
Lorena. |

Just hope we don't run into anything with DR/bludgeoning :P
"That sounds right, yes."

DM Raltus |

Days till onset: 1d3 ⇒ 3
I forgot about Firinn being bitten by the fly and contracting Filth Fever.
"Disease (Ex)
Filth Fever: Bite—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.
Some flies might carry other diseases, at the GM’s discretion. The save DC is Constitution-based.
Firinn please make another fort save, you can have a +2 to the save from Khaz and the healer in Neatholm.
Physical Disease Track
Healthy—Latent/Carrier—Weakened—Impaired—Disabled—Bedridden—Comatose—Dead
Latent/Carrier: A character in this stage has the disease, and may pass it on if contagious, but suffers no ill effects.
Weakened: A character weakened by a physical disease suffers all the effects of the sickened and fatigued conditions.
Impaired: A character impaired by a physical disease also suffers the effects of the exhausted condition. Whenever he takes a standard action, he must succeed at a Fortitude save at the same DC as the disease's DC or lose the action and gain the nauseated condition for 1 minute.
Disabled: A character disabled by a physical disease gains the disabled condition. If he takes a standard action, his hit points drop by 1 or to –1, whichever is worse.
Bedridden: A character rendered bedridden by a physical disease is awake and can converse, but he can't stand on his own or take any standard or move actions.
Comatose: A character rendered comatose by physical disease is unconscious and feverish. He can't be woken by any means as long as he remains in this state on the disease track.
Dead: The disease overcomes the body's immune system, and the character dies. The corpse may be still be contagious, and some diseases may have unusual effects after the character dies.
Right now Firinn is Latent/Carrier if you fail this check you will become weakened. But you still have 2 more days to make the saves to clear it before you take the damage. It says to ignore the onset but we won't here right now but later we will.

Khaz Cloudbreaker |

Whew! That was close...
Seeing nobody stepping forward, Khaz walks looks around. To his group, he says "I'll walk forward. Anyone who is able to hide in the shadows, do so. There is a good chance this will end in bloodshed. If they attack, ambush them."
Perception? Looking for any hidden enemies: 1d20 + 5 ⇒ (7) + 5 = 12
With as much confidence as he could must, he waled forward. Stepping in front of the gates, he calls out:
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18
"Oi! The name is Khaz Clouldbreaker. Who here is in charge? I am traveling through these lands and wish to parlay."
Readied Action Detect Evil for whenever they arrive.

DM Raltus |

3 guards stand by what looks like a single entrance into the cave system a head, there are 2 barricades that block the way and offer the guards some place to hide if needs be. They are a bit stunned by Khaz's sudden appearance and his proclamation that he wishes to parlay. They all look at each other and 1 of them rushes into the facility.
The chamber is not large enough for anyone to hide in, or so Khaz can tell.
They don't detect as evil

Khaz Cloudbreaker |

Khaz held the haft of his axe with the head resting on the ground. He stood there, armored and motionless, while he waited for the mongrelmen to send someone to speak with. It was a good sign that none detected as evil. It did not mean that conflict was out of the picture, but it did greatly lessen the likelihood.

Lorena. |

As Khaz steps forward to speak with the guards, Lorena tries to stay hidden in the shadows.
stealth: 1d20 + 5 ⇒ (16) + 5 = 21

Khaz Cloudbreaker |

”We passed by a small village. They gave us passage through their lands on our journey to the surface. Our homes and families are above, and we must hurry to ensure their safety. We ask for safe passage through this territory. Will ye grant it?”
Khaz remained completely stationary, his hands resting lazily on the handle of his greataxe. He spoke with the ease and confidence of someone who spoke the truth.
Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21

Khaz Cloudbreaker |

If it was a Bluff check then it would be 15+2, so a 17. And oh yeah...we have him. This will be tricky.
”We are from the city above. There was an explosion and we fell. As for what can we do for safe passage...well...I am a man of faith. Perhaps I could teach the word of Bolka? She is a goddess of healing, and supporting the clan. Otherwise, what do you believe would be fair?”

Khaz Cloudbreaker |

Intimidate: 1d20 + 2 ⇒ (19) + 2 = 21
”No. Ye shall not. I, Khaz Cloudbreaker, say this without malice or ill intent. Ye can work with me, and as reasonable people we can reach an accord. But attempt to imprison me, and I shall defend myself.”
Readied Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d12 + 9 ⇒ (4) + 9 = 13

Terry the thief |

Terry stands behind Khaz, making no attempt to hide or misdirect,initially holding his bow pointed down, but bending his arm when they "offer" to take us prisoner.
For those not that familiar with archery, bow pointed down is actually more of a ready position than arm bent. The purpose of bending his arm was simply to ensure they could see the bow.

Terry the thief |

Terry sighs as he steps back and lifts his bow arm, still without moving the other hand towards his quiver. "I think you heard him say we would not be taken prisoner. Perhaps a little more conversation before he picks up that axe and ends the discussion?"

Lorena. |

After handing off the disguise scale to Lann, Lorena tries to move forward stealthily though non-threateningly in case they see her.
Feel free to roll whatever you need for me.

