
GM Damo |

John will save: 1d20 - 1 ⇒ (20) - 1 = 19 -- Wow. I am rocking the dice rolls.
John yawns sleepily but manages to stay awake, despite the curse of sleep that Kuragin seems to be trying to bestow upon him.
Since Ishbaad can't act, that's it for the round!
Ice Melts Quietly in Sunlight approaches the flaming stables and lights his torch from the blaze.
Barry wakes up and quickly grabs his shortsword (for his standard action) and gets to his feet (for his move action)].
Jorvik AoO, lucerne hammer: 1d20 + 4 ⇒ (13) + 4 = 17 -- Wow again.
Jorvik takes a swing at the rousing bandit but is still too concerned with the wounded Ishbaad to put much heart into it. Barry steps within the reach of the mighty hammer, and out of the way of the archers behind him.
Roy, wounded and confused, stabs at Aoife with his shortsword. She must be a halfling.
Roy shortsword vs Aoife: 1d20 + 3 ⇒ (18) + 3 = 21
Roy's heart isn't in it, and he can't land a blow on the nimble child.
The two archers facing Jorvik fire off their bows.
John shortbow vs Jorvik, point blank shot: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
John damage vs Jorvik, point blank shot: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Malcolm shortbow vs Jorvik, Jorvik has cover, point blank shot: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
John manages to land an arrow, but Malcolm's missile thuds into a burning panel on the stables and catches alight itself.
Next up: Aoife, Ice Melts Quietly in Sunlight, Jorvik (Round 2), Coramus, Ishbaad, Kuragin (Round 3).
Active Global Conditions: None.
Individual Conditions: Ishbaad - Unconscious & stable (-2 hp).
Round 2:
- Coramus <= butter bomb
- Ishbaad <= zzzzzz
- Kuragin <= sleep, damn you!
- Bandits <= wake up and attack!
- Aoife <= !
- Ice Melts Quietly in Sunlight <= !
- Jorvik <= !
Round 3:
- Coramus <= !
- Ishbaad <= !
- Kuragin <= !
- Bandits
- Aoife
- Ice Melts Quietly in Sunlight
- Jorvik

GM Damo |

Hey boys, with the server going down and up, it made two posts for me. Unfortunately, I deleted the wrong post and now I have lost my previous set of rolls (which is why the above post doesn't make sense). I still have the old post open (though no way of saving it) and this is what really happened:
Will save: dice: 17, result: 16
Jorvik AoO: dice: 1, result: 5 <-- Barry's AC had a -4 penalty against this attack for him being prone.
Roy shortsword vs Aoife: dice: 9, result: 12
John bow vs Jorvik: dice: 15, result: 20
John damage: dice: 3, result: 5
Malcolm bow vs Jorvik: dice: 9, result: 14
So, only 5 damage for Jorvik and everything else (including his AoO) missed. Sorry about that, but I missed out on the edit window by 1 minute and can't go back and fix the post.

Jorvik_RoW |

"COWARD" Jorvik shouts as Barry retreats behind the wall.
"No matter, there are plenty of you to kill!"
Seeing the Barry the bandit scurry around the corner, rather than dropping his hammer, or trying to punch around a corner, Jorvik swings at Roy hoping to clear a path for Aoife to charge in, with the Bloodspeaker right behind her.
Lucerne Hammer vs Roy: 1d20 + 4 ⇒ (7) + 4 = 11
Lucerne Hammer Damage: 1d12 + 6 ⇒ (10) + 6 = 16
Always depressing when your damage is greater than your to hit

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Ice Melts Quietly in Sunlight yells out, "I HELP YOU EEFIE!!!!" In his new, mutated state, he seems much more formidable as he moves up snf swings his lit torch at Roy.
No AoO because of the hard cover, then attacks with the torch, which is an improvised weapon
torch attack!: 1d20 - 1 ⇒ (12) - 1 = 11
Unfortunately, the goblin's fervor doesn't overcome his pathetic choice of weapons.

GM Damo |

Neither Jorvik nor Ice Melts Quietly in Sunlight seem to have much success with their attacks. The bandits stay out of reach of both adventurers with ease. The unconscious Ishbaad continues to collect the falling snow on his body. His companions take it as a good sign that the snow landing on his face continues to melt. Hot, living blood is still in there somewhere.
Next up: Aoife (Round 2), Coramus, [Ishbaad], Kuragin (Round 3).
Active Global Conditions: None.
Individual Conditions: Ishbaad - Unconscious & stable (-2 hp).
Round 2:
- Coramus <= butter bomb
- Ishbaad <= zzzzzz
- Kuragin <= sleep, damn you!
- Bandits <= wake up and attack!
- Aoife <= !
- Ice Melts Quietly in Sunlight <= flaming swish
- Jorvik <= mighty swish
Round 3:
- Coramus <= !
- Ishbaad <= !
- Kuragin <= !
- Bandits
- Aoife
- Ice Melts Quietly in Sunlight
- Jorvik

Aoife Limerick |

Seeing her friends lashing out at the bandit before her, Aoife draws back on her greatsword once more. Another animalistic roar erupts from her tiny frame as she brings the blade around in a deadly arc.
You have to survive, she thinks to herself. You cannot be dead...
Standard Action: attack vs. Roy
attack, greatsword(rage): 1d20 + 6 ⇒ (14) + 6 = 20
damage, greatsword(dice): 1d10 + 5 ⇒ (7) + 5 = 12

Aoife Limerick |

Damo, I hate to do this to myself, but I think one of the two attacks against Aoife may have hit. The initial attack against her was vs. 20 AC, the second attack against her was vs. 18 AC.
I see that one of the rolls was low, but it seemed like the other was high enough to connect.

