
GM Ascension |

Tunny moves around the tree, coming in behind the prone wolf. As he does so Tavrus silent companion charges through the snow, blade whistling in the wind, and cleanly removes one of the creatures legs. It lies unmoving in the reddening snow.
A loud howl erupts from the direction of the cave. A large white wolf stands in the entrance of the cave, snout pointed skyward, letting out the mournful cry.
Still on the same initiatives. The large wolf took its turn howling though, so everyone make take an action.
Moving through the water is considered rough terrain, so costs 10' worth of movement per square due to the ice and unsure footing.

Akane Mori and Yoroi |

Upon seeing the mighty wolf, Akane and Yoroi begin to incant in a shared voice, weaving arcane gestures with two pairs of arms. As magic begins to coalesce around their hands, the tiefling summoner and her companions shout out a final harsh word, before the magic seems to suffuse into her and her comrades.
Akane and Yoroi casts Haste on herself, Tunny, Aurelion, Valdyr and Tomlin (Standard action). 2/3 2nd level spells remain today.

Tunny Murdoch |

Feeling exceptionally energized by the spell, Tunny runs westward, then arcs back south in an effort to start a flanking attack on the large wolf.
Move to AH18, leaping over the river with an acrobatics check of 1d20 + 13 ⇒ (2) + 13 = 15, with the river being about 10 feet across I should make it without troubles, I hope. =)

GM Ascension |

Based on the current map Tunny, Tomlin, and Valdr are not within 30' of each other to meet the requirements for haste spell targeting. For this case I'm not enforcing it as you could easily delay temporarily while Tomlin and Valdr move a little closer. I did want to point it out though as it could be an issue in other scenarios.
Jump DC is 1 per foot of distance traveled, assuming a running start. So DC 10 to jump a 10' foot gap is easily made by Tunny - automatic success actually since a roll of 1 only causes automatic failure on attacks and saving throws - not on skill checks.
Waiting for more posted actions before updating.

Brother Tomlin |

Feeling the surge of energy, Tomlin watched for a moment as Tunny raced and jumped across the river. Good, the halfling thought, we can flank the beast to slay like I would on missions with the Friends. Breaking out of stealth, Tomlin also vaulted the river, landing with both curved swords drawn and directly facing down the large wolf. He said nothing, only sparing a nod to Tunny to continue moving into flanking position.
With Tomlin's Acrobatics and the extra haste movement, clearing the river should be no issue. He'll wind up in AE23, with I *think* a standard action left. If so, he will ready an action for Full Defense if anything attacks him.

GM Ascension |

Tunny and Tomlin move forward on the worg, weapons at the ready. From their vantage point they can see that the cave goes back about 40' into darkness then starts widening out into a larger cavern.
Having gotten closer to the blood spattered snow they also see that among the remains of sheep are pieces of torn cloth and what is left of what was once human.
Valdr and Aurelion are still up

Valdr Ozzune |

"Careful all, that creature yonder is a Winter Worg, fearsome and as cunning as man. Its breath is a freezing death and it will seek to use the darkness to hunt and kill. It fears fire however. It seems it is angry we slaughtered its servants."
The haste flowed over him and he rushed forward across the snowy ground to get a better look at the creature. Halting, he held his weapon in one hand while weaving magic in the air with the other. At the last instant he tossed the nearly dust-like remains of a spider's web into the air. In moments the entrance to the cave, and likely the Winter worg as well, was engulfed in the criss-crossing of large, extremely durable and adhesive webs.
Moved to Hex AE32, cast Web spell on the entrance to the cave and seeking to catch the winter wolf and any buddies behind him within the cave. DC should be 15 I believe.

