
DM Alexander Kilcoyne |

Lightning fast exploration time.
Once the week is up, the Guardians ride out to the area south-east of Bokkens Hut and competently map it out during the day. In the evening, the group move into the area where the wizards cache was found buried near the lightning struck tree and camp for the night.
25XP each. Its the hex southeast of Bokken's.
1d100 ⇒ 33 Hex movement check
1d100 ⇒ 27 Daily exploration encounter check
1d100 ⇒ 19 Hex movement check
1d100 ⇒ 83 Overnight camping check
The next day after a night under the stars, the group explore the area, easily mapping the area. Moving south-east from there, the group spend the night near Nettle's Crossing, seeing no sign of the undead creature.
1d100 ⇒ 65 Daily exploration encounter check
1d100 ⇒ 63 Hex movement check
1d100 ⇒ 14 Overnight camping check
25XP each. Its the hex to the east of the gold mine.
Mapping out Nettle's Crossing and the river banks in the hex, the group move west after a successful exploration and spend the night near the Old Sycamore tree the mite tribe once called home.
1d100 ⇒ 20 Daily exploration encounter check
1d100 ⇒ 77 Hex movement check
1d100 ⇒ 16 Overnight camping check
25XP each. Its the hex south-east of the cache.
Mapping out the area around the massive landmark, the group move west and spend the night near the rickety bridge Kressle showed them when hunting Tuskgutter.
1d100 ⇒ 48 Daily exploration encounter check
1d100 ⇒ 43 Hex movement check
1d100 ⇒ 31 Overnight camping check
25XP each. Its the hex to the west of the crossing.
The group successfully map out the area around the dangerous bridge, spend the night in the hex and the next morning they decide their next move...
1d100 ⇒ 42 Daily exploration encounter check
1d100 ⇒ 54 Hex movement check
1d100 ⇒ 84 Overnight camping check
25XP each. Its the hex to the west of the Sycamore.
The first four rows are now fully mapped Malthir. Let me know when you've updated the map so I can check you have it right. You have one more row of hexes (5 total in this row, and the stag lords) to map and explore to fulfill the exploration terms of your charter, and the Stag Lord himself to conquer... Let me know your next move. On the east side there are three hilly terrain hexes to explore, and on the west 3 more in the Narlmarches forest.

Kalev Lehola |

During the week, Kalev has tried helping Malthir with his armor, to get some skill in the trade. In addition, he has tried to get accustomed to be around the people of the trading post. Especially the "fame" and cheering of his stroke against the ghast is something that he is not entirely comfortable with.
When they speak with Vaysh, Kalev mostly remains silent, not really knowing the spellcaster, but finally saying, If the rest of the Guardians trust your ability and dedication, that clears you in my eyes.

Yelena Shukhov |
Gah! What is our xp total now?
Yelena passes the reprieve preparing potions, powders, and poultices for the party.
She also enlists the aid of Svetlana and pays her to embroider Draconic characters onto a nice linen coat, sized for Mikmek. The characters read, 'Mikmek, Ambassador-Esteemed of the Kobolds of the Greenbelt.'

Casimir |

Almanac updated. Today is the 3rd of Rova, and we are on our way into autumn. For the Iomedae fans out there, the 19th of Rova is the Day of the Inheritor.
We should head by the Sootscale tribe and let Chief Sootscales know about the ultimate demise of Tartuk. I'm sure he will appreciate it. We can finish up exploration of the area around the kobold caves while we are there. Casimir says, as the group is packing up camp.

Malthir Al Dagon |

During the week, Kalev has tried helping Malthir with his armor, to get some skill in the trade. In addition, he has tried to get accustomed to be around the people of the trading post. Especially the "fame" and cheering of his stroke against the ghast is something that he is not entirely comfortable with.
Kalev, maybe we should change tactics and have you focus on Weapons. I am thinking heavily about taking master craftsmen at 5th so that we can enchant our own armor. If you did the same for weapons we wouldn't have to relay on finding magic weapons that we need. Next level I will be able to take a 10 on armor checks and create any MW armor or shield and then at 5th be able to enchant them to +1. I don't see it raining magic longspears and greataxes anytime soon unless Fenna was thinking of taking craft magic arms and armor?