Coramus Thallon |

Coramus frowns. It appeared the fight was much tougher than they had first believed. He moves forward to get a more clear shot, setting off another dart of acid.
If Roy still lives after that wallop, it's at him. Otherwise it's at John.
Acid Dart vs touch: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Ishbaad the Chosen |
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Oblivious to the archer, Ishbaad gives a satisfied grunt as he shakes the impaled body from the end of his spear. Without warning, a wild, loud screeching sound accompanies a brilliant flash of white light, so bright it blocks out all of Ishbaad's vision. The screeching sound fades into the distance, but the thrum in his ears remains.
Wasn't it just snowing? What happened?
There is no pressure of his giant frame on his legs, it does not feel as though he is standing. As his senses come about, he realizes that it does not feel like sitting, or laying down. He just... is there. No ground, no sky, nothing but white.
Until a figure appears.
Who.... Jewel? Why are you... You cannot be here...
A feminine form appears, a silhouette, appearing impossibly black in contrast to the purifying white light that envelops him.
But I lost you... You cannot be here unless...
The form draws closer. The edges flicker. Was he drawing closer to the form? She didn't appear to be walking, but standing still. Slowly, impossibly slow, the form begins to take shape.
No... not Jewel. But still... something. Someone... So familiar
He wills himself, not sure if he has any control, but finding himself desperately needing to see what.... no who... this shape was. The edges of the form continually flicker, like a shadow cast by a dancing flame. Every moment brings it more into focus until...
Aoife stands relatively still, her hands near her mouth while one foot shuffles nervously. Her hands are still clad in the oversized gauntlets, which currently appear to be holding her chin. She looks around clearly seeing something, though all Ishbaad can see is pure light around them.
She looks scared again... Don't worry Aoife, I am here.
Ishbaad smiles and reaches for the girl, only to find she remains out of reach. He wills himself closer, but cannot close the gap. He watches her slowly sit down, crosslegged, never stopping her stare into the distance.
That always works. Why not this time? It's like... she can't see me. Like I'm not even there...
A sudden flash and searing jet of pain hits him in the chest like a lightning bolt. The white light around him goes dark and cloudy, and Aoife looks into the distance with horror on her face, but she is frozen. She half turns to run, but cannot tear her eyes from whatever is causing the gripping fear that Ishbaad can so plainly see on her face.
Aoife! I AM HERE!
The pain and darkness swirl and swell around his vision, coalescing on his adoptive niece. Panic swells in his chest as he screams to make it stop. No sound comes from his voice, Aoife is alone and scared. It is his fault, he somehow knows this. Clarity comes to his mind as he realizes the storm is not a thing, but the crushing guilt he feels, knowing he can no longer be there to help, guide, and encourage.
Whimpering, the only thought he can manage.. Iomedae... she is not ready, do not take this burden from me yet... I beg... Before the blackness swallows his sight.

GM Damo |

Damo, I hate to do this to myself, but I think one of the two attacks against Aoife may have hit. The initial attack against her was vs. 20 AC, the second attack against her was vs. 18 AC.
I see that one of the rolls was low, but it seemed like the other was high enough to connect.
Thanks for the honesty. I did notice that later (I think his attack got turned into a save or something)... but I decided not to retcon since it was my mistake and favored the party. Lucky you! ;-)
Love the post, too, Ishbaad. Glad you waited until you had some time!
Aoife slices Roy's ear off and the man passes out with half of his head covered in blood. Coramus wiggles his fingers and blasts John in the chest with a spray of acid. The man grimaces and pulls back on his bowstring, hungering for revenge.
Kuragin is last to act. Sorry, no combat table or map update tonight as I'm on the phone, but I think it's straightforward enough. I'll update it all tomorrow morning.

