Clebsch GM Wrath of the Righteous Adventure Path

Game Master Clebsch73

The Sword of Valor relic reclaimed and the demonic forces on the defensive, Queen Galfrey orders six heroes of Drezen to explore the Worldwound near the citadel for pockets of resistance and information on what the demons may be planning.

Party Loot

Drezen Citadel Entrance | Aron's Map of Drezen Fortress


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Map of the Marchlands | Wintersun Hall

H2 Round 5
Avelina (-2 Wis) (Delay)
Franti (kobold form) (stow bow, pick up saps)
Karas (3 lethal)
Kobold (20 lethal, dying or dead)
Tauni (-1 Wis)
Anarya (-1 Wis)
Anevia (-1 Wis, shaken)
Aravashnial (-1 Wis, shaken)

Mongrelman (south) (20 lethal damage, 4 non-lethal damage, dying or dead)
Ellena (-2 Wis)
Mongrelman 4 (prone)
Horgus
Mongrelman 3 (prone)

Mongrelman (north)(17 lethal, 3 non-lethal, dying or dead)


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas' blood still boiled. He looked into the cult stronghold and stormed through the doors, caked in blood and eyes glowing, straight for the figures that were resting. He let out a roar to shake their will to fight.

move into the room and attempt to intimidate the mongrelmen. Im on my phone if someone could move me.

Intimidate: 1d20 + 2 ⇒ (18) + 2 = 20


"Horgus, a moment. They are breaching a door." Tauni watched as Karas entered the room, ready to follow him and the other warriors in.

Tauni will delay until the door has cleared and some of the other warriors have lead the way.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena readied an action to attack if the mongrel got up and tried to attack her in melee. She otherwise waited for a response.


Map of the Marchlands | Wintersun Hall

The "demoralize opponent" use of intimidate only works on a single opponent. I will roll randomly to see which one gets first look at Karas. Karas has been moved to the square just inside the door. He can be moved close enough that he gets an AOO if/when they try to get up. Assuming Karas will want this advantage, I have moved him next to Mongrelman 3 but so he threatens both. If Tauni should be moved, let me know.

Demoralized Opponent: 1d2 + 2 ⇒ (1) + 2 = 3
Mongrelman 3 is the target.

Behind the screen:
DC = 10, so 20 beats DC by 20 so the shaken effect lasts for 3 rounds.
Mongrelman (north): Stabilize, DC 12: 1d20 + 2 ⇒ (7) + 2 = 9
kobold: Stabilize, DC 12: 1d20 ⇒ 19

One of the waking mongrelman thought he was waking from a dream to a nightmare.

Previous Rounds:

Round 1
Tauni (delaying)
Avelina (Magic Item activated)
Franti (move and shot south medium size mongrel, 4 non-lethal)
Aravashnial (delaying)
Karas (damaged south mongrel, 7 lethal)
Small mongrelman (moved, cast spell)
Tauni (moved forward, bow ready)
Anarya (moved and cast spell)
Anevia (Readied action to shoot bow if target presents itself)
Mongrelman with claw (south) (7 lethal, 4 non-lethal) (Swing and a miss)
Ellena (move, attacked south MM, missed)
Horgus (drew rapier)
Mongrelman (north) (attacked Karas, did 6 points damage)

Round 2
Avelina (cast Ray of Frost)
Franti (moved, transformed into kobold)
Aravashnial (moved)
Karas (3 lethal) (attacked, missed)
Small mongrelman (moved) (3 lethal)
Tauni (shot small mongrelman with crossbow)
Anarya (moved and healed Karas)
Anevia (moved)
Mongrelman (south) (7 lethal damage, 4 non-lethal damage) (attacked Ellena, missed)
Ellena (attacked, missed)
Horgus (Moved, watched rear)
Mongrelman (north) (Attacked, missed)

Round 3
Avelina (-2 Wis, shaken) (move, attack, miss)
Franti (drop bow, draw saps, total defense)
Aravashnial (-1 Wis, shaken) (delay)
Karas (3 lethal) (attack Kobold, 10 damage done)
Kobold (13 lethal)(cast spell, draw club)
Tauni (-1 Wis, shaken) (Cast spell, drew whip)
Anarya (-1 Wis, shaken) (Attacked kobold, did 6)
Anevia (-1 Wis, shaken) (delay)
Mongrelman (south) (19 lethal damage, 4 non-lethal damage) (attacked Karas, missed)
Ellena (-2 Wis, shaken) (Attacked, did 12 points damage, moved)
Horgus (readied attack)
Mongrelman (north) (attacked Ellena, missed)

Round 4
Avelina (-2 Wis) (casts spell)
Franti (kobold form) (shoots arrow)
Karas (3 lethal) (moves, attacks, hits)
Kobold (20 lethal, dying or dead)
Tauni (-1 Wis) (moves out of mist)
Anarya (-1 Wis) (moves out of mist)
Anevia (-1 Wis, shaken) [/b] (moves to barricade)
Aravashnial (-1 Wis, shaken) (moves with Anevia)
Mongrelman (south) (20 lethal damage, 4 non-lethal damage, dying or dead)
Ellena (-2 Wis) (delivers a threat)
Horgus (moves)
Mongrelman (north)(18 lethal, 3 non-lethal, dying or dead)

H2 Round 5
Avelina (-2 Wis) (Delay)
Franti (kobold form) (stow bow, pick up saps)
Karas (3 lethal) (moves, demoralize attempt, successful)
Kobold (20 lethal)
Tauni (-1 Wis) (delay)
Anarya (-1 Wis)
Anevia (-1 Wis, shaken)
Aravashnial (-1 Wis, shaken)

Mongrelman (south) (20 lethal damage, 4 non-lethal damage, dying or dead)
Ellena (-2 Wis)
Mongrelman 4 (prone)
Horgus
Mongrelman 3 (prone, shaken)

Mongrelman (north)(17 lethal, 3 non-lethal, dying or dead)


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

You have it right. I was going for the first one I saw anyway lol.