GM Ascension |

@Valdr, depending on where you centered the web spell you could cover the entire cave entrance, or you could leave a partial opening one the west side. How would you like that placed?
At Valdr's chanting much of the entrance is suddenly covered in sticking webbing from floor to ceiling. The strands glimmering in the setting sun.
The webbed area is considered rough terrain, and any turn in which you move through it you must make a CMB check at DC 15 or escape artist at DC 15 or become grappled by it.
Aurelion dashes forward, blade before him. As he gets close to the creature it exhales and a cloud of freezing fog envelopes Aurellion. The creature then nimbly moves through the webbing retreating 30' farther back into the cave.
Aurelion takes 24 cold damage, but can take a reflex save at DC 17 for half.
Will provide an updated map tonight.
Party is up again for the next round.

Akane Mori and Yoroi |

Acrobatics to jump across the water: 1d20 + 3 ⇒ (7) + 3 = 10
Akane rushes to join the others on the other side of the water, Yoroi's hands and teeth still sparking with electricity. The pair moves between Tunny and Aurelion, before beginning to cast another spell. The combined summoner and eidolon gesture quickly, chanting in the same harsh language as before, shining brightly as the spell wraps them in a magical glow.
Move to AH21 (move action). Cast Mage Armor on herself (standard action).
HP: 50/50 + 48/48 temp
AC 26, touch 14, flatfooted 23
4/5 1st level spells
2/3 2nd level spells
Effects: Mage Armor (5/5 hrs), Haste (4/5 rounds)

GM Ascension |

Tavrus 18
Edric 17
Aurelion 14
Worg 13
Akane 12
Tomlin 10
Tunny 10
Valdr 2
Is the official init rolls - with the Worg just having taken its turn. You don't need to wait for Tomlin and Tunny to post though if you already know what you want to do - unless their actions are going to effect your own or you think your actions will effect theirs.
Yoroi leaps across the water, a bit clumsily, but manages to clear it. Tavrus and Edric follow close behind, Edric braving the freezing cold water and wading across carrying its master.

Aurelion di Alkanov |

Reflex 1d20 + 3 ⇒ (3) + 3 = 6
Aurelion curses in frustration, whether more angry with himself or the worg he could not tell.
Determinedly he called to Tunny, I'm alright, but a few more shots like that and I might not be. But don't worry, I don't plan on letting it live long enough to get the chance!

Valdr Ozzune |

Valdr weaves his hands in the air and ushers forth another incantation, though this one is more personal in nature as he brings a barely visible shield of force into existance before his figure. With the shield in place, he rushes forward and makes an attempt at leaping over the river to get to the other side and take up position AF24.
"We could put a torch to the webs once we are all ready. Smoke the creatures out, if the fire does not do them in." He seemed rather pleased with himself.
jump: 1d20 + 1 ⇒ (17) + 1 = 18

Brother Tomlin |

Seeing the webs form and the worg retreat inside had changed the combat calculus for Tomlin, but his partial mask covered his mildly frustrated look. Magically enhanced, the halfling bolted to the cliff face to one side of the cave opening. Positioning himself to be hidden from anyone inside the cave re-emerging, he then took stock of his companions actions.
Move to AK26 (if allowed), and in stealth mode, with readied action to attack any wolves or worgs that emerge from the cave. Tomlin's acrobatics are pretty good, but at this point burning webs to let the main effort through might be a better call.

GM Ascension |

GM Ascension |

As Aurelion moves to the side of the cave near Tomlin the worg backs up further into the cave then exhales a cone of freezing fog again onto the webs. As the fog clears a portion of the webs sparkles with a icy sheen.
Three more wolves can be seen bounding through the snow from the west.
Party may act
Updated map