DM Alexander Kilcoyne |

Thanks Jace. Looks like Kalev's post ghosted, but its in his recent posts tab.
1d100 ⇒ 68 Hex movement check.
1d100 ⇒ 37 Hex movement check.
1d100 ⇒ 59 Hex exploration check.
No overnight check in safe haven.
The group move to explore the area around the Sootscales silver mine. Finding a small ford in the river, their exploration is quick and efficient, and they are able to finish it in the same day. Resting for the night in the Sootscales home and enduring an 'honoured feast for honoured guests' in celebration of their victory over Tartuk, the group move west the next day to continue their exploration.
25XP each.
1d100 ⇒ 65 Hex movement check.
The next day the group discover another natural river crossing, a unusually shallow ford where the thorn river only flows 3 feet deep. Exploring the hills around this area, the group map the area and spend the night at the river crossing. To the south-west, the Stag Lord's fort is visible, a looming wooden keep that represents the Guardian's greatest obstacle in the region, sat just to the north of the Tuskwater lake and flanked by the Skunk and Shrike rivers.
25XP each.
Pause to allow you to react to the Stag Lords Fort and give you the chance to choose to investigate/attack/surrender it rather than finish exploration.

DM Alexander Kilcoyne |

Kalev Lehola wrote:During the week, Kalev has tried helping Malthir with his armor, to get some skill in the trade. In addition, he has tried to get accustomed to be around the people of the trading post. Especially the "fame" and cheering of his stroke against the ghast is something that he is not entirely comfortable with.I don't see it raining magic longspears and greataxes anytime soon unless Fenna was thinking of taking craft magic arms and armor?
Obviously magical item buying will be subject to the items that are generated by your various buildings in the kingdom.

Malthir Al Dagon |

I think visiting the Sootscale tribe would be a fine idea. We can make sure that Tartuk didn't go back and wipe them all out. Don't forget we all have an antitoxin as well as a tanglefoot bag now. Fenna, do you want to hold onto the 2 potions of bless? Now that we have the 3 scrolls of share language I would also like to visit the Boggard and find out his story.
As soon as we run our couple of errands I think it might be time to look at finding the Stag Lord and seeing what we can do about him once and for all. Casimir, you told me a little while ago that you and Kressle had been talking of ways to get us into his fort so that we don't get wiped out trying to assault it. Well man, now is the time to speak up, it is the Day of the Inheritor and a fine day to hatch a plan for his demise!

Casimir |

I think visiting the Sootscale tribe would be a fine idea. We can make sure that Tartuk didn't go back and wipe them all out. Don't forget we all have an antitoxin as well as a tanglefoot bag now. Fenna, do you want to hold onto the 2 potions of bless? Now that we have the 3 scrolls of share language I would also like to visit the Boggard and find out his story.
As soon as we run our couple of errands I think it might be time to look at finding the Stag Lord and seeing what we can do about him once and for all. Casimir, you told me a little while ago that you and Kressle had been talking of ways to get us into his fort so that we don't get wiped out trying to assault it. Well man, now is the time to speak up, it is the Day of the Inheritor and a fine day to hatch a plan for his demise!
You need to read the posts more carefully, Maladin. The Day of the Inheritor is not until the 19th of Rova.
Well, first of all, I say we finish up the last of the exploration before we take on the Stag Lord. We have but a few square miles of foret to cover before having fulfilled that part of our charter.
Once we do take on this so-called bandit king, I do indeed have a few ideas. Obviously, a full-on assault on the fortress would be suicide. But we have some options
First off, we should see if we can weaken his forces a bit by laying some kind of ambush for his men who roam outside the fortress. Perhaps using disguises as merchants or farmers.
Next, we know that the Stag Lord himself is a drunk - he likes his alcohol. Perhaps Oleg still has the crate we captured from the river ford camp, or we could get some other wine or spirits that we could arrange to be brought to the fort as a "tribute". Perhaps it would even be possible to lace the alcohol with a poison of some sorts. But even if we don't poison it, a drunk Stag Lord is certain to be easier to fight than a sober.
Finally, Kressle mentioned a man in the Stag Lords service named Akiros, a former paladin from Brevoy. She believes he can be persuaded to join us. If we can get close enough to the fort without being spotted, I can contact him through magic and arrange for a meeting. With an ally inside the walls, our task will be much easier.

