Surge has changed the terrain of the battlefield. Light levels for the moment are the same, but the fire is being choked out.

Everything brown now automatically provides concealment, as the grass is so tall that you don't have to crouch to benefit. Remember to roll your 20% miss chance when you attack!

The flattened grass stalks in the white area interfered with the new growth grass spurt, and the stalks grew tangled and broken. All of the white area is now difficult terrain.

Good guys and gals are up!

Round 2 combat map


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

Imix ground his teeth as the magic went wild. Nothing to do now but kill them as quickly as possible.
With a grunt he ignored the headache washing through him from the links overtopping, and pushed everything he had into running. No thought for defence - simply to get there as quickly as possible.

mechanics:
3 actions on run. Move 80ft. Lose dex (2) to AC.
Looks like Imix didn't move last turn, and have question in discussion about how far he (and everyone) could have moved last round.

If he moved 15ft last round, and 80ft this round, he should be at Q 19. If he triple moved (as other seem to have done) last turn, then he'd be at Q13.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Round 2

Istiel is concentrating on the fire and the primal beat of the drums when the plants begin to grow strangely. At first she doesn't notice, her mind too busy reveling in the image of her rushing in and tossing one of the drummers directly into the fire.

It became obvious, however, when some switchgrass unnaturally brushed against her arm. The monk twitches, and looks at the grass... longer, longer... She stifles a gasp as ALL of the plants begin to grow, beginning to choke out the fire.

Wide hazel eyes dart back to the fire and the drummers, and they scramble- the element of surprise ruined. Dipping lower in the growing grass, Drazen can hear the monk nearly snort in amusement after they get called "Lizard f!$~ers". The moment passes, and the bemasked mountain lion in the grass waits for the savages to foolishly rush forward... and they do.

The grass barely parts as she creeps forward to intercept the running savage. Perfectly positioned, Oios has a front-row seat to watch as the monk uses her legs to spring from the grass and drive her right fist directly into the mountain man's gut "TOH!" The brutal punch is followed it up with a hammer blow over her left shoulder into his neck "YAH!" Her cold hands grip the back of the reeling man's head and she pushes his skull down- directly into the path of her right knee as it rockets upward through the grass "EI!" Each blow is punctuated by a powerful and low-pitched Kiai, nicely complimenting the punctuation of fist and knee against flesh and bone.

Mechanics:

Action 1: Stealth 15' to J17, attempt to take Mountain Man K16 by surprise

Stealth: 1d20 + 6 ⇒ (10) + 6 = 16

Action 2: First attack Mountain Man K16, flurry

unarmed strike: 1d20 + 5 ⇒ (19) + 5 = 24

damage: 1d6 + 5 ⇒ (2) + 5 = 7

unarmed strike, flurry: 1d20 + 5 ⇒ (16) + 5 = 21

damage, flurry: 1d6 + 5 ⇒ (6) + 5 = 11

Action 3: Second attack on Mountain Man K16

unarmed strike, 2nd attack: 1d20 + 5 - 5 ⇒ (8) + 5 - 5 = 8

damage, second attack: 1d6 + 5 ⇒ (4) + 5 = 9


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Rigel is stung by Istiel's comments about nerve. Breaking into a house silently takes nerve. Dashing full tilt across a rooftop and jumping across the gap onto the adjacent house takes nerve.

She can't see any of the combatants since that magic trick went wrong, but the tall grass will serve to hide her nicely. She will use that to her advantage. Doing her best to stay out of combat, she creeps across to the captives, with the intention of cutting their ropes.

Mechanics:

Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

Move to R11


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 3 Pic Theme | HP: 76/56 | AC: 16 (13Tch, 14Ff) | CMB: +9, CMD: 26 | F: +10, R: +4, W: +6 | Init: +10 | Perc: +10 (lowlight) 56 | Speed 50ft | RAGE!!! 8/9 | Spell Points: 7/7 | Agile Feet 3/3 | Judgement 1/1 | Active conditions: Rage

Round 2

Drazan curses the grass and it's wild growth. "How can there be any witnesses to this?! Curses, no one can see! Drazan fumes as he pushes through the grass still lacking any subtlety, toward what he thinks is one of the cannibals, and he nearly runs into one putting too little space between the two. Drazan tries his best to manuever his spear but the growth is just too thick and the branches in the spear, made to be of advantage, get caught up and tangled.

"Graghhh!!"

mechanics:

1d20 + 7 ⇒ (7) + 7 = 14
1d100 ⇒ 12 miss
1d20 + 7 - 10 ⇒ (12) + 7 - 10 = 9
1d100 ⇒ 60


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Oios moves up to hit the one Isitel attacked. Otherwise he hits the other one.

