
Damiano Delstrego |

Damiano enters the room . his natural curiosity makes him look at the creature
kn religion: 1d20 + 13 ⇒ (6) + 13 = 19
Aww come on , this is a barrow wight . Like a normal wight , I assume he drains your essence if he hits you
special attacks please
otherwise Damiano does not take any other action at this point

Clebsch RoW |

Damiano enters the room . his natural curiosity makes him look at the creature
[dice=kn religion]1d20+13
Aww come on , this is a barrow wight . Like a normal wight , I assume he drains your essence if he hits youspecial attacks please
otherwise Damiano does not take any other action at this point
Create Spawn (Su)
Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. Spawn so created are less powerful than typical barrow wights, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command of the barrow wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and freewilled barrow wights. They do not possess any of the abilities they had in life.
Insanity Gaze (Su)
Anyone with 30 feet that meets a barrow wight’s gaze is affected as if by an insanity spell. A successful DC 14 Will save negates the effect and renders the target immune to the same barrow wight’s insanity gaze for 24 hours. The save DC is Charisma-based.
Energy Drain (Su)*: This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour.

Domitian Olavsgaard |

Still trying to look away, Dom steps up and continues hacking toward the wight.
Falcata: 1d20 + 11 ⇒ (5) + 11 = 16; Damage: 1d8 + 5 + 4 ⇒ (7) + 5 + 4 = 16
Concealment: 1d100 ⇒ 50

Ingrit |

Ingrit tries to avoid the creature's eyes as she targets it, but manages to catch it's gaze as she fires.
+1 Darkwood longbow/PBS: 1d20 + 12 ⇒ (6) + 12 = 18
1d8 + 3 ⇒ (4) + 3 = 7
Concealment: 1d100 ⇒ 32
Will: 1d20 + 3 ⇒ (18) + 3 = 21

Domitian Olavsgaard |
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Woah . . . holy crap, insanity spell? That's character-ending.
"I already resisted it's gaze--all of you close your eyes, I can take this thing myself!"

Domitian Olavsgaard |

Parry: 1d20 + 11 ⇒ (5) + 11 = 16
Riposte: 1d20 + 11 ⇒ (16) + 11 = 27; Damage: 1d8 + 5 + 4 ⇒ (6) + 5 + 4 = 15

Clebsch RoW |

Target:1=E,2=R: 1d2 ⇒ 1
Domitian's blade is stopped by the hard layer of calcified skin that overlays the undead's bones and keeps the edge from cutting deep enough to hurt it.
Ingrit's arrow joins the one she planted in it on her previous shot doing 7 more damage.
The barrow wight hisses as the chemicals splashed on it from the flask of alchemist's fire burns out doing 3 more damage.
It steps back from Domitian, nearly broken down from the attacks. It turns its gaze on Erland.
Erland needs to make a will save. (He really needs to make it.) I won't say what the DC is but he needs to beat it or he'll suffer the effects of an insanity spell, which is hard to dispel or remove. Consider using a hero point. If you want to add to the roll, you may specify using the point before the roll is made, in which case it adds +8 or after the roll but before the outcome is indicated, in which case it adds +4. Or after the roll is made but before the outcome is announced, you may spend a point to get a re-roll, taking the result of the second roll even if it is worse.
To remove the temptation to discover what the roll will be ahead of time using a preview, if you want to spend the point before roll, post that you are spending the point before the roll. Then in a subsequent post, make the will save.
If you want to use the re-roll option after seeing the result, state that you are using the point for a reroll, then make the new roll as a second post. Good luck.

Clebsch RoW |

Erland finds a wellspring of strength that overwhelms the barrow wight's attempt to steal his sanity, his patron slamming the door on such an outrage.
Round 2
Erland
Rurik
Spiritual Weapon
Damiano
Round 3
Domitian
Ingrit (Eyes Averted, 1 lethal)
BW (34 lethal)
Everyone else is up. Remember, you don't have to make a will save unless you are subject to a gaze attack on the barrow wight's turn. If you want the benefits of the averted gaze, you must treat the wight as having concealment as you avert your eyes. I don't think it's going to last that long.