Kalev Lehola |

Kalev, maybe we should change tactics and have you focus on Weapons. I am thinking heavily about taking master craftsmen at 5th so that we can enchant our own armor. If you did the same for weapons we wouldn't have to relay on finding magic weapons that we need. Next level I will be able to take a 10 on armor checks and create any MW armor or shield and then at 5th be able to enchant them to +1. I don't see it raining magic longspears and greataxes anytime soon unless Fenna was thinking of taking craft magic arms and armor?
That might be an idea, though I'm not sure when I would get the feat for Master Craftman...I'm taking Combat Patrol next feat, so earliest at 7th. Kalev is not "married" to the idea of either longspear nor greataxe (though a reach weapon would be nice), so I'm not as dependent on loot, but I'll consider going for MC at 7th.

Kalev Lehola |

You need to read the posts more carefully, Maladin. The Day of the Inheritor is not until the 19th of Rova.
Well, first of all, I say we finish up the last of the exploration before we take on the Stag Lord. We have but a few square miles of foret to cover before having fulfilled that part of our charter.
Once we do take on this so-called bandit king, I do indeed have a few ideas. Obviously, a full-on assault on the fortress would be suicide. But we have some options
First off, we should see if we can weaken his forces a bit by laying some kind of ambush for his men who roam outside the fortress. Perhaps using disguises as merchants or farmers.
Next, we know that the Stag Lord himself is a drunk - he likes his alcohol. Perhaps Oleg still has the crate we captured from the river ford camp, or we could get some other wine or spirits that we could arrange to be brought to the fort as a "tribute". Perhaps it would even be possible to lace the alcohol with a poison of some sorts. But even if we don't poison it, a drunk Stag Lord is certain to be easier to fight than a sober.
Finally, Kressle mentioned a man in the Stag Lords service named...
A direct assault would definitely be suicide, so I agree we need some kind of plan. If you think we can trust that former paladin, that might be a way of getting in, or using a disguise. We should in any case scout the place out. Perhaps there is an alternate route into the fort.

DM Alexander Kilcoyne |

I should clarify a few things that Kressle knows and would have said- bandits inside the fort itself never tend to leave it unless directly ordered by the Stag Lord. The few that live inside are hand-picked, and their only responsibilities are to follow their lord's commands, guard the fort and supervise tribute brought in by bandits in the area.

Casimir |

I should clarify a few things that Kressle knows and would have said- bandits inside the fort itself never tend to leave it unless directly ordered by the Stag Lord. The few that live inside are hand-picked, and their only responsibilities are to follow their lord's commands, guard the fort and supervise tribute brought in by bandits in the area.
Good to know. Makes contacting Akiros an even higher priority.

DM Alexander Kilcoyne |

Map was spot on.
After some discussion about possible plans to bring down the Stag Lord, the group fall asleep in a makeshift campsite.
1d100 ⇒ 83 Overnight encounter test.
Heading west into the hills just by the forest, the group explore and map out the region. In the middle of the area, they notice something- a dense patch of rare raspberry-like berries known as fangberries grows in a long, thin valley between two low hills here. Much of the thorny thicket is draped in the white gossamer silk of spider webs. The best of the berries lie at the heart of the thicket, but harvesting must be done slowly to avoid being lacerated by the thousands of fangberry thorns.
These seem to be the berries Bokken wanted. Who will be doing the harvesting (if anyone)?

Casimir |

"Berry-picking sounds like the perfect activity for our hardier party members..." Yelena eyes Kalev and Malthir.
...or the nimble among us, Casimir retorts, and begins the task of gathering berries.
EDIT: well, apparently nimble don't cut it. You need - Survival 1d20 - 1 ⇒ (15) - 1 = 14

