
Perrin Alders |

Perrin lets out a breath he hadn't realized he was holding, then steps forward and swings his arm through the spot where the orc is standing for good measure. "Okay, we're okay, it's all okay."
He turns and listens to Mel's outburst, waiting curiously to hear any response.

Brookside GM |

A figure appears at the end of the tunnel and barks back to Mel. In the dim light, it is somewhat hard to tell but it looks to be an orc warrior.
You will never know my might!
The accent in Orcish is a bit off.
The warrior waves his hands and speaks in strange syllables. He steps sideways and you lose sight of him.
He just cast invisibility.
Inits
Mel: 1d20 + 3 ⇒ (8) + 3 = 11
Perrin: 1d20 + 1 ⇒ (2) + 1 = 3
Vors: 1d20 - 1 ⇒ (1) - 1 = 0
Hirda: 1d20 + 0 ⇒ (3) + 0 = 3
????: 1d20 + 2 ⇒ (3) + 2 = 5
That... is quite the initiative line-up... Mel you are up. I have marked the square the orc warrior was in before you lost sight of him.
Vors, you may control Halak on your turn. I've been using the Savage Plant Sage for him.

Perrin Alders |

Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21
"He turned invisible!" The darkness in Perrin's eyes grows deeper still as he scans the tunnel. Since Perrin's got see invisibility up can he tell where the figure went, or is it still out of sight?

Vors Falchen |

Got it!
If that illusion is gone (for Vors) after the swipe, then disregard the below. If not...
Vors is utterly confused when Perrin gets dangerously close to the lead orc, and nearly cries out when his arm goes to touch the savage warrior until the arm goes straight through the orc...
One more will save?: 1d20 + 4 ⇒ (2) + 4 = 6
Ha ha ha!
...and snaps his halberd to attention, desperately hoping that he can survive this fight and just go home.

Mel Elden |

Mel has Comprehend Languages up, so she gets the content of the message. Here's a Knowledge (local) check for the rest.
Knowledge (local): 1d20 + 11 ⇒ (5) + 11 = 16
"Invisible, eh? Also, your orcish accent is lousy. Sounds like the reason we'll never know your might is that you're never going to stop hiding like the puling coward you are!"
I don't think there's a whole lot Mel can do from here. She hasn't got a clear shot, she's not a melee person at all, and she's still fairly freaked out at the prospect of going into this place anyway. Therefore she's going to help Vors out.
"Vors, it's a trick. They're not real," Mel says. "See?" She waves her arms through some of the illusionary orcs.
The map is not labeled, but let's assume it's lettered left to right across the top, and numbered top to bottom on the left. So Mel moves to A5 and spends a standard action to aid another by waving her arms through the orcs to demonstrate their unreality, thus allowing Vors another save. Probably with the +4 bonus for solid evidence that it's an illusion.

Hirda of Kirin |

Hmph. Hirda takes a tentative step into the tunnel entrance. Not seeing the orc or any other enemies right away, she focuses on the floor, walls, and ceiling immediately in front of her, looking for any telltale signs of traps.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
If she doesn't see anything suspicious, she takes another step forward.

Brookside GM |

Perrin, you saw the figure step to the left (north on the map) and leave your line of sight.
Mel, the map isn't labeled because you should be able to move yourselves now, like Hirda did. I switched from google docs to google slides because slides is SO much better.
Given ample evidence of the illusion, Vors shakes his head to clear his mind and sees through the deception.
You hear more strange words coming from inside the cave.
Foe went. Party up. Hirda has used 10 ft of movement. All the rest of your action economy remains.
Hirda moves forward, looking around carefully. But even her sharp, dwarven vision fails to notice the trap in front of her.
Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Piercing damage: 2d6 + 3 ⇒ (3, 2) + 3 = 8
The steel jaws of the trap bite deep into Hirda's leg, making it much harder for her to move.
What do you all do now?

