
GMEDWIN |

GM Rolls
1d100 ⇒ 15
1d100 ⇒ 41
1d100 ⇒ 95
Your caravan follows the the river out of the Grungir forest for the next three days without much incident.
At the end of the third day, the caravan camps for the night
at Skalsbridge, an ancient bridge that crosses the Thundering River where it joins with the Rimeflow River. The night is cold, and a frozen mist clings low to the ground, making the light dim, even within the range of the campfire light.
Perception DC 28
perched atop one of the lintel posts of the bridge above
the campsite.

Vermundr |

Vermundr pulls his furs tighter and peers out into the fog.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Ahiko |

perception: 1d20 + 10 ⇒ (12) + 10 = 22
Ahiko, as usual, spots nothing out of the ordinary, though the strangeness of the surroundings seems to have her on edge slightly. Especially so since the almost-encounter with the women that Kali spotted - they might have been a coven of witches, after all.

Kalistrine |

Kalistrine frowns at the fog. "Is it always like this up here, Vermundr?" she asks testily, keeping her weapons to hand as they set up. She pauses from time to time to listen and strain to look out into the fog.

Vermundr |

”Often enough”, Vermundr explains with grimace. ”Just keep an eye on the ground at your feet and you’ll be okay.”

Ahiko |

perc: 1d20 + 10 ⇒ (12) + 10 = 22

Ahiko |

Ahiko speaks softly to Kali and Vermundr, and anyone else who is nearby. "Someone is near... on the water. I heard the sound of an oar, but someone is trying to hide the sounds. They are muffled and distant. Be wary, my friends."

Kalistrine |

Kalistrine swears under her breath and moves to warn Sandru, Shalelu, and Takeshi first, asking them to pass on the warning. "Get the non-fighters away from the river." she whispers to them.

GMEDWIN |

The sounds of night are muted amid the freezing fog that
clings to blankets, cloaks, and Varisian mustachios alike. The
dull silence is suddenly broken by the scrape of wood upon the
gravel bank of the river—a boat has beached just beneath the
bridge—quickly followed by the splash of feet in the shallows
and the oath-cries and battle-songs of Ulfen raiders!
As the the boat beaches, a swarm of throwing axes are tossed in your direction.
Warrior 1 against Ahiko(not flat footed) 1d20 + 2 ⇒ (5) + 2 = 7 miss
Warrior 2 against Vermundr (flat footed) 1d20 + 2 ⇒ (5) + 2 = 7 miss
Warrior 3 against Takeshi (flat footed) 1d20 + 2 ⇒ (1) + 2 = 3 miss
Warrior 4 against Kalistrine(flat footed) 1d20 + 2 ⇒ (3) + 2 = 5 miss
Warrior 5 against Ahiko(not flat footed) 1d20 + 2 ⇒ (9) + 2 = 11 hit 1d6 + 2 ⇒ (2) + 2 = 4
Warrior 6 against Vermundr (flat footed) 1d20 + 2 ⇒ (17) + 2 = 19 hit 1d6 + 2 ⇒ (3) + 2 = 5
Warrior 7 against Takeshi (flat footed) 1d20 + 2 ⇒ (17) + 2 = 19 hit 1d6 + 2 ⇒ (1) + 2 = 3
Warrior 8 against Kalistrine(flat footed) 1d20 + 2 ⇒ (17) + 2 = 19 hit hit 1d6 + 2 ⇒ (3) + 2 = 5
Warrior 9 against Ahiko(not flat footed) 1d20 + 2 ⇒ (20) + 2 = 22 crit 1d20 + 2 ⇒ (17) + 2 = 19 confirmed 2d6 + 4 ⇒ (1, 6) + 4 = 11
Warrior 10 against Vermundr(flat footed) 1d20 + 2 ⇒ (12) + 2 = 14 miss
Warrior 11 against Takeshi(flat footed) 1d20 + 2 ⇒ (8) + 2 = 10 miss
Warrior 12 against Kalistrine (flat footed) 1d20 + 2 ⇒ (20) + 2 = 22 crit 1d20 + 2 ⇒ (7) + 2 = 9 no 1d6 + 2 ⇒ (3) + 2 = 5
Ahiko

Ahiko |

Ahiko screams in pain, as two axes hit her and she almost crumbles to the ground. Instead she backs away into the fog and darkness (hopefully taking cover among the wagons as well), casting mage armor on herself, hoping to keep herself from being hit again.