DM Alexander Kilcoyne |

1d6 ⇒ 1
Casimir takes some minor scratches but by moving slowly he is able to harvest the berries without too much harm.
Moving west after the berries have been gathered and the area fully explored, the group camp just outside the forest before proceeding into the area to explore it the next morning.
1d100 ⇒ 53 Hex movement check
1d100 ⇒ 97 Overnight check
25XP each.
The next day, the group map out the next area of forest to the west, but the exploration takes long enough that they are forced to camp where they are.
1d100 ⇒ 34 Exploration check
1d100 ⇒ 58 Overnight check
25XP each.
1d100 ⇒ 71 Hex movement check
The next day the group are travelling west through the already mapped forest area to get to the final hex. The group come to a small ford/dam they have used once already to cross the river and...
1d20 + 20 ⇒ (13) + 20 = 33
1d20 + 20 ⇒ (2) + 20 = 22
1d20 + 20 ⇒ (14) + 20 = 34
Kalev-1d20 + 9 ⇒ (19) + 9 = 28 (+1 when tracking)
Fenna- 1d20 + 7 ⇒ (13) + 7 = 20 (+9 at night, +5 at day, +7 on daily exploration checks)
Malthir-1d20 - 1 ⇒ (6) - 1 = 5
Yelena-1d20 ⇒ 1
Casimir-1d20 - 1 ⇒ (9) - 1 = 8
Group Perception Rolls (Level 3)
Kalev-1d20 + 9 ⇒ (10) + 9 = 19
Fenna- 1d20 + 9 ⇒ (4) + 9 = 13 (13 at night)
Malthir-1d20 - 1 ⇒ (7) - 1 = 6
Yelena-1d20 ⇒ 3
Casimir-1d20 + 5 ⇒ (18) + 5 = 23
Group initiative rolls-
Kalev-1d20 + 2 ⇒ (14) + 2 = 16
Fenna- 1d20 + 0 ⇒ (6) + 0 = 6
Malthir-1d20 + 0 ⇒ (5) + 0 = 5
Yelena-1d20 + 3 ⇒ (19) + 3 = 22
Casimir-1d20 + 3 ⇒ (9) + 3 = 12
Another post to follow this one in an hour or two.

DM Alexander Kilcoyne |

As the Guardians are crossing the ford, Casimir barely has time to begin to shout a warning when three vicious looking predators burst up from vegetation in their hidden locations in the dam, surrounding the Guardians. They look like this, and you recognise them from the hunters stories and fables; these are the infamous Tatzlwyrms! They roar defiantly at those who would dare to enter their territory...
Image of the creatures-
Creatures description-
Yellow eyes briefly flicker from a hole in a nearby maple tree. Suddenly, a large reptile leaps out, as green as the surrounding foliage and at least six feet in length. It has a dragon’s head filled with sharp teeth, and two arms ending in grasping claws. A cloud of greenish vapor wafts from its gaping maw.
Surprise Round!
Tat 11d20 + 2 ⇒ (15) + 2 = 17
Tat 21d20 + 2 ⇒ (16) + 2 = 18
Tat 31d20 + 2 ⇒ (16) + 2 = 18
Initiative-
Tat 3- 18
Tat 2- 18
Tat 1- 17
Casimir- 12
Surging forward, the three Tatzlwyrms pick their victims and all attempt to bite them. One Tatzlwyrm attacks Yelena, one attacks Kalev and a third leaps for Casimir. All three Tatzlwyrms make use of their claws as well as their vicious teeth as they pounce at their opponents. Kalev is completely unharmed but Casimir and Yelena both suffer wounds- no one is grappled.
VS Yelena-
1d20 + 5 ⇒ (7) + 5 = 12 Bite Attack roll vs flat-footed (hit).
1d6 + 3 ⇒ (1) + 3 = 4 Damage.
1d20 + 9 ⇒ (5) + 9 = 14 CMB if attack roll hits (barely fails)
1d20 + 5 ⇒ (12) + 5 = 17 Claw Attack roll vs flat-footed (hit)
1d4 + 2 ⇒ (4) + 2 = 6 Damage.
1d20 + 5 ⇒ (2) + 5 = 7 Claw Attack roll vs flat-footed (miss)
1d4 + 2 ⇒ (2) + 2 = 4 Damage.
VS Kalev-
1d20 + 5 ⇒ (5) + 5 = 10 Bite Attack roll vs flat-footed (miss).
1d6 + 3 ⇒ (1) + 3 = 4 Damage.
1d20 + 9 ⇒ (6) + 9 = 15 CMB if attack roll hits (N/A)
1d20 + 5 ⇒ (2) + 5 = 7 Claw Attack roll vs flat-footed (miss)
1d4 + 2 ⇒ (1) + 2 = 3 Damage.
1d20 + 5 ⇒ (2) + 5 = 7 Claw Attack roll vs flat-footed (miss)
1d4 + 2 ⇒ (2) + 2 = 4 Damage.
VS Casimir-
1d20 + 5 ⇒ (1) + 5 = 6 Bite Attack roll vs flat-footed (miss)
1d6 + 3 ⇒ (5) + 3 = 8 Damage.
1d20 + 9 ⇒ (7) + 9 = 16 CMB if attack roll hits (N/A)
1d20 + 5 ⇒ (13) + 5 = 18 Claw Attack roll vs flat-footed (hit)
1d4 + 2 ⇒ (1) + 2 = 3 Damage.
1d20 + 5 ⇒ (11) + 5 = 16 Claw Attack roll vs flat-footed (hit)
1d4 + 2 ⇒ (4) + 2 = 6 Damage.
Please ignore the one square to ten feet scale on the map image- we will be using one square is 5 feet as usual. Obviously no one has weapons drawn currently, the last time you crossed this ford you saw no threats and had no trouble.
Map-Link
You may each make a Knowledge: Dungeoneering, Arcana or Nature check to know combat-relevant things about these Tatzlwyrms at the start of your initiative. If you can roll more than one of these please pick one only. Finally, for movement we don't have a grid with this software so please specify how many squares west,east, north or south.
Tatzlwyrms are local dragons, but bear little in resemblance to the great beasts majesty and intelligence. They have superb darkvision, are immune to paralysis and sleep, and speak Draconic.
They are also incredibly stealthy, and are superb at grappling and raking their foes. In addition to their rake, they have a noxious breath attack that they often breathe onto any grappled foes, poisoning him or her to death.
Casimir is up, then Round 1 begins. I have pre-rolled initiatives for you all so i'll add you in on the start of round summary.

