
| Daniel Arrisen | 
 
	
 
                
                
              
            
             If no one has a better idea? Can somebody tell the jinky to let me sit behind him. Not sure where that leaves Gerard taking out the halfing.  noone  Perception 1d20 + 7 ⇒ (18) + 7 = 25
 Stealth 1d20 + 9 - 5 ⇒ (2) + 9 - 5 = 6

| Euphemia di Nereis | 
 
	
 
                
                
              
            
            Perception:1d20 + 2 ⇒ (5) + 2 = 7
Stealth:1d20 + 2 ⇒ (3) + 2 = 5
Euphemia is too smitten and worried to act appropriately, apparently, ignoring obvious tells around her and hiding... badly, to say the least.
She does cast a spell of flight on Gerard, however, once the party gets close enough to make it economical.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Summary of perception and stealth checks:
Gerard 15 P, 33 S
Andrea 34 P, 16 S
Orsin 7 P, 9 S
Euphemia 7 P, 5 S
Daniel 25 P, 6 S
Lucrezia 30 P, 27 S
Wink 12 P, 23 S
Luc
p: 1d20 + 16 ⇒ (14) + 16 = 30
s: 1d20 + 17 ⇒ (10) + 17 = 27
Orsin
P: 1d20 + 5 ⇒ (2) + 5 = 7
s: 1d20 + 0 ⇒ (9) + 0 = 9
Wink
p: 1d20 + 7 ⇒ (5) + 7 = 12
s: 1d20 + 14 ⇒ (9) + 14 = 23

| baldwin the merciful | 
 
	
 
                
                
              
            
            As DT takes his group to the east to cause havoc, Lucrezia steps forth with an idea.
"The bug is going to crash threw causing chaos from the North, while the redcaps will keep the East busy. That's nice. I think I should take Wink and head to the tree line to the West and we can pepper that area, even with reduced range. The rest of you hit from the north with the bug."
This is the DM suggesting that he doesn't want to DMPC a bunch of NPC's.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Perception: 1d20 + 10 ⇒ (20) + 10 = 30
steatlh: 1d20 + 14 ⇒ (6) + 14 = 20
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
steatlh: 1d20 + 14 ⇒ (20) + 14 = 34
Daniel I need some ride checks (3) as the bug crashes through the woods.
The sound of the bug coming is thunderous as it tramples through the woods, creating a new path. The adventurers are on high alert but the villains, know something big is about to occur. 
There is squad that is waiting for the group in a small clearing.
Andrea: 1d20 + 0 ⇒ (20) + 0 = 20
Orsin: 1d20 + 2 ⇒ (10) + 2 = 12
Daniel: 1d20 + 2 ⇒ (14) + 2 = 16
Euphemia: 1d20 + 4 ⇒ (15) + 4 = 19
Gerard: 1d20 + 6 ⇒ (13) + 6 = 19
Orsin: 1d20 + 1 ⇒ (1) + 1 = 2
front guards: 1d20 + 5 ⇒ (12) + 5 = 17
side guards: 1d20 + 8 ⇒ (4) + 8 = 12
bug: 1d20 + 0 ⇒ (6) + 0 = 6
Friendly Hill Giant: 1d20 - 1 ⇒ (19) - 1 = 18
Initiative:
Andrea
Gerard
Euphemia
Friendly Hill Giant
front guards
Daniel
Side guards
Orsin
Bug

| Andrea1 | 
 
	
 
                
                
              
            
            Well this is new for me Going first!
HP 72/72 
Current Saves: F10R4W13 
AC: 23/T12/FF23 
In hands: Wooden shield+1,Lt. Silver Mace+1 
Current BaB: +8/+3 
Spells in Effect: Remove Fear on Orsin and Gerard(+4 to Resist fear 5 minutes) 
Remove Fear from her spell list (2 people) on Lucrezia and Wink(5 minutes +4 Resist fear)
Protection from Energy-Communal(Fire) 9 people. Andrea,Daniel,Orsin,Lucrezia,Euphemia,Wink,The bug,Giant,Gerard 
(108 points protection against fire for 6 minutes each. As you take fire damage, subtract it from the total protection. Doesn't last forever) 
Bless (+1 Hit/Saves vs. fear 5 minutes) 
Magic Circle against evil (+2 AC/Saves in a 10' Radius 65 minutes) on Orsin.
Channels 3/6

| Andrea1 | 
 
	
 