Vermundr |

Vermundr grunts in pain as one of the axe grazes him. He moves back to take cover and triggers his wand. Gravity Bow.
Not sure if there’s a map but Vermundr is moving back to put the melee between himself and the attackers.

Takeshi Kaijitsu |
- Male human (Tien) Magus (Kensai) 4

Takeshi moves away from the shoreline just into the darkness on the edge of the light, the campfire placed between himself and the approaching enemy.
Draw javelin with movement. If movement is 30' or less then ready to throw when the Ulfen appear in full illumination (for no miss chance).

Kalistrine |

Kalistrine draws a Chakram and moves into cover, readying to hurl the weapon at the first enemy that comes within a good distance.
Ready to throw Chakram at first enemy that comes within 30ft.
1d20 + 4 ⇒ (10) + 4 = 14 1d8 + 3 ⇒ (7) + 3 = 10

Ahiko |

Ahiko taps herself with her wand of cure light.
clw: 1d8 + 1 ⇒ (8) + 1 = 9

GMEDWIN |

The Ulfen swarm into melee range with all of the PCs and attack.
Kali's chakram misses
Takeeshi throws a javelin at Warrior 3 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d6 + 3 ⇒ (6) + 3 = 9
Warrior 1 battleaxe against Ahiko 1d20 + 5 ⇒ (9) + 5 = 14 hit 1d8 + 2 ⇒ (1) + 2 = 3
Warrior 2 battleaxe against Vermundr 1d20 + 5 ⇒ (8) + 5 = 13 miss
Warrior 3 battleaxe against Takeshi 1d20 + 5 ⇒ (8) + 5 = 13 miss
Warrior 4 battleaxe against Kalistrine 1d20 + 5 ⇒ (4) + 5 = 9 miss
Warrior 5 battleaxe against Ahiko 1d20 + 5 ⇒ (13) + 5 = 18 hit 1d1d8 + 2 ⇒ (3) + 2 = 5
Warrior 6 battleaxe against Vermundr 1d20 + 5 ⇒ (10) + 5 = 15 miss
Warrior 7 battleaxe against Takeshi (1d20 + 5 ⇒ (15) + 5 = 20 hit 1d8 + 2 ⇒ (3) + 2 = 5
Warrior 8 battleaxe against Kalistrine1d20 + 5 ⇒ (2) + 5 = 7 miss
Warrior 9 battleaxe againtst Ahiko1d20 + 5 ⇒ (9) + 5 = 14 hit 1d8 + 2 ⇒ (6) + 2 = 8
Warrior 10 battleaxe against Vermundr1d20 + 5 ⇒ (2) + 5 = 7 miss
Warrior 11 battleaxe against Takeshi1d20 + 5 ⇒ (12) + 5 = 17 miss
Warrior 12 battleaxe against Kalistrine 1d20 + 5 ⇒ (7) + 5 = 12 miss
Caravan Battle
Ulfen attack caravan 1d20 + 8 ⇒ (8) + 8 = 16 miss
Caravan attack 1d20 + 7 ⇒ (11) + 7 = 18 hit 2d6 + 5 ⇒ (4, 4) + 5 = 13
Sandru is able to take down a good deal of the party attacking his wagons.
Round 2
Vermundr

Ahiko |

Ahiko cast mage armor last round so her ac should bbe15, so the two 14s should miss her. Only the 18 should hit.

Vermundr |

How are they formed around Vermundr? How many AoOs would he suffer if he stepped back to fire his bow?

Vermundr |

What about if I withdraw? Can Vermundr get up onto of wagon or something?

Vermundr |

Is there anywhere Vermundr can get to to fire his bow safely?
If not that first turn would have been lead blades instead of gravity bow:
Vermundr switches to his axe and takes a mighty swing.
Axe: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10

Kalistrine |

Kalistrine grins and with a shriek of fury combined with excitement, foregoes any weaponry in favor of that which her heritage has given her. She tears into the attacking Ulfen Warriors with abandon.
Rage, Power Attack, 2 claws and a Gore
1d20 + 4 + 3 + 2 - 2 ⇒ (17) + 4 + 3 + 2 - 2 = 24
1d20 + 4 + 3 + 2 - 2 ⇒ (7) + 4 + 3 + 2 - 2 = 14
1d20 + 4 + 3 + 2 - 2 ⇒ (13) + 4 + 3 + 2 - 2 = 20
1d4 + 3 + 2 + 4 + 1 ⇒ (2) + 3 + 2 + 4 + 1 = 12
1d4 + 3 + 2 + 4 + 1 ⇒ (4) + 3 + 2 + 4 + 1 = 14
1d8 + 3 + 2 + 4 + 1 ⇒ (4) + 3 + 2 + 4 + 1 = 14