Khaz Cloudbreaker |

Sorry, was also waiting...
”I warn ye. I don’t want to fight, but if ye try to put us in irons we will resist. This is your last chance to be reasonable.” He remained in a stance that showed lethal intent.

Lorena. |

Not really room to do that, I am waiting on reactions
That's unfortunate...oh well.

DM Raltus |

The leader huffs a bit, "You are bringing this on yourself." She draws her bow ordering the mongrels to take you alive.
Initiative Khaz: 1d20 + 1 ⇒ (12) + 1 = 13
Initiative Terry: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative Lorena: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative Carson: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative Firinn: 1d20 + 4 ⇒ (16) + 4 = 20
Mongrelman Red: 1d20 + 1 ⇒ (6) + 1 = 7
Mongrelman Blue: 1d20 + 1 ⇒ (4) + 1 = 5
Mongrelman Yellow: 1d20 + 1 ⇒ (19) + 1 = 20
Mongrelman Purple: 1d20 + 1 ⇒ (3) + 1 = 4
Mongrelman Leader: 1d20 + 3 ⇒ (4) + 3 = 7
Place your tokens where you are currently
Round 1
Firinn, Yello <---
Terry, Khaz
Lorena, Carson
Red, leader, Blue, Purple

Lorena. |

I took the liberty of making Khaz a bit smaller...otherwise he'd be one gargantuan dwarf! (also wanted to see what was under him.)

Khaz Cloudbreaker |

And as an outsider he can’t be enlarged anyways!

Terry the thief |

Terry sighs. "We didn't have to do it this way," apparantly talking to the mongrelmen.
Terry nocks, draws, and looses a shaft at the mongrelman to his left.
Shortbow w/ PBS: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 Not likely, but in case.
Shortbow w/ PBS: 1d6 + 1 ⇒ (5) + 1 = 6
And if he counts as flat-footed Sneak Attack: 1d6 ⇒ 4

Khaz Cloudbreaker |

Hit nonlethal: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
Damage: 1d12 + 9 ⇒ (4) + 9 = 13
Khaz swung back, using the blunt side of his greataxe. If they were not using lethal force, then he wasn’t going to either.

Lorena. |

As she hears the sound of fighting ahead, Lorena moves up towards the mongrelmen, spear at the ready. Stopping in the tunnel, she quickly casts a spell, sending a wave of not-quite-holy energy flowing through her.
assuming she starts further back and ends up where she is now. then cast Divine Favor (+1 attack and weapon damage for 1 minute)

Khaz Cloudbreaker |

And if you hit me, please roll to overcome my SR

DM Raltus |

Round 1
Firinn, Yellow (2L, 13NL unconscious)
Terry, Khaz
Lorena, Carson
Red, leader, Blue, Purple
Red will: 1d20 + 4 ⇒ (17) + 4 = 21
blue will: 1d20 + 4 ⇒ (17) + 4 = 21
purple will: 1d20 + 4 ⇒ (14) + 4 = 18
Leader will?: 1d20 + 6 ⇒ (15) + 6 = 21
Firinn's arrow lands drawing a line of blood along the bicep of the yellow clothed Mongrelman, Khaz's axe drops it to the ground drooling and unconscious. Carson's spray is bright and lights up the room but the Mongrels know how to keep their focus. Seeing their prisoners fighting back the mongrel men switch to taking you down hard.
Red vs Khaz: 1d20 + 4 ⇒ (20) + 4 = 241d4 + 3 ⇒ (2) + 3 = 5
Purple vs Carson: 1d20 + 4 ⇒ (16) + 4 = 201d4 + 3 ⇒ (1) + 3 = 4
Blue vs Khaz: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 3 ⇒ (4) + 3 = 7
confirm vs Khaz: 1d20 + 4 ⇒ (18) + 4 = 221d4 + 3 ⇒ (1) + 3 = 4
Those are all stupid high rolls, it never works out like that when i am the PC

Khaz Cloudbreaker |

Hit: 1d20 + 5 ⇒ (8) + 5 = 13
Lethal: 1d12 + 9 ⇒ (12) + 9 = 21
Grunting in pain, Khaz responsed with a blow that had lethal intent.

DM Raltus |

Terry Takes a shot at the Mongrel on Carson.
Short Bow: 1d20 + 4 + 1 - 4 ⇒ (4) + 4 + 1 - 4 = 51d6 + 1 ⇒ (4) + 1 = 5
Terry's shot clanging off the rock but not striking it's target, Khaz drops one of the Mongrelmen into a bleeding mess on the ground.
Round 1
Firinn, Yellow (2L, 13NL unconscious) <---
Terry, Khaz
Lorena, Carson <---
Red, leader, Blue, Purple
Just noted that I forgot to put the arrows

Khaz Cloudbreaker |

Completely forgot I had lay on hands. Can I still use it? If so...
1d6 ⇒ 5

Khaz Cloudbreaker |

Thank you. Back up to 20HP :)
After cutting down his foe, Khaz pushed his hand against is wound and willed it to close. He would not fall this day.