                
                
              
            
            Andrea chants and begins summoning conjuring a celestial eagle at C-3 which will move down to attack the soldier at E-8 when it appears top of round 2
Summon Monster 2: 1d3 ⇒ 1
Smashy those bad men! Andrea points to the guards to the north, at the giant. Lots of coin and food for us all when we win!

| Gerard Nisroc | 
 
	
 
                
                
              
            
            Euphemia, find some cover... Behind me works.
Gerard finds the clearest shot available, stepping up and using the giant for cover from the archers west. The releases 3 arrows at the grand standing fool atop the large rock.
Feather step 5ft step to -B-2, targeting B12.Are the bows MW or +1? Let me know if he is not Rogue 4, means flat-footed and sneak damage.
Attack1, mw comp bow, -2 str, -2 rapid: 1d20 + 12 + 1 - 2 - 2 ⇒ (20) + 12 + 1 - 2 - 2 = 29
Damage1: 1d8 ⇒ 1
Attack2, mw comp bow, -2 str, -2 rapid: 1d20 + 12 + 1 - 2 - 2 ⇒ (17) + 12 + 1 - 2 - 2 = 26
Damage2: 1d8 ⇒ 6
Attack3, mw comp bow, -2 str, -2 rapid: 1d20 + 7 + 1 - 2 - 2 ⇒ (9) + 7 + 1 - 2 - 2 = 13
Damage3: 1d8 ⇒ 7
Confirm Crit1, mw comp bow, -2 str, -2 rapid: 1d20 + 12 + 1 - 2 - 2 ⇒ (3) + 12 + 1 - 2 - 2 = 12
Crit Damage1: 1d8 ⇒ 7

| Euphemia di Nereis | 
 
	
 
                
                
              
            
            Euphemia nods to Gerard, following closely behind.
I need them closer to be useful.
As there are no enemies close enough for her to use her most apt resources against, she attempts to make a shot against the same enemy Gerard pegged.
Light Crossbow +1: 1d20 + 9 ⇒ (1) + 9 = 10 ....Yeah... how do you do critical failures in this game?

| Daniel Arrisen | 
 
	
 
                
                
              
            
             I believe the jinky is driving. I am just hanging on! But if you want them: 1d20 + 5 - 5 ⇒ (1) + 5 - 5 = 1
1d20 + 5 - 5 ⇒ (3) + 5 - 5 = 3
1d20 + 5 - 5 ⇒ (19) + 5 - 5 = 19

| Gerard Nisroc | 
 
	
 
                
                
              
            
            Yessir, D12. When they lose DEX, Dodge, etc... for flat-footed, does the 12 or 13 hit?
Sneak1, +1 bow: 5d4 + 1 ⇒ (2, 2, 3, 2, 3) + 1 = 13
Sneak2, +1 bow: 5d4 + 1 ⇒ (1, 4, 4, 2, 1) + 1 = 13
Sneak3, +1 bow - if 14 hits flat footed: 5d4 + 1 ⇒ (2, 4, 2, 3, 2) + 1 = 14

| Orsino 'Orsin' Bessatte | 
 
	
 
                
                
              
            
            Orsin begins a triumphant battle aria and directs a bolt of the sonic energy from the high note of the song's opening cadenza.
Inspire courage +2 and ear-piercing scream at 5,-I.
Sonic Damage: 4d6 ⇒ (4, 1, 2, 4) = 11 DC 15 halves damage, negates daze.

| baldwin the merciful | 
 
	
 
                
                
              
            
            The big giant smirks and flexes his muscles while he moves towards -f, 7, he thumbs with he great club,
GClub: 1d20 + 14 ⇒ (9) + 14 = 23;damage: 2d8 + 10 ⇒ (5, 3) + 10 = 18
Oops....technically you can't speak to him as the two of you don't share a common language. I'll give it to you this time but you need to invest in comprehend language potion or scroll.