Rurik Voralius |

Spiritual weapon attack: 1d20 + 6 ⇒ (15) + 6 = 21
Spiritual weapon damage: 1d8 + 1 ⇒ (6) + 1 = 7
Cold iron morningstar attack: 1d20 + 6 ⇒ (19) + 6 = 25
Cold iron morningstar damage: 1d8 + 1 ⇒ (6) + 1 = 7
Unwavering in his faith, Rurik steps up and draws his dark, cold iron morningstar, and brings it down with heavy crunch upon the undead thing. His shimmering spiritual weapon likewise impacts it with a heavy strike!

Erland Frey |

"Bastard undead! Try to do that without your own sight!"
Erland shakes his head at the fleeting horror of the wight's gaze, then dips his fingers into his pouch and sprays the monster with glowing sand. The burst of golden sparkles surrounds the wight and sticks to its bony form.
Casting glitterdust, 10' burst, should be able to ignore Domitian. DC 16 Will or be blind for 4 rounds.

Clebsch RoW |

Erland's glitterdust coats the barrow wight, creating a strange and ghastly sight and also momentarily blinding it.
Rurik advances and strikes a blow with his morning star that ends the barrow wight's long existence. It crumples into a glowing bone pile covered with charred ancient robes.

Erland Frey |

"Whew. That was quite unpleasant. I'm not sure just how closely I just came to true evil living in my mind, but I am truly thankful it did not come to pass. Damiano, perhaps a bit more warning in the future if something can permanently drive one of insane?"
Erland casts detect magic and scans the room, idly stroking Fiske on his shoulder as he calms down.

Domitian Olavsgaard |

"When that thing gazed at me, I felt it tearing into my very being, like I was going to fall off a 1000 foot ledge. Be thankful that we all endured it."
Dom checks the body of the undead for any valuables or evidence of its former life.

Clebsch RoW |

I'm working on treasure. Will get back when I've got it worked out. I had some other monsters in the caves to fight, but I think this excursion has taken enough time and everyone has fought well. Time to gather your rewards, although that's not to say all dangers have been dealt with.
Once the group gets back to where Nadja and Khristov are waiting, everyone will level up, so be thinking about level 5.
If anyone feels particularly magic poor, let me know and perhaps indicate the type of magic item you might fancy. There won't be particularly good ways to buy and sell items for a little while at least, so I'd rather give you things you can use than just things you are going to have to sell to get money to buy what you want. You are all venturing into enemy territory where it will not be easy to go shopping.

Clebsch RoW |

It's obvious that Khristov is not likely coming back to play. Let me know if you want to continue on as a group of 5 or if you want to recruit a new player. I'm open to either.
You've got three decent fighters whose styles complement each other well, a cleric for healing, and two arcane casters.
If you are short on anything it is someone with the rogue/bard type of abilities.
If you want to add someone, I'd prefer you nominate someone you are familiar with from other games whom you think would be good. If on one wishes to do that, we can open a recruitment thread to find one new player.
I could also provide an NPC who could cover the trap finding/disabling chores.

Damiano Delstrego |

Sorry Erland I did my best but I can not hurry what I remember
I could not post till our beloved master told me of the creature special attacks. and I aggree with domitian there , I really thought we were in big troubles when I read about the insanity power

Rurik Voralius |

"Another poor soul liberated. Well, at least it will haunt no other travelers," says Rudrik as he cleans his morningstar and then puts it back on its belt-hook.
"Let's see what we can find here and then get back to the others."
Is there anyone still diseased? Now that we're level 5 I can prepare remove disease and keep trying that until we're in the clear.
Also when gearing up, remember that even if we can't get weapons enchanted, I can prepare masterwork transformation - if we can get the material components (high-quality materials for the item) I can turn any piece of gear into a masterwork piece of gear, at the usual cost (e.g. 300 gp for the components to make a weapon masterwork).

Ingrit |

I understood it as we'd hit level 5 upon getting back

Clebsch RoW |

Technically, that's what I had in mind. No one has any disease who is in the cave. Khristov is still ailing.