Silver Crusade

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AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Avelina comes out of delay

After several moments of anxiously tapping her foot as she obsessed over how unimpressive her spell display was, Avelina finally stomped forward into the room.

As she saw the mongrelmen in their beds, an unforeseen rage overcame Avelina. The Great Goddess-Favored Hero does not fight evil creatures in their beds! This scene was completely out-of-sync with every presumption in Avelina's head, and it must be corrected.

"What is this? Are you lot lying down on the job?! I know evil is supposed to be unvirtuous and thus lazy, but for Goddess's Sake! Aren't you going to get up and fight us?"

She shook her light mace at the mongrelmen, her other hand on her hip as she leaned forward.

"This is highly irregular! Highly!"


Map of the Marchlands | Wintersun Hall

As Avelina scolds the mongrelmen for sloth, it was evident that the shouts of their comrades had only just started to wake them.

Anevia hobbled into the room and took a position south of the mongrelmen, bow in hand.

Aravashnial and Horgus made their way out of the mist and over the barricades but had not yet entered the next room.

On the Table:
Mongrelman 4 : Aid AC, Prone: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6

With his fellow obviously panicked, the mongrelman next to him #4 grabbed his club and tried to protect his shaken neighbor from Karas. He was unable to help, however. The shaken one looked intent on standing. As he brandishes his club, he bellows, "Intruders!!!"

H2 Round 5
Franti (kobold form) (stow bow, pick up saps)
Karas (3 lethal) (moves, demoralize attempt, successful)
Tauni (-1 Wis) (delay)
Avelina (-2 Wis) (Enters room and speaks)
Anarya (-1 Wis) (delay)
Anevia (-1 Wis) (double move, enters room)
Aravashnial (-1 Wis) (moves)
Ellena (-2 Wis) (delay)
Mongrelman 4 (prone)(attempts aid AC, fails)
Horgus (moves)
Mongrelman 3

Ellena had expressed the intent to enter and act as soon as the need arose. It appears the mongrelmen are going to attempt to put up a fight, despite their disadvantage. Those who want to exit their delayed status and take an action, go to it. Karas can roll an AOO as it looks likely he will get one when mongrelman #3 stands.

Behind the screen:
Mongrelman (north): Stabilize, DC = 12: 1d20 + 2 ⇒ (5) + 2 = 7


Map of the Marchlands | Wintersun Hall

As the crusaders entered the second room H2 and Avelina's light spell filled the room, they could see about a dozen bedrolls, each piled with course blankets and animal furs, surrounding a fire pit filled with faintly glowing coals. Other than the two who were just waking up, there were no others in the room.

Tanned hides hung stretched on the walls, each crudely painted with scenes of deformed humanoids hunting giant vermin in caves. The room was 20 feet across (E-W) and 40 feet long (N-S). There were three wooden doors fitted into the walls, each closed. One was in the north wall and two were along the east wall.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Feel free to roll my AoO in the future.
Claw AoO: 1d20 + 5 ⇒ (16) + 5 = 21
Claw Damage: 1d6 + 4 ⇒ (3) + 4 = 7


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena moved forward, seeing the creatures had picked up their weapons. She moved to the closest threat to swing her sword. "By the Inheritor, I gave you a chance to surrender. Now I must smite you!"

Attack 1d20 + 5 ⇒ (3) + 5 = 8

Damage 1d8 + 4 ⇒ (4) + 4 = 8


Map of the Marchlands | Wintersun Hall

On the Table:
Mongrelman 3 Club, shaken: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13

Ellena rushed in and attempted to deliver justice to the traitors, but her approach gave her away and the mongrelman shifted and the sword struck the dirt floor.

The other mongrelman tried to stand to attack Karas, but in the process was slashed across the chest by a powerful attack. He tried to give as good as he got, but his fear caused him to shrink from the rage in Karas' eyes and his club missed. He too began to yell for help from others in the complex.

H2 rounds:
H2 Round 5
Franti (kobold form) (stow bow, pick up saps)
Karas (3 lethal) (moves, demoralize attempt, successful)
Tauni (-1 Wis) (delay)
Avelina (-2 Wis) (Enters room and speaks)
Anarya (-1 Wis) (delay)
Anevia (-1 Wis) (double move, enters room)
Aravashnial (-1 Wis) (moves)
Ellena (-2 Wis) (attacks, misses)
Mongrelman 4 (prone)(attempts aid AC, fails)
Horgus (moves)
Mongrelman 3 (7 lethal, shaken)(Stands, hit by Karas for 7, attacks, misses)

H2 Round 6
Franti (kobold form)
Karas (3 lethal)
Tauni (-1 Wis)
Avelina (-2 Wis)
Anarya (-1 Wis)
Anevia (-1 Wis)
Aravashnial (-1 Wis)
Ellena (-2 Wis)
Mongrelman 4 (prone)
Horgus
Mongrelman 3 (7 lethal, shaken)


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Franti looked down at his bag. The fool cared not for gold, and could always find more paints and props. He was worried for his letters, and feared leaving them unattended if only for a moment. As the other heroes entered combat once more, the fool sighed, grimaced, and dashed over the barricade, leaving his belongings behind. I'll get them afterwards. It'll all be okay. We are almost to the surface, he reassured himself.

He entered the new room, thankful for Avelina's light. He ran past her, tail snaking behind him, whipping furiously. The fool ceased his dash, bringing an arm down to batter the mongelman on the floor. The fool chimed through gritted teeth: "Back to bed! Back to sleep!"

Flanking Attack against 4: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 for Sneak Attack: 1d4 + 1d6 ⇒ (2) + (4) = 6, nonlethal

If AoO Happens:
Flanking Attack against 4: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 for Sneak Attack: 1d4 + 1d6 ⇒ (1) + (6) = 7, nonlethal


Map of the Marchlands | Wintersun Hall

Ellena's figure had not been moved. I moved her next to Karas. Franti does not get the flanking bonus, as Karas is not opposite the target. The other icon is another mongrelman, the one who just stood and was hurt by Karas. Franti furthermore will block Anevia from having a clear shot at the prone mongrelman, although she has a shortsword if she wants to join the melee and avoid the penalties for shooting into melee. He does get a +4 bonus for attacking a prone target.