Ahiko |

Ahiko will cast levitate defensively.
concentration, DC19: 1d20 + 8 ⇒ (18) + 8 = 26
Once her levitate spell is cast, she will rise out of reach of her attackers, pulling out her crossbow as she moves, getting ready to shoot at them next round.
If necessary, she will try to avoid incoming attacks while rising out of their reach.
acrobatics: 1d20 + 1 ⇒ (18) + 1 = 19

GMEDWIN |

Ahiko you missed the other two acrobatics rolls against the three warriors on you, one roll per foe.
Against W5 acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16
Against W9 acrobatics: 1d20 + 1 ⇒ (3) + 1 = 4
While floating into the air Ahiko is able to out maneuver W1 and 5 but W9 attacks 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d8 + 2 ⇒ (5) + 2 = 7
Warrior 1 throws a throwing axe against Ahiko 1d20 + 2 ⇒ (15) + 2 = 17 hit 1d6 + 2 ⇒ (4) + 2 = 6
Warrior 2 battleaxe against Vermundr 1d20 + 5 ⇒ (5) + 5 = 10 miss
Warrior 3 battleaxe against Takeshi 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d8 + 2 ⇒ (3) + 2 = 5
Warrior 5 throws a throwing axe against Ahiko 1d20 + 2 ⇒ (20) + 2 = 22 crit 1d20 + 2 ⇒ (16) + 2 = 18 confirmed 2d6 + 4 ⇒ (5, 6) + 4 = 15 Ahiko is unconscious and falls to the ground.
Warrior 6 battleaxe against Vermundr 1d20 + 5 ⇒ (6) + 5 = 11 miss
Warrior 7 battleaxe against Takeshi 1d20 + 5 ⇒ (1) + 5 = 6 miss
Warrior 8 battleaxe against Kalistrine 1d20 + 5 ⇒ (17) + 5 = 22 hit 1d8 + 2 ⇒ (4) + 2 = 6
Warrior 9 throws a throwing axe against Ahiko 1d20 + 2 ⇒ (10) + 2 = 12 miss
Warrior 10 battleaxe against Vermundr1d20 + 5 ⇒ (16) + 5 = 21 hit 1d8 + 2 ⇒ (1) + 2 = 3
Warrior 11 battleaxe against Takeshi1d20 + 5 ⇒ (17) + 5 = 22 hit 1d8 + 2 ⇒ (6) + 2 = 8
Warrior 12 battleaxe against Kalistrine 1d20 + 5 ⇒ (13) + 5 = 18 hit 1d8 + 2 ⇒ (2) + 2 = 4
Ulfen attack caravan 1d20 + 8 ⇒ (12) + 8 = 20 doing 2d6 + 5 ⇒ (4, 1) + 5 = 10
Caravan attack 1d20 + 7 ⇒ (2) + 7 = 9 miss The Ulfen counterattack against the caravan and one of the wagons take some damage.
Round 3
Vermundr

Vermundr |

Upon being wounded Vermundr flies into a rage and attacks his wounded opponent.
Axe: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10

Ahiko |

darn, was hoping they'd turn to other foes... oh well...

GMEDWIN |

If you mean the third one who attacked, well its all simultaneous so, it made sense... however if you mean them attacking when you levitated, having them attack someone else is counterintuitive, I know in PF, enemies move on to the next PC when a PC goes down, even though they can be brought back to health.
Vermundr kills warrior 2.
Takeshi

Kalistrine |

Kalistrine howls in exultant bloodlust and hurls herself at the next raider, her head lowered to make use of her horns.
Charge, Power Attack, Rage 2/12, Gore
1d20 + 3 + 2 + 4 - 2 + 2 ⇒ (19) + 3 + 2 + 4 - 2 + 2 = 28
1d8 + 3 + 2 + 1 + 4 ⇒ (6) + 3 + 2 + 1 + 4 = 16

