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Fort Save: 1d20 + 4 ⇒ (11) + 4 = 15
Boram is stunned by the sound, and the concussive force causes him to drop his weapon and become disoriented for several seconds.

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initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Benevolence will draw her No-Dachi and rather than charge onto the ice will ready to attack an elemental when it comes within reach.
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d10 + 6 ⇒ (9) + 6 = 15

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Init: 1d20 + 5 ⇒ (7) + 5 = 12
Baltazar looses an arrow while the creatures approach.
Init: 1d20 + 6 ⇒ (19) + 6 = 251d4 ⇒ 3

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Judging by our marching order I'm guessing it hits myself, Kelvor and Kor.
Fort Save. 1d20+4
Fort Save: 1d20 + 3 ⇒ (3) + 3 = 6

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Kelvor drops his earthbreaker at the river's frozen edge and cries out in pain, covering his ears with both hands.
Eventually, he recovers, with blood running from his ears. He pulls up his earthbreaker and, when the ice elementals get close enough, swings with all his fury!
Pwr Atk: 1d20 + 7 ⇒ (8) + 7 = 15 Dmg: 2d6 + 9 ⇒ (2, 6) + 9 = 17
I assume this attack will occur in the next round, after the Stun wears off.

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Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Boram waits until the elementals get closer to each other, hoping to catch them both in the blast of his bomb.
Boram is waiting until the ice elementals are close to each other, and he will aim at the grid intersection between them. If they never get close enough to each other, he will lose his action rather than waste a bomb.
Attack (Readied, Bomb, PBS): 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7 Grid intersections are AC 5. Boram will do Spash Damage (PBS): 1 + 3 + 1 = 5 fire damage to each.

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Kelvor init: 1d20 + 1 ⇒ (16) + 1 = 17

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Baltazar will scan the area and the corpse for traps:
I'll take 20 for a total of 27, since we already saw 2 traps so far.

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"Shhhh. Still your mind," says Kelvor of the Spire Clan to himsel quietly. "Listen for the sound of justice-impending."
Kelvor swings his earthbreaker up into a ready position, its kris-nal or "justice" face point outwards, ready to strike.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6

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What the heck are they doing?
Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
+5 dex, I go before them.
Surprise round: Sword at hand, Baltazar quietly moves close to the one on the left at full speed: Stealth: 1d20 + 12 - 5 ⇒ (8) + 12 - 5 = 15
First round: He sees the man gambling with his partners, and moves to take hold of the enemy weapon, while he is still surprised:
Sleight of Hand: 1d20 + 8 ⇒ (18) + 8 = 26
In a emotionless voice he speaks:
Freeze!

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My assumption is that they are all clumped together. If that's the case, Boram will lead with a bomb and catch .
Attack (Bomb, vs. grid intersection (AC 5), PBS): 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Damage (Bomb splash damage, PBS): 1 + 3 + 1 = 5 to each of the 3 bandits
Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Boram recovers quickly from lobbing his bomb at the small cluster of men. While they scream and attempt to put out the flames, he loads and fires a bullet from his sling staff, aiming at one of the men who hasn't yet recovered from the surprise attack.
Boram will try to take advantage of flat-footed-ness
Attack (Halfling Sling Staff, PBS): 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Damage (Halfling Sling Staff, PBS): 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

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Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Korlungr will attempt to charge forward with his rapier.
Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
-2 AC until next round.

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Baltazar searches the bodies for items and info, taking 20 on the perception check for a total of 26. He takes a quick look to Boram, shaking his head.
If we are spending the night here we should keep watches.

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After climbing at least a hundred feet into the hills, the snowy trail finally levels off. In a clearing among the trees, a large wooden lodge overlooks a ravine spanned by a long rope bridge. Smoke rises from the lodge’s two snow-covered chimneys, and large woodpile is stacked against the outer wall. A small outbuilding stands east of the lodge, and a stone well nearly blanketed by snow is barely recognizable to the north. Several tracks lead southwest toward a detached stable.
Perception checks please.

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Perception: 1d20 + 5 ⇒ (13) + 5 = 18

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Baltazar takes a quick tour inside, looking for signs of blood on the horses and maybe unusual gear.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
He comes back to the party, signaling for them to moving to the house.

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A wooden roof extends over this wide porch. Double doors provide access to the lodge itself. Two small glass windows are set in the walls to either side of the doors. To the west of the property is a bridge made of rope and wooden planks spans a narrow ravine. It’s already covered in ice and snow, and it sways alarmingly in the icy winds blowing through the gorge. The turbulent waters of a fast-moving creek surge through a couple of waterfalls far below.

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Sounds like you are ready to proceed inside the house...
HEading into the house you are in what appears to be a trophy room, A bearskin rug dominates the floor of this trophy room, and the heads of several deer have been mounted on the walls. Doors lead north and south, while two hallways go farther east.