Franti adds to the assault on the mongrelmen with a smack from his sap to the head of the still prone mongrelman traitor. He shakes his head to clear it of the stars and birdies, while still yelling, Intruders! Wispark! Glarry! Renna! Anybody!

H2 Round 4:
H2 Round 5
Franti (kobold form) (stow bow, pick up saps)
Karas (3 lethal) (moves, demoralize attempt, successful)
Tauni (-1 Wis) (delay)
Avelina (-2 Wis) (Enters room and speaks)
Anarya (-1 Wis) (delay)
Anevia (-1 Wis) (double move, enters room)
Aravashnial (-1 Wis) (moves)
Ellena (-2 Wis) (delay)
Mongrelman 4 (prone)(attempts aid AC, fails)
Horgus (moves)
Mongrelman 3 (prone, shaken)

H2 Round 6
Franti (kobold form) (moves, attacks, hits)
Karas (3 lethal)
Tauni (-1 Wis)
Avelina (-2 Wis)
Anarya (-1 Wis)
Anevia (-1 Wis)
Aravashnial (-1 Wis)
Ellena (-2 Wis)
Mongrelman 4 (prone)
Horgus
Mongrelman 3 (7 lethal, 6 non-lethal, shaken)


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas did not relent. Even if his foes were caught unawares and cowardly. His fire covered claws swept in aimed to kill.

full Attack aimed at the one he already hit.
Claw Attack 1: 1d20 + 5 ⇒ (16) + 5 = 21
Claw Damage 1: 1d6 + 4 ⇒ (2) + 4 = 6
Claw Attack 2: 1d20 + 5 ⇒ (16) + 5 = 21
Claw Damage 2: 1d6 + 4 ⇒ (1) + 4 = 5

Silver Crusade

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AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

Avelina nods with approval as the creatures begin to get up to fight.

"Much better! Hurry up with it! When our exploits are recounted years later, would you not prefer to be remembered as giving a good fight before succumbing to the Doom fated for all followers of evil?"

Avelina moves up next to Ellena, flailing her light mace at the foe next to her in an attempt to give her an opening.

"I will help you, My Champion!"

Aid Another (Attack vs AC10): 1d20 + 0 ⇒ (9) + 0 = 9

While her wild flailing does manage to distract the mongrelman from Ellena for a moment, Avelina bumps into the paladin, distracting her for a moment as well.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Anarya hangs her mace on a loop on her belt and draws her sling, getting ready to cover the doors on the far side of the chamber as she steps into the doorway. "We're faring well so far," she says to Aravashnial as she moves up beside him, wanting to keep the wizard up to date. "Though I am sure more reinforcements are on the way."

Move action sheath, move action draw, five-foot-step.


Map of the Marchlands | Wintersun Hall

Karas' first claw attack struck down the mongrelman he terrified. His other claw attack added the first wounds to the one who had not yet managed to rise.

While Avelina tried to help Ellena in the fight with the remaining threat, the others filed into the room and trained what ranged weapons they had at the southeast door. Anevia put away her bow and drew her short sword, standing next to the door in case anyone emerged to help defend the lair.

H2 Round 5+:
H2 Round 5
Franti (kobold form) (stow bow, pick up saps)
Karas (3 lethal) (moves, demoralize attempt, successful)
Tauni (-1 Wis) (delay)
Avelina (-2 Wis) (Enters room and speaks)
Anarya (-1 Wis) (delay)
Anevia (-1 Wis) (double move, enters room)
Aravashnial (-1 Wis) (moves)
Ellena (-2 Wis) (delay)
Mongrelman 4 (prone)(attempts aid AC, fails)
Horgus (moves)
Mongrelman 3 (prone, shaken)

H2 Round 6
Franti (kobold form) (moves, attacks, hits)
Karas (3 lethal) (attacks, drops MM3, wounds MM4
Tauni (-1 Wis)
Avelina (-2 Wis)
Anarya (-1 Wis)
Anevia (-1 Wis)
Aravashnial (-1 Wis)
Ellena (-2 Wis)
Mongrelman 4 (5 lethal, prone)
Horgus
Mongrelman 3 (13 lethal, 6 non-lethal, unconscious)


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena moved to the last conscious mongrelman. She paused her strike for a split second, but recalled how her call for parley had been ignored just seconds ago. She let her blade fly and swung at the creature.

Attack 1d20 + 5 ⇒ (9) + 5 = 14

Damage 1d8 + 4 ⇒ (8) + 4 = 12


Map of the Marchlands | Wintersun Hall

Ellena's blade pronounced the final judgment on the mongrelman traitor and he was silenced.

Out of melee. Take actions as you wish.

Behind the screen:
End of round 6
Mongrelman (south): Stabilize, DC = 15: 1d20 + 2 ⇒ (15) + 2 = 17 Stable @ -5
Mongrelman (north): Stabilize, DC = 13: 1d20 + 2 ⇒ (10) + 2 = 12 Bleeding @ -4
Kobold: Stable at -2
Mongrelman 4: Stabilize, DC = 12: 1d20 + 2 ⇒ (19) + 2 = 21 Stable @ -2
Mongrelman 3: unconscious @ 2/15 w/ 6 non-lethal, recovers in 3 hours.
After Round 7
Mongrelman (north): Stabilize, DC = 14: 1d20 + 2 ⇒ (6) + 2 = 8 Bleeding @ -5
After Round 8
Mongrelman (north): Stabilize, DC = 15: 1d20 + 2 ⇒ (15) + 2 = 17 Stable @ -5