GMEDWIN |

Kalistrine cannot charge because she is in melee combat with two foes. So a full attack with the claws
Claw 11d20 + 4 + 3 + 2 - 2 ⇒ (3) + 4 + 3 + 2 - 2 = 10 miss
Claw 2 1d20 + 4 + 3 + 2 - 2 ⇒ (7) + 4 + 3 + 2 - 2 = 14 miss
Kalistrine connects with her gore attack however her claws miss the mark.
Ahiko to stabilize,
Warrior 1 moves to Vermundr 1d20 + 5 ⇒ (12) + 5 = 17 miss
Warrior 5 moves to attack Takeshi 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d8 + 2 ⇒ (8) + 2 = 10
Warrior 6 battleaxe against Vermundr 1d20 + 5 ⇒ (9) + 5 = 14 miss
Warrior 7 battleaxe against Takeshi 1d20 + 5 ⇒ (7) + 5 = 12 miss
Warrior 8 battleaxe against Kalistrine 1d20 + 5 ⇒ (6) + 5 = 11 miss
Warrior 9 moves to attack Kalistrine 1d20 + 5 ⇒ (14) + 5 = 19 hit 1d8 + 2 ⇒ (3) + 2 = 5
Warrior 10 battleaxe against Vermundr 1d20 + 5 ⇒ (8) + 5 = 13 miss
Warrior 11 battleaxe against Takeshi 1d20 + 5 ⇒ (11) + 5 = 16 miss
Warrior 12 battleaxe against Kalistrine 1d20 + 5 ⇒ (2) + 5 = 7 miss
Ulfen attack caravan 1d20 + 8 ⇒ (6) + 8 = 14 miss
Caravan attack 1d20 + 7 ⇒ (3) + 7 = 10 miss
The caravans seem to be in a stalemate.
Round 4
Vermundr

Ahiko |

stabilize, dc10: 1d20 + 1 + 2 - 8 ⇒ (11) + 1 + 2 - 8 = 6
Ahiko fails to stabilize and continues to bleed out.

Vermundr |

Vermundr whips his weapon around and takes another big swing at the opponents arrayed against him.
Axe: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13

Ahiko |

ouch, we are SO outnumbered here... sorry to give you guys more foes to fight, but this was SO not Ahiko's battle, surrounded by 3 big strong guys

GMEDWIN |

Rage, Power Attack, 2 claws and a Gore
1d20 + 4 + 3 + 2 - 2 ⇒ (12) + 4 + 3 + 2 - 2 = 19 hit
1d20 + 4 + 3 + 2 - 2 ⇒ (20) + 4 + 3 + 2 - 2 = 27, critical 1d20 + 4 + 3 + 2 - 2 ⇒ (15) + 4 + 3 + 2 - 2 = 22 yes
1d20 + 4 + 3 + 2 - 2 ⇒ (16) + 4 + 3 + 2 - 2 = 23 hit
1d4 + 3 + 2 + 4 + 1 ⇒ (2) + 3 + 2 + 4 + 1 = 12
1d4 + 3 + 2 + 4 + 1 ⇒ (4) + 3 + 2 + 4 + 1 = 14 and 1d4 + 3 + 2 + 4 + 1 ⇒ (1) + 3 + 2 + 4 + 1 = 11
1d8 + 3 + 2 + 4 + 1 ⇒ (4) + 3 + 2 + 4 + 1 = 14
Kalistrine kills warrior 8 and warrior 12
Ahiko to stabilize
Warrior 1 attacks Vermundr 1d20 + 5 ⇒ (6) + 5 = 11 miss
Warrior 5 attacks Takeshi 1d20 + 5 ⇒ (1) + 5 = 6 miss
Warrior 6 battleaxe against Vermundr 1d20 + 5 ⇒ (5) + 5 = 10 miss
Warrior 7 battleaxe against Takeshi 1d20 + 5 ⇒ (18) + 5 = 23 hit 1d8 + 2 ⇒ (1) + 2 = 3
Warrior 9 attacks Kalistrine1d20 + 5 ⇒ (19) + 5 = 24 hit 1d8 + 2 ⇒ (7) + 2 = 9
Warrior 10 battleaxe against Vermundr 1d20 + 5 ⇒ (7) + 5 = 12 miss
Warrior 11 battleaxe against Takeshi 1d20 + 5 ⇒ (8) + 5 = 13 miss
Ulfen attack caravan 1d20 + 8 ⇒ (3) + 8 = 11 miss
Caravan attack 1d20 + 7 ⇒ (4) + 7 = 11 miss
Stalemate ensues with the caravan.
Round 5 Vermundr

Ahiko |

stabilize, dc 10: 1d20 + 2 + 1 - 9 ⇒ (14) + 2 + 1 - 9 = 8
Ahiko continues to bleed.

Vermundr |

Vermundr presses his advantage on his wounded opponent.
Axe: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10

Ahiko |

hope at least one of you gets free of your opponents quickly - just so you know, Ahiko can only lose one more hp before expiring, sigh.