Clebsch RoW |

The barrow wight shows clothing and ornamentation similar to ancient Ulfen peoples. Otherwise, it gives up no secrets.
Further into the cave, not far from the battle with the barrow wight, there is a crypt carved into the natural rock. It is open and apparently undisturbed by tomb raiders, no doubt due to the protection of the wight. The corpse in the crypt is decayed down to a skeleton, but the clothing that has not decayed looks regal, with some gems and jewels, as well as a silver chain shirt, a longsword, a ring, and 6 bottles of liquid. The chain shirt, longsword, and ring have magic auras. The bottles do not. The corpse also has a crown made of interwoven elk horns with gold wire and some red gems. The has a strong magical aura.
Further into the caves is a corpse. It appears to have been killed by some kind of wild animal, with the cold preserving it particularly well. Exploring the cave, it would appear the unfortunate adventurer entered the cave and got to this location by a different set of tunnels and did not encounter the barrow wight, but bones and scat around the cave suggest other creatures use this area for a lair. No other creatures are present and there is nothing to suggest the lair is occupied at the present.
This body has masterwork armor and weapons (details to follow) but in addition has a pack full of interesting items, some of them magical. Two weapons detect as magical: a morningstar with a rose design on the handle and spikes on its head resembling thorns, and another morning star with a head that contains four raven heads with beaks facing out to form the spikes. The second morning star has gold plating and emblems on the handle. The pack also has several items of clothing and a mask, all with some magic aura. The character also has a spell book of arcane spells.
The caves are not too extensive and easily searched to the farthest extent. These are the only items of value found. If you want to have a discussion about whether or not to loot the crypt, have at it. I'll provide additional information to help characters try to understand its significance.
After gathering the items and healing/resting as neccessary, the group makes it back to the village in time for supper.
Details will follow. No need to roll spellcraft, since I think most items will be easy to identify.

Damiano Delstrego |

I do not know for you but I am certainly disappointed there. Rumors told this place had mystical links to the eternal winter but this is just the resting place of a barbarian .
I propose we take the magical items of the looter as payment for interring him but that we leave the corpse in the crypt alone. I certainly did not come to loot a tomb

Erland Frey |
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This is an Irriseni tomb. The only reason no one has taken these things already was that undead creature we just put down. If we dont take the materials, not only are we doing ourselves a disservice, we risk some other evil person getting their hands on them. At least some of that treasure is magical, and quite likely will be of use to us. It certainly is of no value to the dead man."

Domitian Olavsgaard |

"If this were Taldor, and our need were not so great, I would agree with you, Damiano. But we are in the heart of Irrisen, attempting to face a ruling class of witches in order to free a Goddess from captivity before winter overtakes our homeland. We will show the body respect, but we'd be fools to leave behind powerful magic items."

Ingrit |

"No one survives in Irrisen by being stupid. The living take what the dead can't use, to live another day. If you don't want to take anything, don't. The things we take will help to keep you alive all the same. This is not where you are from Damiano, the soft don't last more than a few winters here." Ingrit says without malice, but a fair note of disdain.

Erland Frey |
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"Just think, Damiano, this land is ruled by a group of heartless frozen witches who gladly sacrifice the souls of innocent children for their surveillance tools. They care as little for the lives and wellbeing of common folk as this monster here did."
Erland spits towards the fallen body of the wight.
"Our goal, or quest, is to rid their influence from the rest of Golarion. We cannot let them freeze our homelands, nor the hearts of our countrymen. The Jadwiga, and their plans, must be stopped. Our being squeamish and weak will not help in that plan."

Rurik Voralius |

Rurik's brow furrows and he says, "I think I recognize the design of this morningstar. It's not the kind of thing that the barbarians would have buried here."
"Some of these things are doubtless from other people who plumbed the depths of this tomb and were not so successful in evading its guardian."

Domitian Olavsgaard |

"The morningstar is meant for you, Rurik. Surely no accident that a priest of Milani has found it."

Clebsch RoW |

Rurik remembers a bit of lore about the people who lived before the witches took over. They were Ulfen people who were ruled by a king who traditionally only earned the crown by performing a quest requiring great courage and warrior prowess. The crown was supposed to be made of elk horn and enhanced the wearer's leadership abilities. Such an artifact might be why Pajalarane fled to this peak when her coup failed and she was pursued by the Jadwiga monarch a thousand years ago.
Delivering it to the resistance in Whitethrone might provide them with a great symbol of authority and may help rally those of Ulfen stock, at least, to revolt when the time is right.

Clebsch RoW |

A closer examination of the other corpse suggests he arrived more recently and had connections to the Cult of Milani who have been quietly developing resources that could be used to oppose the witch queen. Several of the items in his pack are helpful in disguise and there is even a mask that when worn transforms the wearer's face into that of a particular individual.