H2 Round 5-6:
H2 Round 5
Franti (kobold form) (stow bow, pick up saps)
Karas (3 lethal) (moves, demoralize attempt, successful)
Tauni (-1 Wis) (delay)
Avelina (-2 Wis) (Enters room and speaks)
Anarya (-1 Wis) (delay)
Anevia (-1 Wis) (double move, enters room)
Aravashnial (-1 Wis) (moves)
Ellena (-2 Wis) (delay)
Mongrelman 4 (prone)(attempts aid AC, fails)
Horgus (moves)
Mongrelman 3 (prone, shaken)

H2 Round 6
Franti (kobold form) (moves, attacks, hits)
Karas (3 lethal) (attacks, drops MM3, wounds MM4
Tauni (-1 Wis) (moves)
Avelina (-2 Wis) (attemts aid, fails)
Anarya (-1 Wis) (moves)
Anevia (-1 Wis) (moves, stows bow, draws sword)
Aravashnial (-1 Wis) (moves)
Ellena (-2 Wis) (does 12 to mm2
Mongrelman 4 (17 lethal, Dying)
Horgus
Mongrelman 3 (13 lethal, 6 non-lethal, unconscious)


Map of the Marchlands | Wintersun Hall

Just preparing for the next potential combat situations.

Behind the screen:
Leriel: Stealth: 1d20 ⇒ 16
Narah: Stealth: 1d20 ⇒ 20
Wenduag: Stealth: 1d20 + 12 ⇒ (2) + 12 = 14
Lizard: Stealth: 1d20 + 10 ⇒ (14) + 10 = 24
Perception Modifiers: -5 through door, -3 for avg. distance
Avelina: Perception: 1d20 - 4 - 8 ⇒ (17) - 4 - 8 = 5
Ellena: Perception: 1d20 - 1 - 8 ⇒ (3) - 1 - 8 = -6
Franti: Perception: 1d20 + 3 - 8 ⇒ (16) + 3 - 8 = 11
Karas: Perception: 1d20 + 6 - 8 ⇒ (13) + 6 - 8 = 11
Tauni: Perception: 1d20 + 6 - 8 ⇒ (4) + 6 - 8 = 2
Anevia: Perception: 1d20 + 5 - 8 ⇒ (12) + 5 - 8 = 9
Aravashnial: Perception, sound: 1d20 + 7 - 8 ⇒ (5) + 7 - 8 = 4
Horgus: Perception: 1d20 + 2 - 8 ⇒ (20) + 2 - 8 = 14
Wendaug: Perception: 1d20 + 9 - 8 ⇒ (10) + 9 - 8 = 11
Lizard: Perception: 1d20 + 8 - 8 ⇒ (19) + 8 - 8 = 19
PC and NPCs generally do not hear anything from other rooms, except Horgus hears a thump from H4, which is Wenduag turning a table on its side to serve as cover. She is in the SE corner with bow ready. She has also dropped a flag that is an indicator to the Mongrelmen in room H6 that there are intruders. The cultists in H10 have placed a boulder in front of the door to slow entry down, Str check DC 15. When they sense someone trying to open the door, they will cast Protection from Good on themselves and they will be in flanking positions on either side of the south door, with sufficient distance that their weapons reach the square in front of the door. Attacks are readied on the first to enter the room.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

The fool tried smiling but wasn't able to shift his scales in the way he wanted. He rolled his eyes and began his regression to his human form. When every scale had disappeared but the silver one he held close, he turned to his friends with a gleeful grin. Franti was about to say something until he remembered his bag.

The fool ran out of the room toward the lair entrance, stumbled over the barricade, grabbed his crusader's kit and strapped it on. He looked to the downed mongrelmen and sighed. "Well, it isn't grave-digging if they aren't six feet under." The fool dropped to his knees, searching the bodies. He sighed a second time, but had a faint smile, relieved almost. "Suppose it isn't grave digging if they aren't dead either..."

The fool looked at the Kobold. He kept his sap handy, and poked the body with a finger. "Don't think I've forgiven you for our earlier boulder-fiasco, my scaly friend." The fool searched the little dragon-kin for anything of value (Snatching the spellbook if he has one).

Franti moved to the one he made an opening shot on, skipping over the barricade. The fool was proud that his first arrow flied true. The fool practically forgot to check the mongrelman for signs of life, instead looking for any goodies. Franti looked over the second mongrelman body, eager to bring any trinkets back to his friends.

Not going to bother with Heal Checks, someone competent do that. I guess I'll be the guy in the party to always looks over the dead bodies for valuables...


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

"We don't have time to worry about curing them right now. They have alerted this whole place, so we need to push on quickly! Fool, do you see any traps?" Assuming that Franti does not notice anything, Ellena will open the door, shield and sword at the ready.


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Map of the Marchlands | Wintersun Hall

Franti started to return to get his gear; since the fool had no light source of his own, Horgus handed him the torch he was carrying and stood by the door to keep an eye on Franti.

Behind the screen:
Franti: Heal, untrained: 1d20 - 1 ⇒ (14) - 1 = 13
Franti: Heal, untrained: 1d20 - 1 ⇒ (13) - 1 = 12

The haunting mist persisted, hiding all beyond five feet into its area of effect. He saw the bodies of the two mongrelmen. Both of them were no longer bleeding but they were not quite dead yet either. Other than their simple clubs and modest clothing, a few worthless trinkets, they had nothing.

Franti had to re-enter the mist to get his pack and check on the kobold.

On the Table:
Franti: Will, Haunting Mist: 1d20 - 1 ⇒ (11) - 1 = 10
Wisdom damage: 1d2 ⇒ 2
Franti: Will, illusion: 1d20 - 1 ⇒ (8) - 1 = 7
Franti: Heal, untrained: 1d20 - 1 ⇒ (5) - 1 = 4
Viper: Stealth: 1d20 + 15 ⇒ (19) + 15 = 34
Franti: Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Viper: Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Franti: Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Surprise round
Viper: Bite, smite good: 1d20 + 6 ⇒ (18) + 6 = 24
damage, smite good: 1d2 + 1 ⇒ (1) + 1 = 2
Franti: Fortitude: 1d20 + 2 ⇒ (12) + 2 = 14

As Franti found his pack, he could vaguely make out the body of the kobold. It still looked like a small mongrelman, even though Franti knew it was just an illusion. Suddenly, a swirl in the mist seemed to materialize into a kobold reaching out to touch Franti. He shock of the sight caused Franti a moment of stomach turning fright before it simply disappeared into the general mist again.