Kuragin Kseniya |

Awesome way to go down, Ishbaad!
That one refuses to go down, Kuragin thinks gloomily. Resists his power, a mere bandit! How dare he?! Not planning to give the enemy any respite, the witch continues to curse him. If he will not sleep, let his fortunes end for this day. He casts a hex of Misfortune on John, and starts that wrecking cackle once again.
Misfortune Hex on John, DC15 will save or roll all d20 rolls and take the worse result. Move action to cackle

GM Damo |

John will save: 1d20 - 1 ⇒ (2) - 1 = 1
John can feel the winds of misfortune shift his way, and looks at the disturbingly cackling man who doesn't seem to be feeling the cold despite his light clothing. Still, crazy though Kuragin seems to him, the acid burns really hurt. He continues to line up the shot against Coramus and then lets fly.
John shortbow vs Coramus, point blank shot, misfortune #1: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
John shortbow vs Coramus, point blank shot, misfortune #2: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
John damage vs Coramus, point blank shot: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
While he was aiming for Coramus' head, his shot goes well low and instead takes the wizard in the hip. Lightly armored as he is, the arrow finds flesh and Coramus is lucky to only take a glancing blow.
Malcolm considers going for the crazed goblin, but despite being much more muscular than most he has faced, doesn't appear to be wielding anything particularly deadly. The halfling with the oversized gloves that just took down Roy on the other hand...
Malcolm shortbow vs Aoife, point blank shot: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
His arrow thuds in to one of the empty barrels behind Aoife, going nowhere near its intended target. Both archers drop their bows to the ground and draw shortswords, realizing that the next attacks are likely to be in hand to hand.
Barry puts his newly retrieved shortsword to use, slicing at the mad goblin attacking him with a torch.
Barry shortsword vs Ice Melts Quietly in Sunlight: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Unfortunately for Barry, he is still a little groggy from his power nap earlier.
Distracted as they are, no-one notices the signs of activity within the lodge itself until Aoife catches a glimpse of a shambling, pale-skinned bandit through the window. He shuffles slowly towards the door of the infirmary, moaning softly before disappearing from sight (the point he disappeared from is marked with a green star).
Next up: Aoife, Ice Melts Quietly in Sunlight, Jorvik (Round 2), Coramus, [Ishbaad], Kuragin (Round 4).
Active Global Conditions: None.
Individual Conditions: Ishbaad - Unconscious & stable (-2 hp).
Round 2:
- Coramus <= butter bomb
- Ishbaad <= zzzzzz
- Kuragin <= sleep, damn you!
- Bandits <= wake up and attack!
- Aoife <= Tyson style
- Ice Melts Quietly in Sunlight <= flaming swish
- Jorvik <= mighty swish
Round 3:
- Coramus <= acidic assault
- Ishbaad <= zzzzzz
- Kuragin <= luck will fail you! mwa ha ha ha ha ha ha ha ha
- Bandits <= with arrow and blade...
- Aoife <= !
- Ice Melts Quietly in Sunlight <= !
- Jorvik <= !
Round 4:
- Coramus <= !
- Ishbaad <= !
- Kuragin <= !
- Bandits
- Aoife
- Ice Melts Quietly in Sunlight
- Jorvik

Aoife Limerick |

The man before her crumples in a heap and Aoife quickly steps overtop his blood soaked body toward the next bandit. The youth grimaces for the slightest of moments at the sight of shredded remains where his ear had once been, but as her gaze looks up to make eye contact with the next bandit, her scowl has reformed into a deranged grin of sickening perversion and enjoyment as she draws her blade back once more.
Aoife's mind is racing but completely bent toward the drive and intention to killing these men as quickly, and painfully, as possible. The refocusing of her thoughts and the disgusting enjoyment she if feeling toward this moment of death and destruction is an armor, or sorts, against the all too real and wholly unbearable thought of loosing one so dear to her.
5-foot shift, south-east one square (I.e. next to John) *token not yet moved*
attack @ John, greatsword(rage): 1d20 + 6 ⇒ (15) + 6 = 21
damage @ John, greatsword(rage): 1d10 + 5 ⇒ (5) + 5 = 10

GM Damo |

Aoife's blow comes in low - disemboweling the bandit. John tries hard to hold his intestines in. The man succeeds, but passes out from the pain, bleeding into the greasy snow.
Lockwood completed.
@Aoife: Just noticed your tagline AC should be "19 vs small".

Aoife Limerick |

Aoife's blow comes in low - disemboweling the bandit. John tries hard to hold his intestines in. The man succeeds, but passes out from the pain, bleeding into the greasy snow.
Lockwood completed.
@Aoife: Just noticed your tagline AC should be "19 vs small".
Oh crap, sorry. You're exactly right. It's updated now.

Jorvik_RoW |

"Damit Ice, get out of the way." Seeing his way blocked, he needs to clear these bandits to make room.
Spiked Gauntlet vs Malcolm: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Movement marked on map, shouldn't provoke AOO since we had concealment from each other

Coramus Thallon |

The wizard hisses in pain as the arrow grazes his hip. He hasn't felt pain like this since he and Ice Melts Quietly in Fire had tried experimenting with bomb fruit. Oh, it had been a wonderful idea at the time...but exploding fruit was perhaps a decade too early.
Seeing the way ahead clogged with bodies, he instead chants some arcane words, pointing at Barry at the end of them.
Cast Daze. Will DC 14 or Barry can take no actions when his turn comes around.