Casimir |

Surprise round
Casimir recoils from the savage raking of the wyrm's claws, and reins in Shadow.
Tatzlwyrms! They are immune to paralysis and sleep. Don't let the grab you, they will rake you to shreds with their claws, and beware their poisonous breath.
Once his warning is called out, Casimir's voice takes on the familiar magical ring, as he adds further words of assurance.
Courage, Guardians. They may have sprung on us unaware, but we will bring them low!
Free action to speak, Standard action to start up Inspire Courage

DM Alexander Kilcoyne |

DM Alexander Kilcoyne |

I'll have to assume Tanner didn't spot that Yelena was up because hes made posts elsewhere on the forums. Is study kicking your ass too Tanner? I'm struggling for time with uni atm.
Yelena Round 1-
Yelena sees no easy way to escape the Tatzlwyrm's reach and pulls out a potion of mage armour, gulping it down. The beast lunges for her with a bite but the agile witch sways aside from the teeth of the beast.
1d20 + 5 ⇒ (7) + 5 = 12
Tatzlwyrms Round 1-
VS Yelena-
1d20 + 5 ⇒ (5) + 5 = 10 Attack
1d6 + 3 ⇒ (4) + 3 = 7 Damage
1d20 + 9 ⇒ (5) + 9 = 14 CMB if attack hits
1d20 + 5 ⇒ (7) + 5 = 12Attack (claws)
1d4 + 2 ⇒ (3) + 2 = 5
1d20 + 5 ⇒ (19) + 5 = 24Attack (claws) (hit)
1d4 + 2 ⇒ (3) + 2 = 5
VS Casimir-
1d20 + 5 ⇒ (16) + 5 = 21 Attack (hit)
1d6 + 3 ⇒ (4) + 3 = 7 Damage
1d20 + 9 ⇒ (16) + 9 = 25 CMB if attack hits (success)
1d20 + 5 ⇒ (17) + 5 = 22Attack (claws)
1d4 + 2 ⇒ (2) + 2 = 4
1d20 + 5 ⇒ (8) + 5 = 13Attack (claws) (hit)
1d4 + 2 ⇒ (3) + 2 = 5
VS Kalev-
1d20 + 5 ⇒ (14) + 5 = 19 Attack (hit)
1d6 + 3 ⇒ (3) + 3 = 6 Damage
1d20 + 9 ⇒ (4) + 9 = 13 CMB if attack hits (fail)
1d20 + 5 ⇒ (16) + 5 = 21Attack (claws) (hit)
1d4 + 2 ⇒ (4) + 2 = 6
1d20 + 5 ⇒ (9) + 5 = 14Attack (claws)
1d4 + 2 ⇒ (2) + 2 = 4
All three of the wyrm's victims are dealt brutal blows from tooth and claw, and although Kalev is able to wrestle the wyrm's teeth off him before it can establish a hold, Casimir is grappled by the creature.
Everyone else is up.