Mechanics:

One move to L15 where he threatens both sneakers with his spear. Prioritize the one Isitel is attacking. If that one is dead or dies then other attacks on the one in O16.

First Attack: 1d20 + 3 ⇒ (10) + 3 = 131d8 + 2 ⇒ (2) + 2 = 4
First Conceal Low Misses: 1d100 ⇒ 33

Second Attack: 1d20 + 3 - 5 ⇒ (8) + 3 - 5 = 61d8 + 2 ⇒ (1) + 2 = 3
Second Conceal Low Misses: 1d100 ⇒ 94


=============
ROUND 3
=============

Mechanics:

2: Step, PA attack, PA attack. Oios
Brave 2: earthbreaker: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11
concealment: 1d100 ⇒ 40
earthbreaker: 1d20 + 4 - 5 ⇒ (18) + 4 - 5 = 17
damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11
concealment: 1d100 ⇒ 41

3: attack Drazan
javelin: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 + 3 ⇒ (6) + 3 = 9
concealment: 1d100 ⇒ 49

4: attack Imix
javelin: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d6 + 3 ⇒ (5) + 3 = 8
concealment: 1d100 ⇒ 25

DM Screen:

Sentry 1: stable, -1 hp.
Brave 1: dying, -5 hp.
1d20 ⇒ 13
1d20 + 11 ⇒ (15) + 11 = 26

Despite the mountain grass snagging Drazan's spear, the bearded warrior is not upright for long, as Istiel's brutal onslaught sends the raider to the ground, nose shattered and bleeding.

Oios steps forward and swings at the Mountain man hiding to his right, stabbing the raider in the leg. Letting out a curdling scream, the man turns on Oios and stepping into the holy man, swings his earthbreaker twice into Oios' midsection, the sickening sound of cracking bones echoing over the clearing as Oios drops to the ground, unconscious.

In the clearing, three of the Mountain Tribesmen wait beyond the fire, and two of them loose javelins at Drazan and Imix, one grazing Drazan's arm. Between the two raiders, the war drummer stands and screams, a resounding, high-pitched wail that causes the veins of the Mountain men to pulse with blood, intricate maps of arteries showing through their alabaster skin.

The Tooyah, the ones alive anyways, struggle to get to their feet, pulling their dead companion up, his torso still tied to the log that binds them all. The Tooyah closest to Imix looks into the Suriname's eyes, fear scrawled across the man's face. "Balekani!"

Tooyah:
The only one of you that speaks this is unconscious.

The fire sputters and the growth around it smokes, and whatever is cloaked within the shadows at the heart of the fire lifts into the air with a flash of darkly winged feathers and twisted, scaled limbs, before disappearing into the darkness above you, trailing shadow and smoke...

OOC:

Oios is down, having taken 22 hps of damage (sorry Oios!). Drazan takes 9 damage from the javelin.

Players are up! Oios, I'll need a stabilize roll from you. Your AOO misses due to concealment.

ROUND 3 MAP


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

OOC:
Wait AOO right?

Mechanics:
AOO spear: 1d20 + 3 ⇒ (13) + 3 = 161d8 + 2 ⇒ (7) + 2 = 91d100 ⇒ 19
If that's not enough to drop him :( then
Con check: 1d20 + 1 ⇒ (16) + 1 = 17


OOC:
Sorry, I'm having a mental block about moving you all. I'm going to start posting a map at the end of each round and after the bad guys move, to keep me straight until I get in the habit.

Unfortunately, your attack still misses due to concealment. You are stable, however!


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Round 3

Istiel watches the man's body bounce when it hits the ground, and knows he will be no threat. She turns towards the nearest source of conflict just in time to watch Oios' guts get scrambled by a boulder on a stick.

The brave had little time to gloat over beating up an old man, for as soon as the priest's collapsed to the ground she was there. The monk uses her momentum to launch a straight right kick into the brave's gut. She brings her right leg back and lifts her left leg up and around, twisting her body into a roundhouse kick aimed directly for her unfortunate enemy's face. "HAI!"

OOC:
I think that knocks him out.

Istiel spares Oios a glance, but there is nothing she can do for him. Her attention is diverted to the strange creature that burst from the flames of the bonfire for a moment, and then the screams of the wardrummer as he unleashes some strange magic on his companions. Curious, but her goals have not changed.

Her hazel eyes flicker with a flame comparable to that of the dying bonfire; except the fire in her eyes was growing stronger with every kill. "I will take right!" She barks to Drazen, before leaping into the thick brush.