GM Damo |

Jorvik: No concealment, just cover. However, because you had cover he gets no AoO. ;-)
Jorvik takes a swing at Malcolm with his viciously spiked, gauntleted fist. The bandit ducks the blow however and Jorvik is left to vent his frustrations verbally on his friend the goblin.
Barry will save: 1d20 - 1 ⇒ (8) - 1 = 7
Barry looks about as though distracted, and then shakes his head trying to clear the cobwebs from his mind. He stumbles back a step and blinks hard. Confusedly, he looks this way and that, unsure of what is going on or who to attack next.
Next up: Ice Melts Quietly in Sunlight (Round 2), [Ishbaad], Kuragin (Round 4).
Active Global Conditions: None.
Individual Conditions: Ishbaad - Unconscious & stable (-2 hp), Barry - Dazed.
Round 3:
- Coramus <= acidic assault
- Ishbaad <= zzzzzz
- Kuragin <= luck will fail you! mwa ha ha ha ha ha ha ha ha
- Bandits <= with arrow and blade...
- Aoife <= gut shot
- Ice Melts Quietly in Sunlight <= !
- Jorvik <= fist flail
Round 4:
- Coramus <= things that make you go... duuuuh
- Ishbaad <= !
- Kuragin <= !
- Bandits
- Aoife
- Ice Melts Quietly in Sunlight
- Jorvik

Jorvik_RoW |

Cover - that is it! Thanks

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Ice Melts Quietly in Sunlight grabs his torch with both hands, squeezing it tight. He is momentarily distracted by the flickering flame, then a grin over takes his face. As Barry stabs at him, he comes out of his reverie, and swings the torch into the bandit's face.
No inspired rage yet, right?
Torch attack: 1d20 - 1 ⇒ (15) - 1 = 14 bludgeoning: 1d4 + 3 ⇒ (2) + 3 = 5 fire: 1d4 + 1 ⇒ (3) + 1 = 4 Assuming it hits
A torch does 1d4 damage, +1 fire when lit, as an improvised weapon. Burn! Burn! Burn! gives Ice Melts Quietly in Sunlight an additional 1d4 fire damage.

GM Damo |

That's right, no inspired rage as yet. Actually, Aoife you seem low on rage. Can you just check that you weren't expending your own rage pool when Jorvik had inspired rage on earlier? We've been at this a while, so it could be right. I just want to make sure.
The torch deals 1d2 damage (+1 fire), since you're small and a torch deals bludgeoning damage equal to that of a gauntlet of its size. Unless you'd like to also take the penalty for using an incorrectly sized weapon? Doesn't matter this time anyway, because...
Ice Melts Quietly in sunlight is unable to connect a solid blow with the flaming brand. The bandit's leathers absorb almost all of the heat and impact, but aside from dodging to the side on pure instinct, the man hardly notices.
Next up: [Ishbaad], Kuragin (Round 4).
Active Global Conditions: None.
Individual Conditions: Ishbaad - Unconscious & stable (-2 hp), Barry - Dazed.
Round 3:
- Coramus <= acidic assault
- Ishbaad <= zzzzzz
- Kuragin <= luck will fail you! mwa ha ha ha ha ha ha ha ha
- Bandits <= with arrow and blade...
- Aoife <= gut shot
- Ice Melts Quietly in Sunlight <= flames go swish swish swish
- Jorvik <= fist flail
Round 4:
- Coramus <= things that make you go... duuuuh
- Ishbaad <= !
- Kuragin <= !
- Bandits
- Aoife
- Ice Melts Quietly in Sunlight
- Jorvik

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The torch deals 1d2 damage (+1 fire), since you're small and a torch deals bludgeoning damage equal to that of a gauntlet of its size. Unless you'd like to also take the penalty for using an incorrectly sized weapon? Doesn't matter this time anyway, because...[/ooc]
Stupid Hero Lab -- I was trying to find examples of how to do a torch in it, but couldn't find a good option. Will fix that now. Thanks for reminding me! There still isn't a good option for doing it, but I'll make it work. The wording on the item is not actually very good, because torches are not a type of equipment that has size (but I assume they meant the wielder's size) -- it is a horrible weapon for Ice Melts Quietly in Sunlight to be using, but perfectly in color. In fact, I assume he would have hit had he not taken a -4 non-proficiency penalty!

Aoife Limerick |

@ Damo: Aoife's rage level should be accurate, or at worst, be one round too low. I took off two rounds this morning because I wanted to make sure I hadn't forgotten to do it before. So just to be sure, I took an extra round off. Jorvik will rock out soon, I bet, and then Aoife should be fine :)

Jorvik_RoW |

Ahem .... Jorvik clears his throat and spits a glob of phlegm onto the snow.
"Eat each green pea.
Aim straight at the game.
Ed said get ready.
It is in Italy.
I tried my kite.
Oaks grow slowly.
Father was calm as he threw the bomb on the dock.
An awed audience applauded Claude.
Go slow Joe, you're stepping on my toe."

Aoife Limerick |

I didn't know you were an actor!