Mel Elden |

Bear traps: they work both ways!
You know, I don't think there's actually any way to get Hirda free from that trap in combat. None of us is trained in Disable Device, I believe. The other two options are a DC 22 Escape Artist or DC 26 STR check. With a -1 on Escape Artist, and a +2 on STR, Hirda fails both on a natural 20. Even with a +2 Aid Another bonus.
Hearing the snap of the trap and Hirda's grunt of pain, Mel speaks quietly, pitching her voice to be heard only by the group. "This is foolish. If we go in there, we're fighting on his terms in cramped, dark quarters. Hirda, come back! We'll get you out of that and check for other exits. Hirda and Vors can guard this entrance while Perrin and I check for other exits. If he's only got one exit, he's trapped -- we can start a fire in the cave entrance and blow smoke inside to flush him out. Or collapse the stupid tunnel and let him rot in there since he likes hiding so much."

Brookside GM |

Agreed! A highly underrated item. But with DC 20 to see and +10 to hit for nice damage and slowing, they're pretty fantastic for the price.
Opinions on Mel's plans?

Perrin Alders |

Perrin winces in sympathy as Hirda's leg gets chomped. "Yeah, I think maybe let's not go in there?" He instead starts clambering up the side of the hill, making his way to the top. "But we can't let him sneak out under our noses. These tunnels could lead anywhere, and I'm sure he's got all sorts of tricks up his sleeve." When he reaches the peak of the hill he surveys the surrounding slopes carefully with both mundane and magical vision, checking for anything unusual. Perception: 1d20 + 12 ⇒ (10) + 12 = 22

Brookside GM |

No sounds are heard from inside the cave. Hirda limps out to the entrance. Mel and Perrin move 30 feet away from the entrance but find nothing.
To go all the way around the hill, you'd have to move 120 feet from the entrance and lose line of sight over the top of the hill. How far do you want to go? Assume the hill is basically a cone with a 60 ft radius.

Brookside GM |

No it's a pretty gentle hill. From the top of the hill (60 ft from entrance), Perrin doesn't see anything besides his friends and the entrance.

Mel Elden |

At 60 foot radius, the circumference of the cone would be 376.8 feet. Call it 375 for game purposes. Double-moving at 60 feet per round and making one check per round, it'll take Mel 6.25 rounds to circle the hill. Let's call it six -- she'll be back in sight of the original entrance at that point. I'm going to remove the shaken condition since it doesn't look like we're going into the cave (but will add it back in if we do).
"I'll check all around," Mel says. "I'll yell if I need help -- and you call if you need me to run back!"
Moving quickly but not running, Mel circles the entire hill, checking for entrances. Mindful of the illusion that hid the first entrance, she trails her fingers through the tall grass and across any large rocks or trees, checking for illusions.
Round 2: 1d20 + 11 ⇒ (5) + 11 = 16
Round 3: 1d20 + 11 ⇒ (4) + 11 = 15
Round 4: 1d20 + 11 ⇒ (4) + 11 = 15
Round 5: 1d20 + 11 ⇒ (1) + 11 = 12
Round 6: 1d20 + 11 ⇒ (8) + 11 = 19
And here are a couple of Will saves in case there's an illusion to disbelieve.
Will Save : 1d20 + 5 ⇒ (14) + 5 = 19
Will Save : 1d20 + 5 ⇒ (18) + 5 = 23

Brookside GM |

Sounds good, Mel.
Mel's investigations don't turn up an alternate entrance. But a sound arises as she is investigating around the hill.
How many rounds away is Mel right now?: 1d6 ⇒ 3
An orcish figure becomes visible in the cave. Vors and Hirda feel something tugging at their minds.
Vors Will: 1d20 + 4 ⇒ (7) + 4 = 11
Hirda Will: 1d20 + 4 ⇒ (4) + 4 = 8
Vors: 1d100 ⇒ 91
Hirda: 1d100 ⇒ 50
oof... thankfully Hirda is before Vors in the initiative order...
Strange lights flash around you in a horribly confusion pattern. An orc suddenly appears in the middle of your vision and slashes you in the side.
Hirda stands motionless, gazing off into the distance at the entrance to the cave.
Suddenly, you are surrounded by images of orcs all around you.
Vors lunges toward Hirda and strikes quickaly at her with his halberd.
Halberd Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Slashing damage to Hirda: 1d10 + 3 ⇒ (1) + 3 = 4
Perrin and Mel may act. Mel, you automatically pass the perception check to hear a battle from 100 feet away. If given sufficient reason to, Hirda and Vors may repeat the save, potentially with bonuses.