Mechanics:

Action 1: Move 10' to L16

Action 2: Flurry of blows on Brave M15

unarmed strike: 1d20 + 5 ⇒ (12) + 5 = 17

concealment: 1d100 ⇒ 19 Miss

damage: 1d6 + 5 ⇒ (3) + 5 = 8

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

unarmed strike, flurry: 1d20 + 5 ⇒ (12) + 5 = 17

concealment: 1d100 ⇒ 71

damage, flurry: 1d6 + 5 ⇒ (5) + 5 = 10

Action 3: If Attack 2 did not kill Brave, attack again. If it did, 30' move (total) to N13

unarmed strike #2: 1d20 + 5 - 5 ⇒ (18) + 5 - 5 = 18

damage: 1d6 + 5 ⇒ (4) + 5 = 9

concealment: 1d100 ⇒ 28


Istiel's first kick just misses, but she lands her roundhouse squarely in the raider's face, wincing in pain as some of the man's blood sears into her flesh. Spinning around, a viscous eye gouge finishes the man off, the raider again returning a little pain as he drops.

OOC:
Istiel needs the second attack to drop him, so no move this round. Istiel also takes two damage from her attacks.

DM Screen:

Sentry 1: stable, -1 hp.
Brave 1: dying, -5 hp.
Brave 2: dying, -8 hp.
1d20 ⇒ 11


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 3 Pic Theme | HP: 76/56 | AC: 16 (13Tch, 14Ff) | CMB: +9, CMD: 26 | F: +10, R: +4, W: +6 | Init: +10 | Perc: +10 (lowlight) 56 | Speed 50ft | RAGE!!! 8/9 | Spell Points: 7/7 | Agile Feet 3/3 | Judgement 1/1 | Active conditions: Rage

Round3

Radag looks down at the javelin before he grabs it from his leg. He looks up and strides over to the brave that threw it. Just as Drazan nears where the fire was [is?] Drazan's arms catch fire before being shaken off by the violent thrust of the javelin toward the brave

mechanics:

Ammunition survive?: 1d100 ⇒ 80 yes
2 action move
1 action attack vs brave
Javelin, Power attack-1/+2, Rage +2, elemental strike 1d4: 1d20 + 5 + 2 - 1 ⇒ (14) + 5 + 2 - 1 = 201d6 + 3 + 2 + 1d4 ⇒ (5) + 3 + 2 + (1) = 11


Drazan deals the brave a grevious wound, giving the mountain man's javelin back with emphasis. Unfortunately, some of the raider's blood splatters onto Drazan as he plants the javelin in the enemy's chest, and burrows painfully into the hunter's skin.

OOC:
Drazan takes 1 hp of damage from the raider's blood.

DM Screen:

Sentry 1: stable, -1 hp.
Brave 1: dying, -5 hp.
Brave 2: dying, -8 hp.
Brave 3: alive, 10 hp damage.


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 3 Pic Theme | HP: 76/56 | AC: 16 (13Tch, 14Ff) | CMB: +9, CMD: 26 | F: +10, R: +4, W: +6 | Init: +10 | Perc: +10 (lowlight) 56 | Speed 50ft | RAGE!!! 8/9 | Spell Points: 7/7 | Agile Feet 3/3 | Judgement 1/1 | Active conditions: Rage

OOC:
What type of damage?! Burrowing?


OOC:
The damage is untyped, Drazan. I was just trying to describe it in a way that wouldn't make anyone think they've got resistances against it.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Rigel uses her knife to saw through the ropes holding the captive Tooyah. She doesn't speak the language, but she's an expert at non-verbal communication: tone of voice, body language, a quick smile; and maybe a glimpse of something a bit more, to ensure she has their attention - plus the fact that she's, you know, cutting their ropes and not their flesh.

As she does so, she tries to explain where they should go, through a mix of pointing and miming: Go in the direction I came from. I have friends there.

Mechanics:

Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16

Bluff, communicate message: 1d20 + 8 ⇒ (12) + 8 = 20

I'm improvising here, but I think these are the skills needed to do what I want to do


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

Imix almost curses when Oios goes down and the warriors all close on his one attacker. At least Rigel is doing something useful. Just need to hold them off.
Then the fire explodes, something screaming into the dark night sky. "Girl!" screams Imix "Shoot it!" Damn peasant is the focus of almost all my magic. If she's wasting it freezing in panic, I'll break her.

Imix launches himself over the broken ground with the lightning rush of the crocodile. Though it looked like a savage attack, the rush was just as calculated as that of his totem. He came past the fire, trying to keep them fire-blind. He did not scream, hoping for surprise. He kept the fire to his side so he could not be flanked. It was the sudden, tactical and brutal combat training of the Suriname.