Jorvik_RoW |

Perform (Oratory) +8

Kuragin Kseniya |

Kuragin' previous target, John, now lies in the ground, bleeding his life out. Tide has turned, this does not look so bad anymore. Provided they will not get any help...
Barry is hiding behind the corner, so it is Malcom's turn to taste the power of hexes. Maybe he feels more sleepy.. In the end, it is a gentle way to die.
Slumber Hex on Malcom's, DC15 will safe or asleep for 1 round.

GM Damo |

FYI: I've just realized I was using the cutaways like buildings and you guys probably were, too. I've done a quick rush job in Photoshop to fill the area in. I'll put the cutaways back when you get to those locations.
Malcolm will save: 1d20 - 1 ⇒ (19) - 1 = 18 Sorry dude!
Kuragin turns his attention to Malcolm, but between the sound of battle and Jorvik's yelling, he hardly hears the cursed lullaby.
Barry looks blankly at Ice Melts Quietly in Sunlight, unsure of how this little creature even got here or what is going on.
Malcolm looks to his fearsome opponents and the bodies of his three fallen comrades and his other surviving friend in a near stupor and decides he's had enough. He turns tail on the grease and makes an initially cautious run for it across the grease. (Full withdraw)
Malcolm acrobatics to move at half speed, DC 10: 1d20 + 1 ⇒ (12) + 1 = 13
The man sprints out of sight, but the companions can hear him bang on the the door to the lodge. Barry's eyes go wide and he breaks from his reverie. "Traitor! Coward!" he screams before looking behind himself for a decent way to escape.
Next up: Aoife, Ice Melts Quietly in Sunlight, Jorvik (Round 4), Coramus, [Ishbaad], Kuragin (Round 5).
Active Global Conditions: None.
Individual Conditions: Ishbaad - Unconscious & stable (-2 hp).
Round 4:
- Coramus <= things that make you go... duuuuh
- Ishbaad <= zzzzzz
- Kuragin <= Sleep like Ishbaad is doing!
- Bandits <= dazed & fleeing
- Aoife <= !
- Ice Melts Quietly in Sunlight <= !
- Jorvik <= !
Round 5:
- Coramus <= !
- Ishbaad <= !
- Kuragin <= !
- Bandits
- Aoife
- Ice Melts Quietly in Sunlight
- Jorvik

Jorvik_RoW |

Jorvik shouts, "Ice, drop that thrice cursed torch and get to healing Ishbaad. Aoife, pull back. We need a better defensive position before Desna knows what spills out of the house. Time to die Barry."
Seeing the bandit withdraw, Jorvik hols off on inspiring his comrades, debating whether retreating is the better part of valor. Remembering his mammoth hunts, he knows how quickly the tide of battle can turn. He casts a figurative glance at Kuragin as if to say, "Do we fight it out, or run to live another day?"
Free drop hammer, move draw longsword, standard attack Barry
Masterwork Longsword: 1d20 + 5 ⇒ (4) + 5 = 9
Longsword Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Oh come on! That is piss poor

GM Damo |

Don't forget your hero points, boys! Only costs 1 for a reroll... and so much more besides! ;-) Running is also going to be tricky with Ishbaad unconscious as he is.
Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

Coramus Thallon |

Cursing under his breath as Malcolm makes his escape to warn the others, Coramus reloads his crossbow in the interim. He holds his shot, not wanting to risk shooting into the frantic melee that remained. He starts to go over the remainder of his spells, and decides to send a glob of acid at Barry, hoping for a lucky hit.
Acid Splash: 1d20 + 2 - 4 - 4 ⇒ (5) + 2 - 4 - 4 = -1
Damage: 1d3 ⇒ 2

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Once more Ice Melts once more swings his torch two handed, swearing in goblin at the Longshanks that keeps avoiding his blows! "Me save Ishy!!! Me kill longshanks NOW!"
torch attack: 1d20 - 1 + 4 ⇒ (16) - 1 + 4 = 19 bludgeoning damage: 1d2 + 3 ⇒ (1) + 3 = 4 fire damage: 1 + 1d4 ⇒ 1 + (2) = 3
Hero point used for +4 on die after roll.