Clebsch RoW |

The bottles of liquid found in the crypt are alchemical in nature. It will take someone with craft (Alchemy) training to identify them.
The spellbook is for wizards, although many of the spells are also castable by witches (marked with #).
3rd Clairaudience/Clairvoyance#, Daylight, Explosive Runes, Fireball, Magic Circle Against Law, Monstrous Physique I, Nondetection, Shrink Item, Stinking Cloud#, Undead Anatomy I
2nd Boiling Blood#, Create Treasure Map, Phantom Trap, Silent Table, Tactical Acumen, Twilight Haze#, Unnatural Lust#
1st Alarm, Color Spray, Hold Portal, Icicle Dagger#, Identify#, Magic Missile, Monkey Fish, Protection from Evil, Protection from Chaos, See Alignment, Shadow Weapon#, Youthful Appearance#
The chain shirt is +1 mithral chain shirt. The longsword is +1.
Mixed in with all this is
Coins 20 gp, 30 sp
Gems
Jasper (55 gp)
Obsidian (9 gp)
Rock Quartz (11 gp)
Total value = 75 gp

Clebsch RoW |

Caster Level Check: 1d20 + 5 ⇒ (7) + 5 = 12
Caster Level Check: 1d20 + 5 ⇒ (1) + 5 = 6
Caster Level Check: 1d20 + 5 ⇒ (15) + 5 = 20
When the group finishes in the caves and manage to trek back to the village of Ellsprin, they find Khristov resting and conversing with Halcyon. She smiles and announces, The luck of Chadali is with us. Khristov's curse has been removed and he is recovering.
When talk of moving on is discussed, Khristov admits that his lust for adventure has been extinguished. He wants no more of the quest to save the world from the eternal winter, fearing he will only hold everyone back. He offers any magic items found on the quest to others who might want to use them. He and Halcyon will travel away from Irrisen once he is strong enough to travel.
Take a look at the magic items on Khristov's profile and assume he will let you have them. I believe that includes Amulet of Natural Armor +1, Ioun Torch, Potion of Endure Elements (2), Potion of Feather Step, and the item Domitian loaned to him while he was sick and cursed.
The group has time to do some shopping in town if anything was available for sale that someone wants to procure. But Nadya is concerned to get underway as soon as possible. She fears the dogsleds will draw too much attention and suggests that they go the last few days travel on foot.

Erland Frey |

Back in town, Erland seems to be in a much better mood than when the party set out. He walks closely to the megaloceros and occasionally reaches out to stroke its flank, and scratches Fiske idly behind the ears as he rides his shoulder.
"That is fantastic news indeed. I am sorry to see you depart from our group, Khristov, but at least it's on your terms. I'd hate to have lost you, not after all we've been through together."
Erland offers the bard a hug and gladly heals him of any damage he might have.
"Well, that Stone place was not chock full of magical healing power. It held some undead and a few trinkets, but that was it. We did manage to put the unquiet spirits down, so that's good."
"Any news or excitement in town while we were gone? Seems pretty quiet so far."

Ingrit |

On the return trip, Ingrit spends much if her time with the megaloceros, aided by Erland's ability to communicate, she forges a more solid bond, built on the connection she'd already made. Though she'd always had a fondness for animals, they somehow understood each other in a way she couldn't explain, with the mighty elk even beginning to respond to the name she'd given him, Wapiti.
When Khristov indicates he will no longer be coming with them she wishes him well, giving him a hug. ”We’ll if everything isn’t swallowed by winter this time next year, you’ll know we did it.” she says with a smile.
She nods at Nadya’s concerns. ”We’ll get whatever supplies we need and get underway as quickly as we can. I know you have more at stake if we get caught.”