The obsidian studded Terbutje, stones glowing in an unhealthy looking way, swung down at the wardrummer with the whole force of the charge behind it.

mechanics:

Free: yell at Sarre to shoot - she didn't move, so hopefully she's readied (which she was sort of told to do)
action 1: Move to P11.
action 2: charge M8. +2 to hit from charge. Combat Expertise -1 to hit, +1 to AC. Power attack -1 to hit +2 to damage. Total AC is 25. No longer sickened. +0 to hit +2 to damage.
hit: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9


Mechanics:

longbow: 1d20 + 2 ⇒ (3) + 2 = 5
damage: 1d8 ⇒ 6
longbow: 1d20 + 2 - 5 ⇒ (20) + 2 - 5 = 17
damage: 1d8 ⇒ 4
longbow crit confirm: 1d20 + 2 - 5 ⇒ (13) + 2 - 5 = 10
damage: 2d8 ⇒ (2, 7) = 9

The War Drummer's blood splatters across Imix as he attacks, as if it is guided to the Suriname, worming its way into the man's skin.

Sarre looses two arrows towards the creature in the shadows and then runs forward to where Oios lies.

The Tooyah that Rigel cuts free looks at the woman, with shock realizing, after she begins cutting the man's ropes, that Rigel's even there. Nodding his head, the man plunges into the mountain grass as soon as he's able, leaving the others to groan under the weight of the log and their dead companion.

OOC:
Imix suffers 1 point untyped damage. Round 4 coming at lunch. One Tooyah free.

End Round 3 Combat Map


DM Screen:

Rage 6/9
War totems: +2 damage (10/10), 1 DR, 1 untyped damage (9/10)

Sentry 1: stable, -1 hp.
Sentry 2: alive.
Brave 1: dying, -6 hp.
1d20 ⇒ 12
Brave 2: dying, -9 hp.
1d20 ⇒ 8
Brave 3: alive, 10 hp damage.
Brave 4: alive.
War Drummer: alive, 8 hp damage, provoking AoO.

Mechanics:

Drazan:
attack sentry 2: 1d20 + 4 ⇒ (6) + 4 = 10 MISS Drazan AC 11 (12 -2 rage, +1 deflection)
damage: 2d6 + 7 + 2 ⇒ (3, 4) + 7 + 2 = 16
concealment: 1d100 ⇒ 98

Imix:
attack brave 4: 1d20 + 4 ⇒ (20) + 4 = 24 Potential crit :(
damage: 2d6 + 7 + 2 ⇒ (2, 4) + 7 + 2 = 15
crit confirm: 1d20 + 4 ⇒ (2) + 4 = 6 No confirm :)
damage: 2d6 + 7 + 2 ⇒ (1, 2) + 7 + 2 = 12
concealment: 1d100 ⇒ 47
attack brave 4: 1d20 + 4 - 5 ⇒ (10) + 4 - 5 = 9
damage: 2d6 + 7 + 2 ⇒ (2, 6) + 7 + 2 = 17
concealment: 1d100 ⇒ 56
attack brave 4: 1d20 + 4 - 10 ⇒ (7) + 4 - 10 = 1
damage: 2d6 + 7 + 2 ⇒ (3, 3) + 7 + 2 = 15
concealment: 1d100 ⇒ 51

1d20 + 11 ⇒ (16) + 11 = 27

As the fire sputters and smokes, the tangled grass choking it out, the War Drummer moves back, and then screams again, this time his voice undulating, the blood under the skin of his allies visibly pulsating with his scream.

The cannibal nearest to Drazan ducks and moves backwards, then digs into his pack, drawing forth a stoppered gourd. At the same moment, another mountain man springs from the tall mountain grass, and moves, stumbling a bit, towards Drazan, swinging his earthbreaker and just missing Drazan's knee.

On the other side of the fire, the cannibal swings three times at Imix, the first swing making it beyond the Suriname's shield and smashing into Imix's side.

OOC:
Fire is dying down. Now the white area and the lightest brown are dim light, providing concealment (and miss chances).

Also, remember that the white area is difficult terrain, and thus you can't charge and movement costs double.

Also note: the war drummer has a longspear, and thus has reach.

Imix, you take 15 damage.

Imix, you'll get an AoO on the war drummer for his movement. The wounded brave is taking the withdraw action and thus provokes no AoO.

Rigel missed the perception check on the sentry up top when she scouted; he's been hiding out since combat started.