Franti takes 2 points of Wisdom damage and is shaken so long as he is in the mist.

With his pack on his shoulders again, he poked the kobold. It certainly appeared dead. The body did not move but suddenly, from just beyond the body, a snake struck faster than his eye could see and bit his outstretched hand. The snake coiled and glared at Franti. It's eyes were red and it had bumps and ridges along its head, similar to ridges sometimes seen on the heads of tieflings and other fiendish creatures.

Franti took 2 points of damage from the bite, but made saving throw against poison.

Round 1
Franti (2 lethal, shaken)
Viper

I'm assuming Franti no longer had a sap ready, since he'd need at least one free hand to put the pack on while holding a torch.

Torch as a weapon:
A torch used in combat is treated as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size (medium: 1d3) plus 1 point of fire damage.
You take a –4 penalty on attack rolls made with an improvised weapon.

As others are alerted to this situation, they can respond, although I will roll initiative to see where they fall in combat order.


Map of the Marchlands | Wintersun Hall

Ellena:Franti is in H1 retrieving his pack. Do you wait for him to return? And which door will you try to open? North, Northeast, or Southeast.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

"A symbol of the Merrygleam! What luck!" the fool exclaimed. "Everyone! Picoperi is watching over us! Dread not!" The snake bit him, and the fool dropped the torch to the floor. "I'm going to put you in a bottle if you don't calm yourself!" He drew his two saps, swinging one to swat down the snake.

Attack: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4 for Damage: 1d6 ⇒ 6, nonlethal

The fool swung his sap, lightly batting at the mist. "Heheheh!"

Free to drop, Move to Draw, Standard to swing.


Male Human Aristocrat 4

"Fool, speak common! What have you found?"


Map of the Marchlands | Wintersun Hall

On the Table:
Viper: Bite, smite good: 1d20 + 6 ⇒ (19) + 6 = 25
damage, smite good: 1d2 + 1 ⇒ (2) + 1 = 3
Franti: Fortitude: 1d20 + 2 ⇒ (20) + 2 = 22
Horgus: Initiative: 1d20 - 1 ⇒ (17) - 1 = 16

Franti dropped his torch and attacked, but only swirled the mist in the general direction of the viper.

The viper struck at Franti again, and again it bit him. Still, Picoperi was perhaps watching over the fool, as the potentially deadly venom did not affect Franti.

3 more points of damage.

Round 1
Franti (5 lethal, shaken) (draws saps, attacks, misses)
Viper (attacks, hits for 3)

Round 2
Horgus (Speaks)
Franti (5 lethal, shaken)
Viper


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Franti didn't speak, but sang. "A feisty little snake on our scaled friend! His name is Basil, and he's mine to befriend!" The fool wasn't happy with his rhyming words, but in the mist he felt lightheaded. At the second bite, the fool dropped the smile. He took a quick step away from the snake, and tried to repel it with a flurry of swings.
Fighting Defensively, AC to 19
Attack: 1d20 + 2 - 2 - 4 ⇒ (2) + 2 - 2 - 4 = -2 for Damage: 1d6 ⇒ 5, nonlethal
Attack: 1d20 + 2 - 2 - 4 ⇒ (15) + 2 - 2 - 4 = 11 for Damage: 1d6 ⇒ 6, nonlethal
5ft Step to tunnel entrance, Full Round Attack, Fighting Defensively.

"Maybe some help, Horgus."


Map of the Marchlands | Wintersun Hall

SRD: "Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn." Since this is a standard action, you cannot make two attacks while fighting defensively, since that requires a full round action. Both missed, as it happens.

The viper easily dodged Franti's sap attack.

On the Table:
Viper: Bite, smite good: 1d20 + 6 ⇒ (17) + 6 = 23
damage, smite good: 1d2 + 1 ⇒ (2) + 1 = 3
Franti: Fortitude: 1d20 + 2 ⇒ (4) + 2 = 6
Constitution damage: 1d2 ⇒ 1

The viper advanced after Franti, an evil gleam in its eyes, intent on revenge for what was done to his master. Another lightning fast strike caught the fool in an exposed place on his leg. Despite being such a small creature, it somehow was doing significant harm just from the bite. Then Franti felt the burn of poison enter an artery and begin a searing path up his leg.

Horgus yelled to the others, "Come quickly! The fool is in trouble!" Then he gulped and advanced into the mist, drawing his rapier as he went.

Behind the screen:
Franti: Perception: 1d20 + 3 ⇒ (4) + 3 = 7

On the Table:
Horgus: Will: 1d20 + 5 ⇒ (15) + 5 = 20
Horgus: rapier: 1d20 + 5 ⇒ (9) + 5 = 14
Anarya: Initiative: 1d20 - 3 ⇒ (6) - 3 = 3
Avelina: Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Ellena: Initiative: 1d20 ⇒ 4
Karas: Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Tauni: Initiative: 1d20 + 11 ⇒ (3) + 11 = 14
Anevia: Initiative: 1d20 + 7 ⇒ (11) + 7 = 18
Aravashnial: Initiative: 1d20 + 7 ⇒ (5) + 7 = 12

Horgus found his way into the mist, steeled his will against the threatening forms in the mist, found the viper just after it bit Franti and made a surprisingly well executed rapier thrust. The snake was a small target that eluded the point of the weapon.

previous rounds:
Round 1
Franti (5 lethal, shaken) (draws saps, attacks, misses)
Viper (attacks, hits for 3)

Round 2
Horgus (Speaks)
Franti (5 lethal, shaken) (moves 5', 2 defensive attacks, both miss)
Viper (moves 5', attacks, hits)

Round 3
Horgus (speaks, moves, draws, attacks, misses)
Franti (8 lethal, shaken, -1 Con, poisoned)
Viper

Round 4
Karas (3 lethal, fatigued)
Anevia
Horgus
Tauni (-1 Wis)
Aravashnial
Franti (8 lethal, shaken, -1 Con, poisoned)
Avelina (-2 Wis)
Viper
Ellena (-2 Wis)
Anarya (-1 Wis)

No one who took wisdom damage from the mist can suffer it twice, but everyone who re-enters the mist must make a DC 15 will save or be shaken. Those who did not take wisdom damage from the first exposure to the mist will take 1d2 Wisdom damage if the save is failed.