GM Damo |

EDIT: Included the combat table and corrected Ishbaad's status.
Hey boys, in deference to Mother's Day, I've been light on posting today. Normally, if you miss the 24 hour window, I will not be using the bot (unless you have requested in advance) but simply making you delay (as I noted in the beginning). However, this fight is too important, too evenly matched (since I've upped the CR) and Kuragin has already requested a bot.
Jorvik swings wide with his hammer, cursing as the bandit still stands. Coramus hurls a bolt of acid into the nearby barn, also suffering from a bout of misfortune. -- I think you only needed the single "-4", but a 3 doesn't hit anyway. ;-)
Ice Melts Quietly in Sunlight finally lands a blow with his flaming brand, the fire expanding brilliantly as he does so. While he's no virtuoso with the club, he is clearly proficient with flames! Barry screams loudly as the skin on the side of his face is viciously scorched.
Wand CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Kuragin gives up on hexing the resilient bandits and instead heals Ishbaad with the wand that Ice Melts Quietly in Sunlight casually drops behind himself. The oread comes comes to - barely. Groggily, and with help, he manages to stand.
Aoife skirts around the grease trying to get at Barry, trusting her nimble feet and low centre of gravity to keep her from slipping over.
Aoife acrobatics, DC 10: 1d20 + 2 ⇒ (15) + 2 = 17
Aoife greatsword vs Barry, raging: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Aoife damage vs Barry, raging: 1d10 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Aoife's blade carves a deadly arc, and cuts through the bandit's collarbone. He goes down like a sack of grain, bleeding profusely.
Okay, there is at least a lull in the combat (depending upone what you do). Each of you please take 2 rounds of actions, and make it clear if which bits are your round 5, 6 or 7 actions - as (depending upon what they are) it may make a difference.
To help your posts: Each bandit, should you search them, is carrying a shortsword, +1 composite shortbow and a potion of cure light wounds, except Barry was also carrying a potion of endure elements. You have defeated 4 bandits. They are wearing studded leather armor.
Next up: Aoife, Ice Melts Quietly in Sunlight, Jorvik (Round 5 & 6), Coramus, Ishbaad, Kuragin (Round 6 & 7).
Active Global Conditions: None.
Individual Conditions: None.
Round 4:
- Coramus <= things that make you go... duuuuh
- Ishbaad <= zzzzzz
- Kuragin <= Sleep like Ishbaad is doing!
- Bandits <= dazed & fleeing
- Aoife <= mighty slash
- Ice Melts Quietly in Sunlight <= torch-face
- Jorvik <= missed the nail with the hammer
Round 5:
- Coramus <= barn splash
- Ishbaad <= standing up!
- Kuragin <= heal-baad
- Bandits <= ???
- Aoife <= !
- Ice Melts Quietly in Sunlight <= !
- Jorvik <= !
Round 6:
- Coramus <= !
- Ishbaad <= !
- Kuragin <= !
- Bandits <= ???
- Aoife <= !
- Ice Melts Quietly in Sunlight <= !
- Jorvik <= !
Round 7:
- Coramus <= !
- Ishbaad <= !
- Kuragin <= !
- Bandits
- Aoife
- Ice Melts Quietly in Sunlight
- Jorvik

Ishbaad the Chosen |
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Panic begins to set in on Ishbaad's mind. The darkness swirls around the image of Aoife, seemingly ready to swallow her whole. This panic, it is a new feeling for the inquisitor of Iomedae, this stone giant charged with rooting out fear and eliminating those who would use it to oppress the weak. Panic, Fear, Helplessness were not something Ishbaad knows, other than when he chases it away when others experience it.
His breathing is shallow, gasping.
Do you trust me?
The question isn't so much spoken as it is felt by the inquisitor.
Iomedae? Who am I that you would deem to speak to me?
Do you trust me?
Jewel? Jewel... Yes my love. Always.
The swirling darkness suddenly calms. The clouds dissipate from around the child, though her look of fear does not...
She still needs you. They all do. Your work is not yet done.
With a brilliant flash of light, Ishbaad snaps his eyes open and takes a sudden, deep, cleansing breath. The snow that is still scarcely falling around him, while foreign for the time of year, is a welcome bit of familiarity, reminding him that he is, in fact, still alive. He sees Kurigan standing over him with the wand in his hand. He stands up, and nearly doubles over from the sharp pain in his chest. He grimaces, and waves the others off.
"I am here." He nods at Kurigan in thanks, no more words necessary.
ROUND 6
Ishbaad steps up to one of the bleeding bodies, reaching into the pouch where he would most likely keep a curative potion, and is rewarded for his intuition. He pops the cork and flips the potion down his throat, savoring the healing chill that courses instantly through his veins.
CLW Potion: 1d8 + 1 ⇒ (5) + 1 = 6
Move, retrieve potion, standard, drink. If that is pushing the limits since I am not retrieving it from my own person, let me know, and ignore my round 7 actions. Tagline now finally updated with proper hp.
ROUND 7
Hefting his longspear again, he sets his jaw, determined to visit his wrath on these bandits. He moves towards the deck off the back of the building, prepared to strike should someone come out of the door.
Ishbaad doesn't hesitate, and lunges forward.
Attack: 1d20 + 4 ⇒ (2) + 4 = 6 for Damage, pierce: 1d8 + 6 ⇒ (3) + 6 = 9

Coramus Thallon |

"Ice Melts Quietly in Sunlight, we won! Usually we don't see such a show of force until the town decides to see us off in style. Good job with that flaming brand, by the way. And you too, young lady. I haven't seen such swordsmanship since Larrimous the Untamed hacked apart those wolves in Irrisen. Oh, we're still fighting?"
The wizard starts to chant, but holds off on the last few key words, waiting to see a face pop around the house.
No round 6 action. Round 7, ready to cast Daze on the first one Coramus sees. DC 14 Will save or lose that turn's actions.