Kalev Lehola |

Reeling from pain, Kalev unslings the greataxe from its harness, focuses his entire attention on the beast in front of him and yells, Malthir, help Cas! Then, lifting his axe high in the air, Kalev brings it down against his foe.
Attack: 1d20 + 7 + 2 + 1 - 1 ⇒ (16) + 7 + 2 + 1 - 1 = 25
Damage: 1d12 + 4 + 1 + 2 ⇒ (10) + 4 + 1 + 2 = 17

Casimir |

Round 1 action
Once again, the savage attack of the monster makes Casimir cry out in anguish.
Someone get this thing off me, and quickly!
Steeling himself against the thrashing wyrm, the duelist bard manages to pull a hand free and waves it in the arcane gestures needed for his grease spell.
Slippery Steps Concentration 1d20 + 5 ⇒ (2) + 5 = 7
Waves of slippery goo spray from Casimir's hand, quickly covering most of his upper body. The greasy coating makes it almost impossible for even the sharp teeth of the Tatzlwyrm to hold on to him.
The combination of the massive injuries and the violent shaking of the angry wyrm are too great obstacles for Casimir's efforts to concentrate. The magical energy is released without proper focus, and nothing but a few sparks and splots of goo materialize.
His spellcasting complete, Casimir calls out to his mount. Shadow, strike this beast! Ride1d20 + 6 ⇒ (11) + 6 = 17
Attack roll - right hoof 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Damage roll - right hoof 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Attack roll - left hoof 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Damage roll - left hoof 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Finally, he marshals his last efforts to call out and renew the magical encouragement that bolsters his comrades. Strike true, Guardians!
Phew...that it. That was a lot to get out of the way. Fenna and Maladin are up - heal and help please!?

Malthir Al Dagon |

BTW, BM AK the suprise round was a full round and not a standard action for some reason, was this a mistake? Shouldn't the worms have had only one attack in the surprise round since you only get a standard action?
Round 1 Action
5 step east to attack the worm grappling Casimir For Victory, for the Heart!
MW longsword pwr atk 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 dam 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Potential crit: MW longsword pwr atk 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 dam 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Maybe that will get its attention!

DM Alexander Kilcoyne |

BTW, BM AK the suprise round was a full round and not a standard action for some reason, was this a mistake? Shouldn't the worms have had only one attack in the surprise round since you only get a standard action?
Nope, it was all legitimate don't worry. As it is difficult terrain Malthir provokes an AOO from moving (no 5 foot steps into difficult terrain).
1d20 + 5 ⇒ (10) + 5 = 15
Malthir moves away from the Tatzlwyrm attacking Kalev, and it lashes out at him with a claw that screeches across his half-plate but does not pierce it. Striking at the Wyrm, Malthir deals a strong strike across the creature's open mouth, causing it to release Casimir.
Its still standing, but barely. Its chosen to release Casimir as a free action (as its the primary grappler it can do this).

DM Alexander Kilcoyne |

Sorry about that. Halfway through through checking all of my post threads I was distracted by homework and babies. I must have overlooked it. Hopefully Yelena lives long enough to do some good... ;)
Its ok, I figured that had happened. As a rule I give 24 hours for someone to post when their init is up then post on their behalf to the best of my ability. Fenna is up anyway.

Fenna Thistleswade |

Fenna looks between the direly wounded Casimir and Yelena, who seems to also be struggling against the beast before her. "Mighty Aroden, please stave off this champion's doom," she prays, laying a hand on the duelist's shoulder before urging Dandelion back in an effort to draw some of the attention away from the beleaguered witch. CLW on Casimir, 1d8 + 3 ⇒ (1) + 3 = 4, then move 5' west.
The mighty dog then lashes out with his teeth to tear at the creature that is assaulting his ally. 1d20 + 3 ⇒ (10) + 3 = 13, 1d6 + 3 ⇒ (5) + 3 = 8, trip if it hits, 1d20 + 3 ⇒ (2) + 3 = 5.