On Franti's next turn, he must make a Fortitude save DC 11 or take another 1d2 in Constitution damage.

Karas was in a bloodrage for 6 rounds, so he will be fatigued for 12 rounds. It has been 6 rounds since the end of the battle in H2, so Karas will be fatigued until the end of round 9.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

I assume we are at the top of Round 4, DM? I had no preference as to doorways. If the Fool lives, he can pick the door we enter. Any of them is okay with me.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Max HP down to 9, taking one damage as my modifier dropped. Down to 1 now.
Fortitude: 1d20 + 1 ⇒ (11) + 1 = 12, You got my back still, Pico?

"H-Horgus, my friend, this is quite the funny joke," the fool began, feeling his consciousness ebbing. "Tell my dearest Opaline I died a hero." The fool retreated another step, grabbing a potion in his bandolier. He uncorked the vial with his teeth, drank the contents, and spit out the vial to the floor. He chuckled that something so small would be his undoing.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5, HP to 6/9

Franti's wounds began to heal, the punctures began to close. The fool looked at the snake with a mix of confusion and contempt.

Five foot step back, move to draw potion, standard to drink it. Drop a sap as free if needed to draw potion.


Map of the Marchlands | Wintersun Hall

On the Table:
Target: 1 F, 2 H: 1d2 ⇒ 2
Viper: bite: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d2 - 1 ⇒ (2) - 1 = 1
Horgus: Fortitude: 1d20 ⇒ 16

Franti bought himself some time by drinking a potion to heal some of his damage. The poison's effect runs its course and he suffers no new damage from it. The viper, presented now with two targets, turned and slithered closer to Horgus with surprising speed. It struck his unprotected leg. The poison did not get into the man's bloodstream, however.

Let's pause to recap events from before the current melee started.

Round 1' after melee ends: Franti changes himself back to normal.

Round 2': Franti moves back to get his pack, receives torch from Horgus, and briefly examines the fallen mongrelmen for signs of life.

Round 3': Franti moves into the mist and puts his pack on.

Round 4': Franti goes to check if the kobold is dead and is attacked by the kobold wizard's familiar. This was the surprise round before Round 1 of the melee.

Since several players have not had a chance to post anything since this started, please post anything you were doing during the four rounds after the end of combat in room H2 or during the first 3 rounds that Franti was dealing with the snake before Horgus alerted everyone in H2 about the situation.

Once it appears everyone has had a chance to post his/her actions during these 7 rounds, we will resume the melee, starting with Karas. Remember, no one was aware of what Franti was encountering during this time and no one yet knows the exact nature of the threat he faces.


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena waited for the rogue to get everything just so. She knew the others knew her group was coming, so she wanted everything checked for traps before they blundered into a random pit. She waited the few seconds for Franti to get back to her with the results of his search before she moved. At least, she did all that before the yelling about the serpent started.

Silver Crusade

Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

I had intended to keep Anarya in the doorway, but you moved us all into the room once the mongrels fell. Up to you - if I stayed there, I might have spotted Franti's battle as I moved to stabilize the kobold.

Anarya kept her eyes focused on the door on the far side, but spent her time concentrating, stabilizing the dying mongrels with her power. It was the simplest of her gifts - it did little to heal, but it could prevent bleeding from getting any worse.


Map of the Marchlands | Wintersun Hall

To avoid ret-conning the melee rounds that have been played, let's assume Anarya started stabilizing the two mongremen in H1, although one had already stabilized naturally and the other was about to. By the time she was done, Franti had re-entered the mist evidently intent on checking on the kobold. While Franti was in the mist, Anarya went into H2 to stabilize the remaining two, although she found one (mm3) was only unconscious, not dying. As she rose to go back to see if she was needed back in H1, she saw Tauni looking alarmed and signing that Franti was in some kind of trouble.

On the Table:
Horgus AOO: Rapier: 1d20 + 5 ⇒ (12) + 5 = 17

Edit to Round 3: As the snake started to slither toward him, Horgus made another stab at it. But the little thing moved too quickly, although the rapier grazed its scales.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas' fatigue had the best of him once the melee in the mongrels room ended. He sat and caught his breath as the melee called out in the hallway before.


Tauni slapped Anarya on the shoulder. Once the beautiful woman glanced back to see her, Tauni signed "Franti, trouble!". Then to emphasize, she pulled her crossbow off her back by its sling, drew back the string until it cocked, and then loaded in a quarrel.

Assuming it is a free action to 'talk' to Anarya, so two move actions to ready and load the crossbow.

Silver Crusade

AC 21 T 13(21vs incorp. touch) FF 18 | HP 40)/76l F +9 R +9 W +8 (+18 vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +8 | Perc -1
Spells Per Day Remaining:
4-4/4 3-4/7 2-6/8 1-4/8
Spells Active:
False Life, Heroism, Mage Armor, Shield
Shield Scale:1/3

As the battle apparently ended, Avelina brushed herself off before remembering she could simply cast Cleanliness of the Unblemished Soul Prestidigitation on herself. She sat with her legs crossed, her posture perfect, as she blithely watched the others clean up the scene and prepare to interrogate the captives.

When she heard the sounds of battle outside once more, Avelina--emboldened by the multiple spells protecting her--jumped up and ran outside to the edge of the cloud, drawing her mace once more.

"Franti! Our dear fool! Are you alright?"