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Ice Melts Quietly in Sunlight finally listens to what Jorvik had said... and drops his torch. "Me hit bad guy. Me save Ishy?" He then pulls out an alchemist's fire, and moves next to Coramus. (Round 5). Then, he checks his extracts, and realizes one isn't very useful. The other, will come in very handy, though.
"Boss, what me do? Me ready to fight, but me have no bombs, and only my extracts left. One is probably useless, though, me no think about how Bomber's Eye not last long enough to actually use! The other make me big, and then me can use longshanks weapon. You give me spear when I get big like you?"
[ooc]Round 6 will depend on what Coramus says.

Coramus Thallon |

"I have no spear, Ice Melts Quietly in Sunlight. I shall retrieve one of these shortswords for you, though!"
Would like to change my Round 6 do nothing action to getting a sword for Ice, if I have enough movement to do that.

Kuragin Kseniya |

Kuragin sighs in relief, the battle was won. Or was it? Are there more bandits already on their way? Best not lower our guard. Still holding the healing wand, the witch looks at his companions. Ishbaad, even with the healing, looks far from his prime. And Jorvik, his old companion, carries big wounds from the battle. Not that Kuragin himself was left unscathed, but he trusts these men will stand between him and the enemy, so he spends the next moments on healing them.
CLW @Ishbaad: 1d8 + 1 ⇒ (4) + 1 = 5
CLW @Jorvik: 1d8 + 1 ⇒ (2) + 1 = 3
Based on the assumption the hit points on stat lines are correct

GM Damo |

@Ishbaad: You may not recall that Limm said there was only one way in. It could be assumed that he was either lying or the back door is barred in some way. Happy if you would like to change your round 7 action.
@Coramus: You can easily retrieve a sword for Ice Melts Quietly in Sunlight for your round 6 action.
Next up: Aoife, Jorvik (Round 5 & 6), Ice Melts Quietly in Sunlight (Round 6), Ishbaad? (Round 7).
Active Global Conditions: None.
Individual Conditions: None.
Round 5:
- Coramus <= barn splash
- Ishbaad <= standing up!
- Kuragin <= heal-baad
- Bandits <= ???
- Aoife <= !
- Ice Melts Quietly in Sunlight <= draw fire & move
- Jorvik <= !
Round 6:
- Coramus <= retrieve shortsword
- Ishbaad <= drink up, heal up
- Kuragin <= wand of happy times
- Bandits <= ???
- Aoife <= !
- Ice Melts Quietly in Sunlight <= !
- Jorvik <= !
Round 7:
- Coramus <= readied daze
- Ishbaad <= ready in the rear?
- Kuragin <= heal a skald, win a prize
- Bandits
- Aoife
- Ice Melts Quietly in Sunlight
- Jorvik

Jorvik_RoW |

Sheathhing his longsword, and picking up his hammer, Jorvik nods at Ice.
Handy with flames that one.
"That was well done Ice Melts Quietly in Sunlight. Companions, I fear this fight might be more than we can handle, but I have never shied away from battle, nor will I now. If was wise to burn down the stables, but we had a poor plan of attack. We should not make the same mistake twice. How shall we enter this house of death and rescue the noble lady?'
Time to be a hero like you always hear about. Protect your friends at all costs, be fierce in battle, spare nothing.
Round 5 drink potion from Kuragin; Round 6 retrieve weapons and move into position once we have determined a plan

Aoife Limerick |

Aoife inhale deeply after the last foe falls, but then stops motionless, seeing Ishbaad standing on his own. As the youth exhales, the rage gripping her also subsides and Aoife nearly collapses to the snow. Her limbs are heavy and she can barely seem to lift them, as if the anger coursing through her body was the only thing giving her strength. Ahead, she is still watching the towering figure of her guardian, but instead of feeling relief at his safety, the youth feels another stab of anger and frustration.
"You left me!" she calls to her guardian, moving the short distance across the snow and ending beside her guardian. "I never thought you would do that... not ever..."
She swings her gauntlet-clad fist at the man, but her strength is sapped and the blow falls harmlessly upon his leg. She next tries to push him away, against the wall, but cannot move his towering form. Her eyes are streaming, the tears freezing to her cheek in the bitter cold, but the child does not stop swinging and taking out her frustrations on the man.
"... you left me alone..." she says with a whimper.
Round 5...
end rage, Aoife is fatigued
Move Action: move one square south of Ishbaad, *token not yet moved*
Round 6...
fatigued

GM Damo |

Keep in mind that you only have 2 rounds (12 seconds), so not a lot of time for strategizing. As such, I'll kick things off either this afternoon or early this evening with or without full actions. Feel free to discuss as much as you can before then.
Also, @Jorvik, Kuragin used the wand. For the potion, you get more HP...
Potion CLW: 1d8 + 1 ⇒ (8) + 1 = 9
2 potions left, still in the bandits' belt pouches.
Next up: Aoife, Jorvik (Round 6 move action), Ice Melts Quietly in Sunlight (Round 6), Ishbaad? (Round 7).
Active Global Conditions: None.
Individual Conditions: None.
Round 5:
- Coramus <= barn splash
- Ishbaad <= standing up!
- Kuragin <= heal-baad
- Bandits <= ???
- Aoife <= move to Ishbaad
- Ice Melts Quietly in Sunlight <= draw fire & move
- Jorvik <= (glug glug) heal up
Round 6:
- Coramus <= retrieve shortsword
- Ishbaad <= drink up, heal up
- Kuragin <= wand of happy times
- Bandits <= ???
- Aoife <= puff puff, pant pant
- Ice Melts Quietly in Sunlight <= !
- Jorvik <= pick up weapons & move
Round 7:
- Coramus <= readied daze
- Ishbaad <= ready in the rear?
- Kuragin <= heal a skald, win a prize
- Bandits
- Aoife
- Ice Melts Quietly in Sunlight
- Jorvik