Combat Map Round 4


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

mechanics:
AoO: 1d20 + 4 ⇒ (15) + 4 = 19damage: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Imix grunts in surprise at the 'crack-crack' as the hammer snaps two of his ribs through his armour. The force must be unimaginable. Magic.. Breathing suddenly becomes an exercise in pain, and his Suriname mind calculates quickly that he has until he passes out from lack of air to win this fight and heal himself.


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

Imix draws down the energy of his totem. It wasn't a 'spell' - this was far more crude. It was a few seconds of power to help overcome the pain.
With more strength than skill he swung wildly, again and again at the mountain man, hoping there was someone coming to back him up before he fell.

mechanics:

cinematic spellcasting!
attack: power attack
attack #1: 1d20 + 3 + 1 + 2 - 1 ⇒ (10) + 3 + 1 + 2 - 1 = 15damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
attack #2: 1d20 + 3 + 1 + 2 - 1 - 5 ⇒ (5) + 3 + 1 + 2 - 1 - 5 = 5damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
attack #3: 1d20 + 3 + 1 + 2 - 1 - 10 ⇒ (8) + 3 + 1 + 2 - 1 - 10 = 3damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13


DM Screen:

Rage 6/9
War totems: +2 damage (10/10), 1 DR, 1 untyped damage (9/10)
Sentry 1: stable, -1 hp.
Sentry 2: alive.
Brave 1: dying, -6 hp.
Brave 2: dying, -9 hp.
Brave 3: alive, 10 hp damage.
Brave 4: alive, 5 damage.
War Drummer: alive, 15 hp damage.

The war drummer grunts as Imix returns the favor, landing a solid blow to the war drummer's back as he turns to move behind his guard. Bringing his tetsubo around again, the Suriname swings, landing a glancing blow as the mountain man dodges to the side at the last moment...

OOC:
2 hp damage total to Imix from the war drummer's blood totem.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Round 4

Istiel tries to race through the thick growth to help the pitched battle around the bonfire, leaping and bounding with all the might her powerful legs can muster. She watches the Suriname take a blow that would fell any normal man- but he wasn't exactly a man, was he?

She runs past Imix and the brave he is fighting, just daring the mountain man to try and land a swing on her. The monk clearly had a target in mind, and she was rapidly approaching the drummer with single-minded fury.

mechanics:

Action 1-3: 90' Move to O7, provoke an AoO from the brave at N8, Current AC 15+1(deflection magic)+4(mobility)= 20 AC for AoO


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 3 Pic Theme | HP: 76/56 | AC: 16 (13Tch, 14Ff) | CMB: +9, CMD: 26 | F: +10, R: +4, W: +6 | Init: +10 | Perc: +10 (lowlight) 56 | Speed 50ft | RAGE!!! 8/9 | Spell Points: 7/7 | Agile Feet 3/3 | Judgement 1/1 | Active conditions: Rage

Drazan is ill prepared to deal with the number of shifting enemies, and the terrain. He swings wide at the sentry, not even forcing him to deflect, and then draws a kukri but is unable to deliver a blow with the rough terrain and the earthbreaker.

mechanics:

Attack of opportunity vs Sentry: 1d20 + 9 ⇒ (2) + 9 = 11
1d100 ⇒ 49
Attack no.1 1d20 + 7 ⇒ (3) + 7 = 10
1d100 ⇒ 50
Attack no.21d20 - 3 ⇒ (2) - 3 = -1
1d100 ⇒ 64


Mechanics:

longbow: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d8 ⇒ 5
cure: 1d8 + 1 ⇒ (4) + 1 = 5

Sarre looses an arrow at the wounded cannibal behind the war drummer, which unfortunately sails just wide.

Then, reaching down, she places her hand on Oios and utters something under her breath, and Oios' eyes flutter open.

OOC:
Oios cured 5 hp. Should get you back in the fight.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Rigel continues to cut through the ropes binding the next Tooyah prisoner, the tip of her tongue sticking out one corner of her mouth as she concentrates.


Mechanics:
AoO on Istiel: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 2d6 + 7 ⇒ (6, 6) + 7 = 19

The mountain man takes a wild swing at Istiel as she rushes past - a swing that the nimble monk has no problems stepping under.


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Struggling up Oios murmers a quick word of thanks and then, wincing, calls on Makaya, Legba, and Ayazan to aid his movement and moves to the Tooyah and Imix.

With his spear at the ready he says

Tooyah:
What is happening here? Who are these people? What did they do to you?

Mechanics:

Act 1: Get up
Swift Act: Activate Agile Feet
Act 2 and 3: Move to P9
Free Act: Talky Talky


The freed Tooyah points to Rigel's knife and then to his open hand, saying something she doesn't understand. When Oios speaks, the man speaks again, urgently, in a thick accent.