DM Alexander Kilcoyne |

DM Alexander Kilcoyne |

Tatzlwyrms Round 2
Yelena if you want to do direct hit damage its not AC5, its the touch ac of your target. Aiming at an intersection is AC5 but that will only do splash damage, guaranteed.
Two of the Tatzlwyrms press their attack, the riding dog's attack ignored as one dragon continues to attack Yelena, and the other retaliating in a fury at Kalev. The third Tatzlwyrm carefully extricates itself from the fight, slinking away deep under the surface of the river. The two that remain have no success in breaching the two Guardian's defences, Yelena's foe coming close but stopped by her mage armour.
VS Kalev-
1d20 + 5 ⇒ (6) + 5 = 11 Bite
1d6 + 3 ⇒ (6) + 3 = 9
1d20 + 9 ⇒ (17) + 9 = 26 CMB
1d20 + 5 ⇒ (2) + 5 = 7 Claw
1d4 + 2 ⇒ (1) + 2 = 3
1d20 + 5 ⇒ (7) + 5 = 12 Claw
1d4 + 2 ⇒ (2) + 2 = 4
VS Yelena-
1d20 + 5 ⇒ (5) + 5 = 10 Bite
1d6 + 3 ⇒ (1) + 3 = 4
1d20 + 9 ⇒ (2) + 9 = 11 CMB
1d20 + 5 ⇒ (10) + 5 = 15 Claw
1d4 + 2 ⇒ (1) + 2 = 3
1d20 + 5 ⇒ (8) + 5 = 13 Claw
1d4 + 2 ⇒ (4) + 2 = 6
Crappy dice rolls in all my games lately, even as DM. Something is wrong...

Kalev Lehola |

Kalev dodges the attacks of his opponent and skillfully swings his axe against his already wounded enemy, catching its flank with a deep cut.
Attack: 1d20 + 7 + 2 + 1 ⇒ (6) + 7 + 2 + 1 = 16
Damage: 1d12 + 4 + 2 + 1 ⇒ (9) + 4 + 2 + 1 = 16
Assuming this takes down the Tazlwyrm, Kalev does the following:
Kalev then yells a command in orcish, urging Babiska to attack the remaining Tazlwyrm.
Move action to Handle Animal. Skill Check: 1d20 + 3 ⇒ (10) + 3 = 13 against DC 10.
Babiska charges towards the last tazlwyrm and kicks out with its hooves.
Attack: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Casimir |

Round 2 action
As the Tatzlwyrm in front of him flees, Casimir quickly surveys the battlefield to determine how the others are doing. Seeing Kalev swing his axe again with deadly efficiency, he turns his attention to the wyrm fighting the two spellcasters.
Despite his grievous injuries, he does not hesitate, but yanks his sword from its scabbard and carefully maneuvers Shadow across the boulders and bits of wood towards the fierce dragon-kin. move to the square two squares south of Fenna, to leave room for Maladin to join the fun.
Grasping his sword in both hands, he concentrates to charge the blade with arcane energy before striking with all his might. At the same time, he directs Shadow to lash out with a iron-shod hoof.
Two-handed pwr att + Arcane Strike - AC is 17 until my next turn:
Attack roll 1d20 + 6 + 1 + 1 ⇒ (5) + 6 + 1 + 1 = 13
Damage roll 1d8 + 5 + 1 + 1 ⇒ (7) + 5 + 1 + 1 = 14
Ride 1d20 + 6 ⇒ (8) + 6 = 14
Shadow:
Attack roll 1d20 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13
Damage roll 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Finish them, my friends! These monsters shall hunt no more.

Malthir Al Dagon |

Seeing the last worm in the fight, Malthir speaks out of turn.
Fenna, move out of the way so I can get to the beast!
Round 2 Action
Assuming Fenna moves out of her current square on her turn I move into her square and I attack it.
MW longsword pwr atk 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 dam 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7
If she doesn't move I will move into Kalev's square switching my sword into my shield hand so it ca't be used and then say Inheritor, grant thy boon to heal this soul! Lay on Hands 1d6 ⇒ 6 on Yelena.

Fenna Thistleswade |

Fenna encourages Dandelion to strike again, 1d20 + 3 ⇒ (9) + 3 = 12, 1d6 + 3 ⇒ (5) + 3 = 8, potential trip 1d20 + 3 ⇒ (18) + 3 = 21, but his teeth again fail to penetrate the thing's scaly hide. Leaning back in her saddle, she carefully begins the words to a prayer, Concentration to cast defensively 1d20 + 7 ⇒ (15) + 7 = 22, "Please, reveal to this creature the astounding truth of your visions." colour spray, the immunity to sleep will probably rule out the unconsciousness effect, DC 16.
Ducking down and spurring her mount around the creature, Fenna rides a little south. potentially provoking if it makes its save.