Clebsch RoW |

Khristov:Knowledge (Religion): 1d20 + 12 ⇒ (18) + 12 = 30
Damiano: Knowledge (Religion): 1d20 + 13 ⇒ (4) + 13 = 17
Halcyon: Knowledge (Religion): 1d20 + 9 ⇒ (14) + 9 = 23
When the morning star with the raven's heads is shown around to Halcyon and Khristov, the odd symbols on the handle draw attention. Damiano recognizes a small spiral that looks like the holy symbol of Pharasma. Rurik and Khristov suspect something which if true would make this a remarkable find and possibly very useful to the underground leaders of the Cult of Milani and their movement to resist the Jadwiga.
In the fight against the Whispering Tyrant, there was a similar weapon used by a cleric of Pharasma. If this is that weapon, it likely has some important abilities that would manifest when in the hands of a cleric of that religion. As it is, it has a strong aura of Conjuration (Healing) magic. Its properties are hard to predict, although it definitely has an enhancement bonus to hit and damage. While Pharasma is a neutral deity, the aura of conjuration (healing) suggests it might have powers associated with use of positive energy.
The other morningstar has a faint abjuration aura. Rurik recognizes it as a weapon sometimes called Everbloom's Rose. In addition to being a +1 morningstar it has an ability that can remove fear once per day on someone touched by the weapon.
A little tinkering with the alchemical items allows Erland to identify them. One is Frost Ward Gel, which protects one against cold damage. Another is called Padzahr, which helps restore constitution damage more quickly than normal. The third is called Soul Stimulant, which temporarily negates penalties from negative level effects. I think there are two of each type of alchemical remedy, but I'll have to check my notes on that.

Clebsch RoW |

Temperature Variation: 1d100 ⇒ 69 No variation (20 F)
Duration: 1d6 + 2 ⇒ (4) + 2 = 6 Days
Precipitation: Frequency Rare (15%), Intensity Medium
Precipitation: 1d100 ⇒ 86 No precipitation
Wind Strength: 1d100 ⇒ 38 Light
Cloud Cover: 1d100 ⇒ 16 None
Damiano: Knowledge (Nature): 1d20 + 11 ⇒ (3) + 11 = 14
Erland: Knowledge (Nature): 1d20 + 12 ⇒ (18) + 12 = 30
Ingrit: Knowledge (Nature): 1d20 + 8 ⇒ (2) + 8 = 10
Nayda: Knowledge (Nature): 1d20 + 7 ⇒ (13) + 7 = 20
Damiano: Perception: 1d20 ⇒ 3
Domitian: Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Erland: Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Ingrit: Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Ingrit: Perception, human: 1d20 + 7 ⇒ (6) + 7 = 13
Nadya: Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Rurik: Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Falconers and Norgrimm take 20 on stealth to set up an ambush at the bridge.
Falconers: 26
Norgrimm: 30
Damiano: Perception: 1d20 ⇒ 11
Domitian: Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Erland: Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Ingrit: Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Ingrit: Perception, human: 1d20 + 7 ⇒ (16) + 7 = 23
Nadya: Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Rurik: Perception: 1d20 + 4 ⇒ (6) + 4 = 10
The weather is cold as you set out for Whitethrone, but skies are clear and winds are light. Goodbyes are said, with Nadya giving her boys a long tearful hug.
There is a road from this point on, connecting Ellsprin with various other small villages along the Glacier Lake, a body of water that is about 100 miles long and about 50 miles north to south. The first day's travel is uneventful, with no problems at night. The clear skies means it is easy to be seen from the air, so all eyes are scanning the sky for ravens, known to be spies for the Jadwiga.
Midway through the next day, sharp eyes spot several birds circling. Erland relieves fears that the birds are ravens by identifying them as falcons. They circle in the distance, eventually circling closer to the travelers before flying west and out of sight.
By late afternoon, a small river cuts across the path, heading south toward the cliffs that overlook Glacier Lake. A stone bridge crosses the river, seemingly constructed with horse, wagon, and caravan traffic in mind. The bridge is well maintained, and the snow has been cleared from its span. Four-foot-high stone railings run along both sides of the bridge, topped at either end by iron spikes upon which clean and meticulously polished skulls have been carefully impaled and turned as if to observe the traffic.
A white-painted signpost greets travelers approaching from the east. It reads in common, Hallet, and Skald: "Attention: All travelers wishing to enter and do business in Whitethrone must have papers and licenses. Travelers may be stopped for inspection without cause. Those not possessing a license may inquire about purchasing one at the city gates."
The bridge is deserted and no travelers can be seen in either direction.
Position yourselves on the bridge.

Ingrit |

Are we going left to right or right to left?

Erland Frey |

I put Erland in the middle of the group. Fiske is riding his shoulder as usual. Currently can speak with mammalian animals via feral speech, and have crossbow in hand but unloaded.
"Gee, Whitethrone seems like such a friendly and welcoming place. Why oh why wouldn't everyone want to visit and make friends?"
Fiske meows and butts his furry head against Erland, unknown if in chastisement or agreement.