Akane Mori and Yoroi |

Akane and Yoroi turn in unison to the newly arrived wolves, baring the eidolon's fangs. Bending low, the duo charges at one of the wolves, claws and teeth sparking with electricity. "Flee, beasts, if you know what is good for you!" the woman shouts in their shared voice.
Charge at Wolf (AB5) (charge action) and Pounce. Rolls spoilered for length.
Bite damage vs. Wolf (AB5): 1d6 + 8 ⇒ (6) + 8 = 14 +Electrical damage vs. Wolf (AB5): 1d6 ⇒ 2 = 16
Trip attempt (if Bite hits) (Power Attack + Haste + Charge): 1d20 + 8 - 2 + 1 + 2 ⇒ (18) + 8 - 2 + 1 + 2 = 27
Claw 1 vs. Wolf (AB5) (Power Attack + Haste + Charge): 1d20 + 8 - 2 + 1 + 2 ⇒ (8) + 8 - 2 + 1 + 2 = 17
Claw 1 damage vs. Wolf (AB5): 1d4 + 8 ⇒ (3) + 8 = 11 +Electrical damage vs. Wolf (AB5): 1d6 ⇒ 6 = 17
Claw 2 vs. Wolf (AB5) (Power Attack + Haste + Charge): 1d20 + 8 - 2 + 1 + 2 ⇒ (19) + 8 - 2 + 1 + 2 = 28
Claw 2 damage vs. Wolf (AB5): 1d4 + 8 ⇒ (4) + 8 = 12 +Electrical damage vs. Wolf (AB5): 1d6 ⇒ 2 = 14
25 AC until beginning of Akane's next turn.

Tunny Murdoch |

Wanted to note that I should start at AK18. Not a big deal since I'm moving, just wanted to make note.
Tunny runs over to Aurelion, sheathing his blades. "Lend me your bow, boy. We can draw out the worg," he says with a nod to Tomlin, "while you take care of the wolves."
Move Tunny to AJ25. Hoping Aurelion will lend me his bow and arrows. =)

Brother Tomlin |

Tomlin holds his ground for the moment, watching as several of his companions launched into the threat of the recently arrived wolves. Eying the strange bureaucrat he says, these webs seem to be impeding us as much as helping. Can you get rid of them?
Just a free action talk for now, drop initiative below Valdr in hopes that he does something to change the scenario a bit

Valdr Ozzune |

"If'n that's what you want, Say no more." says with a grin after hearing Tomlin's words.
He considered putting a torch to the webs, but thought that it might not be as quick a solution as Tomlin desired. So he instead focused his will on the strands of webbing he had conjured forth. With a few arcane words, he dismissed the spell.
He personally thought it wiser to keep the Worg behind the webbing until the other wolves were dealt with, but he would honor the request of his ally in this case. Hopefully they wouldn't regret it.

Brother Tomlin |

Tomlin grinned cruelly under his mask as he saw the webs vanish. With a quick "go" sign to Tunny, the halfling focused inward as his training had guided him, then used his stealth and magically enhanced movement to his benefit. Racing into the cave along the wall's edge, Tomlin moved to the worg's flank before darting in from the shadows to lacerate the creature with his curved sword.
Use one Ki Point for +4 Insight Bonus to Stealth. Move along the eastern wall to AR26, then one square directly west (AR25) and sneak attack.
Stealth Check 1d20 + 20 ⇒ (6) + 20 = 26
Attack Roll for Sneak Attack 1d20 + 9 ⇒ (1) + 9 = 10
Damage if hits 1d4 ⇒ 2+3d6 ⇒ (3, 4, 1) = 8 Also Bleed if hits

GM Ascension |

Akane rushes across the open clearing, Yoroi's claws tearing into the wolf leaving nothing but a bloody mess on the ground.
Edric crouches ready to charge towards the wolves when they get close, but they veer towards Akane who has thrown herself into their midst.
Light crossbows have a range increment of 80ft, so -2 to hit beyond that range.
Tavrus's bolt sinks into the snow right in front of one of the wolves.
As Tunny and Aurelion cross paths Tunny grabs the bow and quiver from the armored man. At the same time Valdr dispels the webbing blocking the cave entrance and Tomlin rushes in towards the worg slashing at the beast with his wakizashi but failing to hit.
The two wolves charge Yoroi, jaws snapping. They are unable to get a hold of the eidolon though.
Tomlin does not fare as well facing off the worg. The beast bites into his arm as he attempts to attack it and with a shake of its massive head knocks Tomlin to the ground.
Tomlin takes 12 damage, 11 physical, 1 cold, and is tripped.
Party may act