| baldwin the merciful | 
 
	
 
                
                
              
            
            RD 1: Front guards Orange haloed
Two guards take five feet up and swing at the bug:
FG1, longsword 1: 1d20 + 12 ⇒ (13) + 12 = 25;damage: 1d8 + 2 ⇒ (6) + 2 = 8
FG1, longsword 2: 1d20 + 7 ⇒ (10) + 7 = 17;damage: 1d8 + 2 ⇒ (2) + 2 = 4
FG2, longsword 1: 1d20 + 12 ⇒ (8) + 12 = 20;damage: 1d8 + 2 ⇒ (6) + 2 = 8
FG2, longsword 2: 1d20 + 7 ⇒ (17) + 7 = 24;damage: 1d8 + 2 ⇒ (8) + 2 = 10
Two attacks hit home on the bug.
The other 3 gaurds will hold for the bug to get in range.
Daniel you slid off the bug, now and you are on the side with the two attackers. The slide will be counted as your move action.

| baldwin the merciful | 
 
	
 
                
                
              
            
            RD 1: Side Guards
Daniel will ahve his hands full with the two guards near him, so I'll skip him for the time being.
The two archers on the large rock will fire their bows:
1=Gerard, 2=Euphemia, 3=Orsin
archer 1: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18;damage: 1d8 + 4 ⇒ (4) + 4 = 8
archer 1: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18;damage: 1d8 + 4 ⇒ (1) + 4 = 5
1d3 ⇒ 1
archer 2: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26;damage: 1d8 + 4 ⇒ (3) + 4 = 7
archer 2: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15;damage: 1d8 + 4 ⇒ (2) + 4 = 6
1d3 ⇒ 3
The archers on the other side:
Both of the archers in the girant's threat range step away five feet and fire a the giant.
archer 3: 1d20 + 13 ⇒ (6) + 13 = 19;damage: 1d8 + 4 ⇒ (4) + 4 = 8
archer 3: 1d20 + 8 ⇒ (8) + 8 = 16;damage: 1d8 + 4 ⇒ (5) + 4 = 9
archer 4: 1d20 + 13 ⇒ (1) + 13 = 14;damage: 1d8 + 4 ⇒ (4) + 4 = 8
archer 4: 1d20 + 8 ⇒ (18) + 8 = 26;damage: 1d8 + 4 ⇒ (4) + 4 = 8
The last archer on the giant's side will shoot at Orsin:
archer 5: 1d20 + 13 ⇒ (11) + 13 = 24;damage: 1d8 + 4 ⇒ (8) + 4 = 12
archer 5: 1d20 + 8 ⇒ (1) + 8 = 9;damage: 1d8 + 4 ⇒ (3) + 4 = 7
dex: 1d20 + 4 ⇒ (2) + 4 = 6
*The string snaps.
Orsin takes two arrows for 19 HP
The giant gets hit with one arrow for 8 HP

| baldwin the merciful | 
 
	
 
                
                
              
            
            Initiative:
Andrea - summoned eagle, directed giant
Gerard - two arrows at D12, hitting for 40HP
Euphemia - crossbow misfired
Friendly Hill Giant - directed to side hit one guard 18 HP
front guards - two hits on the bug for 18HP
Daniel - slide off the bug as it trots forward
Side guards - giant hit for 8 HP, Orsin hit for 19 HP
Orsin -EPS 11 sonic
Bug
Daniel and Bug have turns remaining.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Daniel unintentionally slide of the bug (he didn't have a choice of location0, he needs to make a move to be able to attack the baddies. Although he didn't have a choice where he slide, he did manage to avoid falling and acro checks to land on his feet. He is between a set of legs as bug moves. Daniel will need to walk with the bug or risk being trampled.

| Daniel Arrisen | 
 
	
 
                
                
              
            
            OK. Let's do this and hope I don't get squished.
Thanks to his BOOTS OF THE CAT, Daniel always lands on his feet.
He uses his standard action to keep pace and remain under the bug and avoiding the legs. Let the Warriors chop and stab at it. He would heal it as it rampaged an hoped it focused on the annoying, stinging things!
Imoedae protect me.
 
	
 
     
    