Move action to draw mace and move action to move


Map of the Marchlands | Wintersun Hall

previous rounds:
Round 1
Franti (5 lethal, shaken) (draws saps, attacks, misses)
Viper (attacks, hits for 3)

Round 2
Horgus (Speaks)
Franti (5 lethal, shaken) (moves 5', 2 defensive attacks, both miss)
Viper (moves 5', attacks, hits)

Round 3
Horgus (1 lethal) (speaks, moves, draws, attacks, misses)
Franti (3 lethal, shaken, -1 Con) (steps, drinks CLW potion for 5, saves vs. poison)
Viper (Moves, Horgus misses AOO, bites Horgus)

Round 4
Karas (3 lethal, fatigued)
Anevia
Horgus
Tauni (-1 Wis)
Aravashnial
Franti (3 lethal, shaken, -1 Con)

Avelina (-2 Wis) (moves, draws mace)
Viper
Ellena (-2 Wis)
Anarya (-1 Wis)

Karas is up in round 4. Reminder: you cannot see more than 5 feet into the mist, so Avelina, standing at the edge of the mist cannot see Horgus or the viper at all. If entering the mist, make a DC 15 will save or take 1d2 wisdom damage and become shaken. If you already lost wisdom earlier, no new loss, but still shaken. If you are making an attack, do not post until those before you have acted.


Male Current Effects: Bloodrage; Fast Healing 1; Phantom Blood; Align Weapon:Good (Claws) BR5/DD4 | HP 128/128| Rage 14/20 |AC 29|FF 22|T 16|Resistances: Cold 10, Fire 5, Electricity 5 | Fort +12 | Ref +5| Will +6 | CMD 25| Init +9 | Perc +15 | Spells: 1-0/2;2-2/2|Mythic Power:5/7

Karas drew himself up and moved toward the door when he heard Franti was in trouble.


Map of the Marchlands | Wintersun Hall

Anevia remained by the SE door, short sword ready, listening for signs of trouble. She knew by the time she moved to the next room, others would already be there.

Horgus stepped back and stabbed at the snake again.

On the table:
Horgus: Rapier: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
1-20 Miss: 1d100 ⇒ 79

His rapier stabbed into the body of the snake, doing serious harm, but not killing it.

Previous rounds:

Round 1
Franti (5 lethal, shaken) (draws saps, attacks, misses)
Viper (attacks, hits for 3)

Round 2
Horgus (Speaks)
Franti (5 lethal, shaken) (moves 5', 2 defensive attacks, both miss)
Viper (moves 5', attacks, hits)

Round 3
Horgus (1 lethal) (speaks, moves, draws, attacks, misses)
Franti (3 lethal, shaken, -1 Con) (steps, drinks CLW potion for 5, saves vs. poison)
Viper (Moves, Horgus misses AOO, bites Horgus)


Round 4
Karas (3 lethal, fatigued) (moves)
Anevia (Readied action)
Horgus (moves, attacks, hits does 6)
Tauni (-1 Wis)
Aravashnial
Franti (3 lethal, shaken, -1 Con)

Avelina (-2 Wis) (moves, draws mace)
Viper (6 lethal)
Ellena (-2 Wis)
Anarya (-1 Wis)


Having alerted Anarya to the action in the corridor, Tauni took her loaded crossbow and slipped back out the door. Faced with the wall of mist, Tauni peered, looking for Franti. Seeing only Horgus engaging a foe that is lost to her in the mist, she calls out "Horgus! What is it? Where's Franti?" She pulled her crossbow up to her shoulder level and targeted, waiting for their opponent to emerge from the mist.

Ready an action to fire at a foe emerging from the mist.


Map of the Marchlands | Wintersun Hall

Tauni could see Horgus with rapier extended and pointed at something on the ground in front of him. The mist did not seem to be affecting him but his body language said he was very worried. A little blood trickled down his right calf. "'Tis a wee snake but a tough one!", he huffed. "I can't cross the barrier or it will strike at me without my guard up."

Aravashnial remained in the other room, also listening for signs of trouble from deeper in the lair.

Previous Rounds:
Round 1
Franti (5 lethal, shaken) (draws saps, attacks, misses)
Viper (attacks, hits for 3)

Round 2
Horgus (Speaks)
Franti (5 lethal, shaken) (moves 5', 2 defensive attacks, both miss)
Viper (moves 5', attacks, hits)

Round 3
Horgus (1 lethal) (speaks, moves, draws, attacks, misses)
Franti (3 lethal, shaken, -1 Con) (steps, drinks CLW potion for 5, saves vs. poison)
Viper (Moves, Horgus misses AOO, bites Horgus)

Round 4
Karas (3 lethal, fatigued) (moves)
Anevia (Readied action)
Horgus (moves, attacks, hits does 6)
Tauni (-1 Wis) (moves, attack readied)
Aravashnial (listening in room H2)
Franti (3 lethal, shaken, -1 Con)
Avelina (-2 Wis) (moves, draws mace)
Viper (6 lethal)
Ellena (-2 Wis)
Anarya (-1 Wis)

Edit: Reminder to Franti: he cannot tell where the snake is at present. He can hear Horgus in the mist near the barricade but cannot see anything more than 5 feet away.


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

Somewhat recovered though still somewhat faint, the fool advanced back to the barricade, towards where Horgus said he was. "Haven't you ever had to catch a cat before, Horgus? It's all about positioning! We need to attack from both sides!" The fool moved warily, and upon seeing his prey, smiled slightly, walking a bit past it. The fool released his bag once more by the barricade. He swung at the snake, hoping to attract it away from Horgus.

Attack: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18 for Damage: 1d6 ⇒ 3, nonlethal
Concealment: 1d100 ⇒ 85

By the barricade, the fool caught the glimmer of Avelina's light. He felt relieved. "Welcome to the show, Princess. Get ready for the main act, this snake is mine."

For DM:
If before my next turn I am flanking the Snake with anyone, I would like to use my Hero Point to act out of turn and attempt a swat on the Snake. I only post this here as I am going somewhere today and might not get a post to chance if the opportunity arises.