Akane Mori and Yoroi |

Akane and Yoroi strike out at the wolves with fang and claw, a deeply mournful look on the tiefling's face. "I cannot give mercy to those who shall not accept it," she states in a rough, sad voice as her companion reaches out to put the beasts down.
Bite 1 + Claw 1 vs. Wolf 2 (AC5), Bite 2 + Claw 2 vs. Wolf 3 (AC6) (full attack action).
Bite damage vs. Wolf (AC5): 1d6 + 8 ⇒ (1) + 8 = 9 +Electrical damage vs. Wolf (AC5): 1d6 ⇒ 1 = 10
Trip attempt (if Bite hits) (Power Attack + Haste): 1d20 + 8 - 2 + 1 ⇒ (5) + 8 - 2 + 1 = 12
Bite 2 (from Haste) vs. Wolf 3 (AC6) (Power Attack + Haste): 1d20 + 8 - 2 + 1 ⇒ (11) + 8 - 2 + 1 = 18
Bite 2 (from Haste) damage vs. Wolf (AC6): 1d6 + 8 ⇒ (6) + 8 = 14 +Electrical damage vs. Wolf (AC6): 1d6 ⇒ 1 = 15
Trip attempt (if Bite hits) (Power Attack + Haste): 1d20 + 8 - 2 + 1 ⇒ (15) + 8 - 2 + 1 = 22
Claw 1 vs. Wolf 2 (AC5) (Power Attack + Haste): 1d20 + 8 - 2 + 1 ⇒ (12) + 8 - 2 + 1 = 19
Claw 2 damage vs. Wolf (AC5): 1d4 + 8 ⇒ (4) + 8 = 12 +Electrical damage vs. Wolf (AC6): 1d6 ⇒ 1 = 13
Claw 2 vs. Wolf 3 (AC6) (Power Attack + Haste): 1d20 + 8 - 2 + 1 ⇒ (3) + 8 - 2 + 1 = 10
Claw 2 damage vs. Wolf (AB5): 1d4 + 8 ⇒ (1) + 8 = 9 +Electrical damage vs. Wolf (AC6): 1d6 ⇒ 6 = 15
Also, I totally forgot I got an extra attack from Haste last round. Not that I needed it. :3

Brother Tomlin |

Tomlin snarls in pain as is slammed to the ground by the worg. His training keeps the fear and panic at bay, as the halfling looked to steady himself. Such steadying has to start with being upright, so with a firm focus on protecting himself, Tomlin kipped up with his swords protectively in front of him.
Full defense action and stand up from prone

Tunny Murdoch |

Tunny prepares to raise the bow when he sees Tomlin dash into the cave. Cursing, he pauses only a moment before switching plans. Tunny drops the bow and dashes in after the halfling, drawing his blades as he moves. He watches helplessly as Tomlin is knocked off his feet. Moving around to the worg's unprotected side he attacks.
Move to AR22. AC is 21, or 25 vs AoO.
Right Hand Attack roll: 1d20 + 8 ⇒ (1) + 8 = 9
Right Hand Damage: 1d6 + 3 + 3d6 ⇒ (5) + 3 + (4, 4, 4) = 20
Left Hand Attack Roll: 1d20 + 8 ⇒ (5) + 8 = 13
Left Hand Damage: 1d6 + 3 + 3d6 ⇒ (1) + 3 + (6, 2, 1) = 13

GM Ascension |

The two wolves yelp in pain as Yoroi crushes the life out of them.
Since Akane would have acted before Tavrus/Edric you are welcome to change your move - only the worg is left to fight - all the wolves are dead.
AoO against Tomlin for standing up, at -4 AC for being prone, +4 AC for total defense.
As Tomlin struggles back to his feet the worgs jaws snap at his legs, leaving blood soaked scratches. Tomlin takes 10 physical + 3 cold damage.
Tunny moves in to flank with the hafling, keeping out of reach of the worgs teeth till he is in position to strike but is unable to land a blow.
You should only be taking one attack since this wasn't a full attack action - neither haste nor dual wielding get around that.It looks like you are not adding +1 for the magic in the weapon? +3 BAB +5 dex (weapon finesse) +1 magic weapon +2 flanking (since it wasn't a full attack so you wouldn't be using two-weapon fighting then you don't take the -2 from that) for +11 (+9 when TWF). Both attack rolls missed in either case though.
Aurelion and Valdr are still up, and a possible change in movement for Tavrus/Edric. Map will be updated tonight as usual.