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"Um, Boss? Me about as good as you are with swords. Me can use spear, or club, or stuff like that. Me try sword, but not so good with it. You think that better than torch?"

Ishbaad the Chosen |

Retro action, not moving to door...
round 7
Hearing ice ask for a spear, Ishbaad pulls one of his spears from the straps on his back.
"Here, this is what you are looking for."
All the while he quietly accepts Aoife's frustration. When she slows, knowing there is still more battle ahead, he simply says to her, "I never left, I was always here. I wanted to see you do it yourself, just like you always ask. " with a smile he parts the girl on the shoulder.
not even sure I would buy that one... Going to have to do some explaining. Later.
"catch your breath, here they come. I'll not leave your side this time."
-Posted with Wayfinder

GM Damo |

Moved Isbhaad back to pass Ice Melts Quietly in Sunlight that spear, and moved Aoife next to him. Coramus, keep in mind that your grease spell still has about 4 rounds remaining on it. Let me know if you want to dismiss it (it can be your standard action instead of passing the shortsword to Ice Melts Quietly in Sunlight).
Next up: Jorvik (Round 6 move action).
Active Global Conditions: None.
Individual Conditions: None.
Round 5:
- Coramus <= barn splash
- Ishbaad <= standing up!
- Kuragin <= heal-baad
- Bandits <= ???
- Aoife <= move to Ishbaad
- Ice Melts Quietly in Sunlight <= draw fire & move
- Jorvik <= (glug glug) heal up
Round 6:
- Coramus <= retrieve shortsword
- Ishbaad <= drink up, heal up
- Kuragin <= wand of happy times
- Bandits <= ???
- Aoife <= puff puff, pant pant
- Ice Melts Quietly in Sunlight <= grabs spear
- Jorvik <= pick up weapons & move
Round 7:
- Coramus <= readied daze
- Ishbaad <= ready near the grease
- Kuragin <= heal a skald, win a prize
- Bandits
- Aoife
- Ice Melts Quietly in Sunlight
- Jorvik

Coramus Thallon |

Seems like it would be a good obstacle to bottleneck them. I think I'll keep it, assuming we want to stay holed up on this side of the house, making them come around the corner.

Jorvik_RoW |

Sorry for holding up, I have the masterwork Handaxe, but it is not recorded on the Loot and I cannot edit at work. Relevant Post I am good where I am at! Let's do this!

GM Damo |

Okay, getting things going!
The sound of marching feet alerts the companions that enemies are on the way. There is a strange clacking on the cobblestones. Its source reveals itself moments later as corpses, stripped of all their skin, walk as though living into view. Their eyes are aglow with a chill light, and whatever moisture remains the air about them condenses and forms ice crystals before drifting ominously to the ground. Each wields a shortsword - a remnant from their former life.
Knowledge (religion) if you like.
Shambling behind them, are the moaning, pale-skinned remnants of bandits. They still have their flesh but their eyes are pale and milky. Those versed in such matters are surprised when the zombies reveal shortbows and pull back on the strings before loosing arrows at them. Then the companions realize that these bandits are simply sick and diseased, not undead. They must be the last men left in the lodge if Limm's numbers are correct - and based upon the desperation required to send sick men into battle.
At their lead is Malcolm, returned for revenge - carrying one of the men's spare shortbows, he joins the attack.
Malcolm shortbow vs Jorvik, soft cover: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14
Arnold shortbow vs Jorvik, improved cover, sickened, fatigued: 1d20 + 4 - 8 - 2 - 1 ⇒ (4) + 4 - 8 - 2 - 1 = -3
Neither bandit is able to land an arrow, but none were willing to come out so close behind the skeletons - even for the sake of a clear shot.
Next up: Aoife, Ice Melts Quietly in Sunlight, Jorvik (Round 7), Coramus, Ishbaad, Kuragin (Round 8).
Active Global Conditions: None.
Individual Conditions: None.
Round 7:
- Coramus <= readied daze
- Ishbaad <= ready near the grease
- Kuragin <= heal a skald, win a prize
- Bandits <= round & attack
- Aoife <= !
- Ice Melts Quietly in Sunlight <= !
- Jorvik <= !
Round 8:
- Coramus <= !
- Ishbaad <= !
- Kuragin <= !
- Bandits
- Aoife
- Ice Melts Quietly in Sunlight
- Jorvik