Perrin Alders |

Having just started to make his way down from the top of the hill, Perrin enters into a sprint when he sees Vors' inexplicable aggression. "Mel, we need you!" he calls over his shoulder. "Vors, Hirda, Halak, it's just another trick! Get the caster!"
As he runs and shouts, Perrin raises his unholy symbol high and lets Haagenti's power flow through his body, hitting his companions like a splash of cold water.
Channel Energy: 1d6 ⇒ 2
Vors and Hirda can ignore a condition of their choice until the end of Perrin's next turn, preferably the condition that's causing them to stab each other.

Vors Falchen |

Oh no! Well, at least it was minimal damage. >.<
What the hell are you talking about, doctor - it's going to kill us all!
When the wave of energy hits him, he looks suspiciously at his halberd, then at the wounded (but healing) Hirda. Deadeye's love, Hirda, I'm sorry! I swear there was another orc there, threatening us! These illusions'll be the death of you, but by my hand! Doctor, should I leave?

Brookside GM |

For now, I'll assume that what Mel chooses to spend her turn doing won't affect what's going on this far away from her too drastically. If I'm wrong, we'll fix it.
Perrin's magic enables Vors and Hirda to shake off the effects of the spell temporarily.
You hear another spell being cast from inside the cave. Hirda can make it out but Vors has trouble seeing what's going on in there.
You see the orc standing where he was before (square marked X).
All Brooksiders up. Vors and Hirda are not suffering from the spell's effects for this round.

Perrin Alders |

Perrin looks panicked at Vors' question. "I... I don't know." He glances around as though expecting someone else to be giving orders, but no one appears. "Um... yes. Let's say yes. Drop your weapon and get back, it's not safe!"

Mel Elden |

Hearing Perrin's call, Mel turns and rushes back to the area.
Full round action to run 120 feet back -- if she goes straight across the hill that should get her there in one round. She loses her DEX bonus to AC for one round, lowering her AC by 3.
"What is it? What's happened?" She asks, her breath coming quickly from the exertion of the run.

Hirda of Kirin |

No 'arm done, lad, but by gum, 'tis mos frustratin'. Ah'm seein' all sorts o' odd things meself. Right now, looks like an orc standin' there in the tunnel. Pretty sure that's the real thing this time, but who kin be sure?
Hirda makes a futile attempt to open the trap that's digging most painfully into her leg.

Brookside GM |

?: 1d4 + 2 ⇒ (4) + 2 = 6
The orc appears out of the tunnel, attempting to force his way past the Brooksiders. Confusingly, it seems as if there are seven identical orcs all trying to occupy the same space.
Hirda and Vors strike as the orc tries to rush past them
Hirda AoO: 1d20 + 7 ⇒ (10) + 7 = 17
Vors AoO: 1d20 + 8 ⇒ (5) + 8 = 13
Hirda barely manages to land a blow on the dodging orc but Vors can't quite seem to as the orc is dodging as actively as he can. But Vors does pass his halberd through one of the identical orcs, revealing it to be an illusion and destroying it.
What did Hirda hit?: 1d7 ⇒ 7
Hirda damage: 1d10 + 3 ⇒ (5) + 3 = 8
All Brooksiders may act now. Hirda and Vors still have on round of non-confusion, thanks to Perrin.
6 images left.
No 3rd level slots left. No 2nd level slots left.
39/47 hp.