Aurelion di Alkanov |

Hearing Tunny's curses Aurelion stops his advance on the wolves and turns to see Tunny and Tomlin struggling to hit the Worg. Shouting a curse of his own, Aurelion changes direction and charges full speed at the beast.
Aurelion moves to AQ23 with a charging attack, -2 to AC for this turn
Charging Attack roll with Mithril Great Sword 1d20 + 14 ⇒ (3) + 14 = 17
Damage Roll 2d6 + 6 ⇒ (1, 3) + 6 = 10

Brother Tomlin |

The two wolves yelp in pain as Yoroi crushes the life out of them.
Since Akane would have acted before Tavrus/Edric you are welcome to change your move - only the worg is left to fight - all the wolves are dead.
AoO against Tomlin for standing up, at -4 AC for being prone, +4 AC for total defense.
As Tomlin struggles back to his feet the worgs jaws snap at his legs, leaving blood soaked scratches. Tomlin takes 10 physical + 3 cold damage.Tunny moves in to flank with the hafling, keeping out of reach of the worgs teeth till he is in position to strike but is unable to land a blow.
You should only be taking one attack since this wasn't a full attack action - neither haste nor dual wielding get around that.It looks like you are not adding +1 for the magic in the weapon? +3 BAB +5 dex (weapon finesse) +1 magic weapon +2 flanking (since it wasn't a full attack so you wouldn't be using two-weapon fighting then you don't take the -2 from that) for +11 (+9 when TWF). Both attack rolls missed in either case though.Aurelion and Valdr are still up, and a possible change in movement for Tavrus/Edric. Map will be updated tonight as usual.
@DM: I was wondering how you roll the dice on your end, and if we are allowed to see the rolls. No need to see the pluses, but seeing the rolls themselves would be nice. Also, regarding the AoO hit, Tomlin's AC would actually be 2 points better. Because he has 3+ ranks in Acrobatics you get +6 to AC when using total defense. Not sure if that would make a difference or not as whether the worg hit.

GM Ascension |

I just use a dice app on my phone generally, but I could certainly move rolls that would be more open (attacks and damage and the like) to the forums - but then I'd get cursed with the paizo bad dice roller :). I will start posting the d20 rolls on the forums though with modifiers withheld - though I won't use the forums to roll since in PvP fights those rolls have already been determined by other players.
So for the AoO, Worg rolls d20 = 15
Damage: d8 + 7 = (3) + 7 = 10 + d6 cold damage = 3
Thanks for catching the +2 more to AC, the attack still hits this time.

GM Ascension |

Aurelion rushes the worg, blade coming in on an uppercut. The worg flinches back to evade the attack but a thin red line appears along its left shoulder.
Tavrus bolt whistles past the worg into the darkness of the cave.
Valdr then the worg.
Updated map

Valdr Ozzune |

Valdr witnesses the dire situation of his companion. With his dwarven eyes, the darkness of the cave holds no mysteries from him. Realizing that by lowering his web he put the man in danger, he lets the illusion about him shift from pudgy, short human into a more noble dwarven countenance. Without a word he charged forward, utilizing the spell of haste put upon him to grant him added speed. He bee-lined at the Winter Worg, the illusion of his waraxe fading all-together.
In mid-charge he joined his will to that of the weapon, letting his arcane training take hold and augmenting his attack. His own will focused the strike, while the mysterious power of the Axe itself transformed the planar steel into living fire.
Axe Charge Attack: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 1d10 + 4 ⇒ (8) + 4 = 12
1 Point from Blackblades Arcane pool to transform into fire damage. 1 Point from my arcane pool to add +3 intelligence to hit, +2 from charge. Unsure if added damage from fire. Please add as needed.