Move action to barricade, Standard for Attack, free to drop backpack.


Map of the Marchlands | Wintersun Hall

As Franti moved past the snake, just out of its striking range, the viper coiled and raised its head, ready to strike again if a foe came too close. Then it was distracted by the dropping of the backpack nearby and it gave Franti a chance to hit it in the head with his sap. The already injured creature looked almost ready to croak but it managed to hold onto consciousness.

Avelina stepped up to the barricade about this time.

The viper seemed to recognize Franti and with a glint in its red eyes, it slithered toward him, although it did not yet strike, so close to death or unconsciousness was it.

Before anyone else acts, Franti requested a chance to take an immediate action in this circumstance. Because both Franti and Avelina threaten the viper, both get a flanking bonus when attacking it.

Previous Rounds:
Round 1
Franti (5 lethal, shaken) (draws saps, attacks, misses)
Viper (attacks, hits for 3)

Round 2
Horgus (Speaks)
Franti (5 lethal, shaken) (moves 5', 2 defensive attacks, both miss)
Viper (moves 5', attacks, hits)

Round 3
Horgus (1 lethal) (speaks, moves, draws, attacks, misses)
Franti (3 lethal, shaken, -1 Con) (steps, drinks CLW potion for 5, saves vs. poison)
Viper (Moves, Horgus misses AOO, bites Horgus)

Round 4
Karas (3 lethal, fatigued) (moves)
Anevia (Readied action)
Horgus (moves, attacks, hits does 6)
Tauni (-1 Wis) (moves, attack readied)
Aravashnial (listening in room H2)
Franti (3 lethal, shaken, -1 Con)
Avelina (-2 Wis) (moves, draws mace)
Viper (3 non-lethal, 6 lethal, staggered) (moves)
Ellena (-2 Wis)
Anarya (-1 Wis)


Goblin Jester of Ustalav, Franti the Fool | HP 31/31 | 0 Nonlethal | AC 18| 8 Smiles | Gear/Rolls | Theme Song (Battle) | 1/3 Terendelev Scale (Alter Self) | Party Loot

DM:AoO for entering my space?:
Flanking Attack vs FF: 1d20 + 4 + 2 - 2 ⇒ (8) + 4 + 2 - 2 = 12 for Sneak Attack: 1d6 + 1d6 ⇒ (1) + (5) = 6, nonlethal. If this hits or kills him, feel free to still use the hero point and text below. If I don't get this AoO, this should be my hero point roll, right?

Hero point to act out of turn.

Franti smirked as the snake approached him. He twirled the sap in his hand, bringing it over his head. Though his arm seered in pain from the punctures and poison, he tightened his grip. The fool swiped down, grin wide and eyes gleaming. "Joke's over, you legless lizard!"

Flanking vs FF Attack: 1d20 + 4 ⇒ (3) + 4 = 7 for Sneak Attack: 1d6 + 1d6 ⇒ (6) + (3) = 9, nonlethal


Pal 10 [HP: 146/146] | AC (29)27| T 13 | FF 24 | CMD 28 | Fort+17,Ref+13,Will+14 |Init: +6 | Per -1 | Smite Evil 3/3, LOH 7/7 Immune to Fear and Charm affects | Immune to Disease | Allies within 10' get +4 on saves v. FearandCharm |MythicTier 4

Ellena wasn't sure exactly what all the ruckus was, but she moved to be source of it, as best as she could tell in the haze. "What is going on back here?".

If Ellena can make out where the snake is, she attempts to give a flank from another angle, if possible to Gwerm.

Silver Crusade

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Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Anarya rushed over, hand already beginning to glow with gathered light from her halo. Concern filled her eyes after seeing Tauni's worried signing, and she darted across the chamber, spotting Franti fighting with something she couldn't see below the edge of the barrier. "Franti!" she called out in fear, seeing a snake furiously snapping at the fool's heels. Her magic could protect him from injury, but not poison, and such a small snake posed much more threat from the latter. She let her magic flow through him, hoping to aid him in ending the snake's threat.

Cast guidance, move to barrier, deliver spell as free action. Franti gets +1 to any one attack or skill check in the next minute of his choice.


Map of the Marchlands | Wintersun Hall

Franti did not get the AOO, since the snake made a five foot step slither only. He would not have gotten the flanking bonus since the snake was moving from the square SW of him, with no one opposite or in that square to provide the bonus. Going into the next round, anyone attacking the viper gets the flanking bonus, no matter what position she or he attacks from.

Franti's frenzy of sap attacks all missed the creature. It's slithering movement and the way its head darted and shifted caused each swing to pass through a point where the viper was a moment before.

Ellena could make an attack. I moved her to a spot just north of Avelina and NE of Franti. She gets +2 flanking, -4 for cover, and has a 20% miss chance. If anyone moves into any of the squares around Franti, she or he will not provoke an AOO from the snake.

Previous Rounds:
Round 1
Franti (5 lethal, shaken) (draws saps, attacks, misses)
Viper (attacks, hits for 3)

Round 2
Horgus (Speaks)
Franti (5 lethal, shaken) (moves 5', 2 defensive attacks, both miss)
Viper (moves 5', attacks, hits)

Round 3
Horgus (1 lethal) (speaks, moves, draws, attacks, misses)
Franti (3 lethal, shaken, -1 Con) (steps, drinks CLW potion for 5, saves vs. poison)
Viper (Moves, Horgus misses AOO, bites Horgus)

Round 4
Karas (3 lethal, fatigued) (moves)
Anevia (Readied action)
Horgus (moves, attacks, hits does 6)
Tauni (-1 Wis) (moves, attack readied)
Aravashnial (listening in room H2)
Franti (3 lethal, shaken, -1 Con)
Avelina (-2 Wis) (moves, draws mace)
Viper (3 non-lethal, 6 lethal, staggered) (moves)
Ellena (-2 Wis) (move, attack?)
Anarya (-1 Wis) (cast guidance on Franti)

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