Oios:
It is obvious that the man is not Takayah. His Tooyah is heavily accented and the dialect is strange. One of the People of the Reed, most likely, semi-nomadic fishers that live north of the Three Peoples.

Tooyah:

"Your weapon! Give it to me! That one killed my wife!"

The two Tooyah still lashed to the tree are on their feet now, the woman farthest from Rigel shouting something in a panicked tone. She drags the tree trunk into the grass, pushing the Tooyah corpse out into the clearing, where it and the tree get tangled in the matted grass.

===========
Round 5
===========

DM Screen:

Rage 5/9
War totems: +2 damage (9/10), 1 DR, 1 untyped damage (8/10)
Sentry 1: stable, -1 hp.
Sentry 2: alive. 3 attacks, Drazan
Brave 1: stable, -6 hp.
1d20 ⇒ 18
Brave 2: stable, -9 hp.
1d20 ⇒ 16
Brave 3: alive, 6 hp damage.
1d8 + 1 ⇒ (3) + 1 = 4
Brave 4: alive, 5 damage. drink potion, move.
War Drummer: alive, 15 hp damage. attack Istiel, retrieve item.
Sarre: alive. double move, attack Sentry 2.

Mechanics:

Drazan:

1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 4 - 5 ⇒ (4) + 4 - 5 = 3
1d20 + 4 - 10 ⇒ (7) + 4 - 10 = 1

Istiel:

1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d8 + 9 ⇒ (3) + 9 = 12
concealment: 1d100 ⇒ 87 MISS!

Imix:

1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 4 - 5 ⇒ (8) + 4 - 5 = 7
1d20 + 4 - 10 ⇒ (15) + 4 - 10 = 9

The war drummer stabs at the monk, what seems to be a sure strike, were the deepening shadows not playing tricks - his spear sails safely past Istiel. Cursing, he fumbles through his beltpouch and pulls a stoppered gourd from the pouch.

The raider behind the war drummer quaffs his drink, and his wounds stanched, slides between the drummer and Istiel, bringing his earthbreaker up above his head, ready to strike when the chance presents itself.

On the other side of the fire, the sentry - Drazan notes, has rheumy eyes - swings three mighty roundhouse swings all missing the man from Fire Peaks, the Rheumy's eyes widening as he finally gets a good look at his opponent.

Abyssal:
"Join us, brother! Feast on the flesh of the lizard-f*%+ers!"

Imix's foe, hunched in pain, attacks with his stone hammer, Imix easily pushing aside each swing with his shield, and it seems for a moment at least, that the tide of battle is turning...

OOC:
Light levels unchanged: Dim in the white and light brown (concealment and miss chance 20%), darkness elsewhere. PCs are up!

ROUND 5 MAP


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Oios gives the Reed person who wants a weapon a stare trying to see what his intention is.

Mechanics:
Sense Motive: 1d20 + 10 ⇒ (14) + 10 = 24


DM Screen:

Nothing to see here, hah!

Oios:
The Reeder is impatient, angry, and afraid. But mostly angry - like suicidally, hatefully, rage-filled angry. He seems too consumed with raw emotion to be deceptive.


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Round 5

Istiel's eyes flash with anger as the brave comes between her and the drummer. The man is now an obstacle, and she aims to barrel over him on the way to her real goal. She briefly sizes up the opponent, and feels the pain on her hands from the burning blood that previously scarred them.

A change in tactics was needed, one with no blood.

The monk suddenly steps up, her hands shifting from coiled fists to pointed cones, five fingers balled together into a tip. She strikes her targets with precision- joints, pressure points, and the most sensitive areas of the body are jabbed with enough concentrated force to shatter a wooden lock.

When the brave is sufficiently dazed Istiel snap-kicks him in the balls for good measure. As he tumbles to the ground she draws a javelin from over her shoulder, takes one step forward, and hurls the missile at her ultimate quarry: the war-drummer, who now has to find time to worry about a flint-tipped javelin flying directly towards his chest.

Mechanics:

Action 1: Attack Brave N7, non-lethal

unarmed strike #1: 1d20 + 5 ⇒ (17) + 5 = 22

damage #1, non-lethal: 1d6 + 5 ⇒ (1) + 5 = 6

concealment: 1d100 ⇒ 19 Miss

unarmed strike flurry: 1d20 + 5 ⇒ (16) + 5 = 21

damage, non-lethal: 1d6 + 5 ⇒ (6) + 5 = 11 Maybe enough to down him?

concealment: 1d100 ⇒ 50

Action 2 and 3: If Brave is downed, draw javelin and throw it at the wardrummer. If Brave is not downed, make second unarmed strike and then draw javelin.