Domitian Olavsgaard |

"Thank you for all that you've done, Nadya. Risking yourself and your family for a group of strangers. Gods bless you." Giving Nadya's children a farewell hug, he waves goodbye and turns to go on their way.
At the bridge, Dom inquires of the others. "Do we get a license or try to enter the city secretly?" He positions himself at the front of the group, as usual.
I'm assuming we're going right to left if we're coming from the East.

Erland Frey |

"I think that depends on the situation at the walls or gates or what have you. If we pay for entry as traders or the like, we have the benefit of anonymity through normalcy, whereas if we sneak in they might never know we're there. But if those passes require strange magic identification, or the authorities already know who we are, I think our only option remains stealth."

Clebsch RoW |

Are we going left to right or right to left?
From right to left (West to East).

ROW Nadya Petska |

"Thank you for all that you've done, Nadya. Risking yourself and your family for a group of strangers. Gods bless you." Giving Nadya's children a farewell hug, he waves goodbye and turns to go on their way.
At the bridge, Dom inquires of the others. "Do we get a license or try to enter the city secretly?" He positions himself at the front of the group, as usual.
I'm assuming we're going right to left if we're coming from the East.
Nadya says she has an uncle who should be able to help with getting in the city, if he is still there.

Ingrit |

Dismounting, Ingrit rests a hand alongside Wapiti's flank for a moment, giving him the command to walk alongside her on alert, as she draws her bow. "So do you think it safe to try seeking a license at the gate or should we try to find another way in?" she asks Nadya.

Rurik Voralius |

"Perhaps we can find another traveler or merchant and ask more about what the passes entail - whether they use magic, whether there's an invasive interrogation, or if it's just another way for the city to make some money," suggests Rurik. "If it's merely pay-a-few-coins, get-a-stamp, we should just purchase the paperwork."

Domitian Olavsgaard |

"I worry the guards might be on the lookout for a group like us. Having Nadya's uncle who can help us in seems best."

Clebsch RoW |

Damiano: Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Domitian: Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Erland: Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Ingrit: Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Nadya: Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Rurik: Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Norgrimm: Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Hunter 1: Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Hunter 2: Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Hunter 3: Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Hunter 4: Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Rerolls:
Nadya: 1d20 ⇒ 9
Hunter 1: 1d20 ⇒ 5
Hunter 4: 1d20 ⇒ 2
Erland: 1d20 ⇒ 13
Hunter 3: 1d20 ⇒ 7
Nadya: Composite longbow: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Falcon 1: Talons 1: 1d20 + 4 ⇒ (18) + 4 = 22
Talons 1 damage: 1d4 ⇒ 4
Hunter 1: Com. Longbow, favored Enemy, point-blank Shot: 1d20 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15
Damage, favored enemy: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8
As Domitian muses about Nazhena's guards, figures on both sides of the bridge burst forth from well hidden ambush positions. Along with the humans armed with bows trained on the travelers, four falcons take flight and fly just out of melee weapon range above them. From the east also emerges a large white furred wolf who speaks, "Halt travelers! Lay down your weapons and prepare to show us your papers!"
No one in the party was able to spot the ambush (they had advance knowledge you were coming via the falcons, and took 20 on their stealth checks). First round of melee starts now.
Nadya is first to react, her eyes burning with hatred. Although she normally follows the lead of the strangers from Taldane, here she reacts instinctively and sends an arrow at the large white wolf. Her arrow hits his flank, but his skin is thick and tough and the arrow fails to penetrate.
She pays for her aggression, however, as one of the hunters at the east end of the bridge puts an arrow into her gut and his falcon flies at her and scratches her face with one of its sharp talons. 8 from the arrow, 4 from the talon.
Another hunter advances to the west end of the bridge, trains a bow on Domitian, and warns, "Give me an excuse, dog!" He readies an action to fire if Domitian does anything except put down his weapons. His falcon circles menacingly, within reach of Domitian with a readied action as well.
Falcon 4: Distraction: 1d20 + 4 ⇒ (14) + 4 = 18 Distraction fails.
Domitian is up.
Hunter 4 (ready action)
Falcon 4 (ready action)
Domitian
Hunter 2
Falcon 2
Ingrit
Norgrimm
Erland
Hunter 3
Falcon 3
Damiano
Rurik
Round 2
Nadya (12 lethal)
Hunter 1
Falcon 1