Attack #2, javelin toss: 1d20 + 4 - 5 ⇒ (15) + 4 - 5 = 14 +1 more if non-lethal unarmed strike on brave instead

damage #2, javelin toss: 1d6 + 3 ⇒ (6) + 3 = 9 +2 more if non-lethal unarmed strike on brave instead

concealment: 1d100 ⇒ 88


CG Male Suli (human-outsider) War 1/Bldrgr1/Inq 3 Pic Theme | HP: 76/56 | AC: 16 (13Tch, 14Ff) | CMB: +9, CMD: 26 | F: +10, R: +4, W: +6 | Init: +10 | Perc: +10 (lowlight) 56 | Speed 50ft | RAGE!!! 8/9 | Spell Points: 7/7 | Agile Feet 3/3 | Judgement 1/1 | Active conditions: Rage

Drazan continues to slash at the brave, "Are you... are you crying?" Don't fear your death, it is the only thing that no one can take from you."

mechanics:

Drazan has lowlight so Im not sure why I was rolling concealment last round
Kukri 1d20 + 7 ⇒ (19) + 7 = 261d4 + 5 ⇒ (4) + 5 = 9
Threat confirm1d20 + 7 ⇒ (7) + 7 = 141d4 + 5 ⇒ (1) + 5 = 6
Kurki 1d20 + 7 - 5 ⇒ (8) + 7 - 5 = 10
Kurki 1d20 + 7 - 10 ⇒ (12) + 7 - 10 = 9


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Mechanics:
Sense Motive: 1d20 + 4 ⇒ (17) + 4 = 21

Rigel shakes her head at the obvious request for her knife. "Can't do that, honey. These are mine." She does in fact have three additional knives hidden in her clothing, but she doesn't know this guy and isn't about to trust any decisions he might make in his obvious state.

She continues to cut through the ropes binding the prisoners.


LE? Male Suriname Incanter 4 Warrior 1 stats AC = 20AC/12T/18FF CMB 11 CMD 22 | SpellPts = Nat 12/16 Eng 0/0 Comp = 63| Channel 5/7 | HP = 36 | Saves F: +8, R: +4, W: +4 | Speed 20ft. Status:

Imix grounds his sharpened teeth. Slowed, injured, unable to breathe, unable to run, unable to fight, unable to heal.
Hurt them at this range, and the drummer's spell might kill me. Healing helps them more than us. I have to get to a safe distance.
Screaming in defiance, Imix brings his shield to bear, the eyes inside blazing up at the Brave in front of him. Blood sprays from his mouth as he... backs away. He walks past Oios, dumping his blade unceremoniously as he fumbles for a javelin.
Ah. he realises as his fingers fumble like a drunk man's for the quiver The light isn't fading. My vision is. I'm dying. Finally he draws the small spear - but too late.

mechanics:

[ooc]Double move to Q8. Provokes, but hey, Brave is distracted. Might give him a choice of targets between Imix and Istiel.
1 point of damage... damn... better start healing soon.
I figure if he had that third action, he would've attacked.


LG Male Human (Tkoyah) Expert/Inquisitor 4 | HP: 39/39 | AC: 15 (11 Tch, 14 Ff) | CMB: +5, CMD: 15 | F: +8, R: +2, W: +11 | Init: +11 | Perc: +12, SM: +14 | Speed 40ft | Agile Feet: 8/8 | Spells: 6/9 self 2/5 staff | Judgement 2/2 | Active Conditions None

Oios nods and drops his mace at the Reed person's feet and then turns to hit out at the remaining cannibals.

Mechanics:
Don't know if dropping the mace would be considered a free action or my swift action for the turn. Also not very sure what's left alive. If there's anything within reach of his branch spear he'll hit that. He might have to burn an action to step to get to something he can hit. So he could potentially have up to three attacks or just one. Rolling all three.

So to summarize:

1. Drop Mace
2. Attacks anything in range maybe using an act to step if needed. Staying 10 feet away

Attack First: 1d20 + 3 ⇒ (3) + 3 = 61d8 + 2 ⇒ (3) + 2 = 5

Attack Second Maybe: 1d20 + 3 - 5 ⇒ (10) + 3 - 5 = 81d8 + 2 ⇒ (2) + 2 = 4

Attack Third Maybe: 1d20 + 3 - 10 ⇒ (1) + 3 - 10 = -61d8 + 2 ⇒ (1) + 2 = 3

Doesn't matter nothing hits anyway lol. Bad dice! Bad!


===========
End Round 5
===========

DM Screen:

Rage 5/9
War totems: +2 damage (9/10), 1 DR, 1 untyped damage (8/10)
Sentry 1: stable, -1 hp.
Sentry 2: dying, -2 hp.
1d20 ⇒ 14
Brave 1: stable, -6 hp.
Brave 2: stable, -9 hp.
Brave 3: unconscious, 6 hp lethal, 11 nonlethal.
Brave 4: Dead.
War Drummer: dying -5hp.
1d20 ⇒ 10
Sarre: alive. double move, attack war drummer. shaken, +3 longbow (total attack +4)
Tooyah: alive. 5 damage.

Mechanics:

Sarre: +3 longbow, shaken (+4 total attack)

longbow: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d8 + 3 ⇒ (4) + 3 = 7

Tooyah:

mace: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d8 + 2 ⇒ (7) + 2 = 9
mace: 1d20 + 3 - 5 ⇒ (17) + 3 - 5 = 15
damage: 1d8 + 2 ⇒ (7) + 2 = 9

Istiel:

AoO: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14

Scared Tooyah:

kick: 1d20 + 0 - 4 ⇒ (3) + 0 - 4 = -1
damage: 1d3 ⇒ 1

Rigel:
Fury. The man simply exudes it, well beyond any rational thought or response. Good thing Oios gave him the mace - the man was close to lunging for your weapon.

The Tooyah feebly kicking at will draw an AoO if you want it.

The next Tooyah that Rigel works on is panicked beyond reason, lashing out at Rigel with his feet as she gets near. Luckily, he's wounded and weak, and Rigel easily steps out of the way.

Rheumy looks at Drazan, one hand going up to his neck, feeling along the slashes there, blood running between the man's fingers. "What could have been..." he says, trailing off, and then his eyes roll and he collapses in a heap at the feet of the man from Fire Peaks.

Istiel flings her javelin, the flint tip finding purchase, piercing the drummer's armor, deep into his chest. The drummer turns to flee, braided beard twisting in motion, when Sarre, who had been creeping through the underbrush, puts an arrow into the drummer's back, who stumbles and falls mid-step to earth.

The remaining warrior sees his opening and swings at Istiel with his earthbreaker, missing, and then loses all will to fight as his leader hits the ground. Dropping his stone hammer, the man raises his hands in surrender, only to have his head caved in from two viscous swings of the formerly captive Tooyah, now wielding Oios' mace, who spins, covered in gore, and raises the mace above his head. "Ngithanda ufudu isobho"

Tooyah:
"Let us free! I'll kill you all!"

OOC:
Combat is over (for now). What do you do?


LN Female Human Warrior 1/Monk (Unchained) 4 | HP: 50/50 | AC: 18 (17 Tch 15 Ff) | CMB: +11 CMD: 25 | F: +9 R: +7, W: +5 (+7 vs enchantment) | Init: +2 | Perc: +10, SM: +6 | Speed 40ft | Stunning fist: 4/4 | Ki: 4/4 |SP:5/5 | Dream (+2 stealth or swim): 1/1| Active conditions:

Istiel is ready to draw another javelin and throw it at the drummer, but an arrow to his back stops her quarries' retreat. Halting her movement to grab another javelin, she instead spins to face the final threat to her south.

She chuckles as the panicked brave drops his weapon, and she was about to extend an offer of a warrior's death to the man- a one on one fight to the death for his freedom. However, her glory-hungry machinations are suddenly, and literally, squashed as his head explodes like a gourd under a cart wheel.

The monk immediately goes back on the defensive as the Tooyah hefts the mace in a threatening stance. The defensive lasts about half a second as she returns to the offensive. Madness. Threatening their rescuers. passes through her mind before she suddenly crouches and disappears in the grass.

Moments later she re-emerges next to the crazed Tooyah from the grass, left hand grabbing the mace and right hand grabbing his wrist. Her thumb pinches hard between the ulna and radius as she attempts to relieve him of the weapon for everyone's safety. "Stand down!" Her muffled shout rings behind her mask, pushing him away when she takes possession of the mace.

mechanics:

stealth to avoid being seen and avoid disarm AoO: 1d20 + 6 ⇒ (17) + 6 = 23

combat maneuver, disarm: 1d20 + 6 ⇒ (13) + 6 = 19

concealment?: 1d100 ⇒ 23

Should fall within RAE 2-3 actions, one or two to stealth/move and one to disarm.

OOC:
They're in for a bad time if they all try to fight Istiel unarmed. She won't kill them though, non-lethal only.[/ooc]

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