Hirda of Kirin |

Oh, 'e's tryin' t' make a break fer it! Wait, only one o' them's real, I betcha. But which? No matter, jus' put 'em all down an' that'll take care o' it.
Hirda takes another wild swing at a random orc, doing the best she can as the trap's teeth dig into her leg with every movement.
Glaive: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 +1 for Orc hatred
Damage: 1d10 + 3 ⇒ (5) + 3 = 8

Brookside GM |

Hirda destroys another false orc!
5 images left.
No 3rd level slots left. No 2nd level slots left.
39/47 hp.

Mel Elden |

"Eep!" Mel says. She fumbles for an arrow and lofts it at the confusing profusion of orc images.
Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Yeah, no need to roll for damage on that one.

Perrin Alders |

As his companions chip away at the illusory orcs, Perrin briefly searches for a clever plan to figure out which one is real. Then he gives up and decides to torch them all. Darting down the hillside to just above the tunnel entrance, the doctor pulls out one of the flasks found on Ukar's body, growls an incantation, and unleashes a cone of flame that envelops the remaining images.
Casting burning hands with the alchemical power component and Volatile Conduit trait. DC 14 Reflex save for half damage, and if he fails he catches on fire as though hit by alchemist's fire. Fire Damage: 6d4 ⇒ (2, 2, 4, 2, 4, 1) = 15
Is Halak doing anything to help, or does he need more guidance?

Brookside GM |

Halak could use guidance. He'll do what Vors says without a check but others could get him to act with a little diplomacy, depending on who they are. Mel would probably have the most trouble getting cooperation from Halak.
The images of the orcs, looking around themselves very warily and trying to dodge every incoming attack, attempt to duck under the sheet of flame coming from Perrin's hands
Reflex: 1d20 + 8 ⇒ (6) + 8 = 14
and barely manage to do so, taking some damage. Vors moves forward and strikes in anger at the strange, images.
Halberd: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d10 + 3 ⇒ (2) + 3 = 5
Vors cuts down another one of the images.
The orc images then attempt to flee to the west.
Withdraw action. Hirda still gets an AoO because withdraw only helps when leaving the first square.
AoO: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d10 + 3 ⇒ (1) + 3 = 4
Because the enemy isn't doing total defense this round, that actually succeeds in destroying an image.
Hirda's glaive sweeps through the air, crushing another false image of the orc.
Map updated. All Brooksiders are up. Man this is a lot more fun for me than when I have dozens of combatants to manage...
3 images left.
No 3rd level slots left. No 2nd level slots left.
32/47 hp.

Perrin Alders |

"He's getting away! Halak, can you make the grass come alive like you did before?" Charisma check: 1d20 + 1 ⇒ (19) + 1 = 20
Perrin spins on his heels, scrambling back up the hillside in pursuit of the fleeing figure. "Get back here!" he shouts, and his words are filled with that strange power that sent an orc leaping from the walls of Brookside. Casting command, ordering him to approach. DC 14 Will save negates.

Brookside GM |

The orc looks over his shoulder at Perrin and winces at his hard words. He tries to turn his head back west to flee
Will save: 1d20 + 6 ⇒ (1) + 6 = 7
but then his head snaps back toward Perrin, locking eyes with him.
He'll move toward you on his turn.
Halak nods at Perrin's words. Can. Tell when, where. Halak waves his arms and speaks some words then holds a green glow of energy in his hand, ready to release it at a word from Perrin.
Halak readies an action to cast entangle when you tell him to.

Mel Elden |

Mel mutters "Samperi sentään," under her breath, and nocks a fresh arrow to loft towards the fleeing orc.
Then she hears Perrin's voice rise in an imperious command, sees his hair flutter -- in a breeze? Or something else? The orc stops, turns, and starts to head back towards the normally unassuming doctor, each of the multiple faces staring in fixed hatred upon Perrin's face as Halak begins the spell of entanglement.
An involuntary shiver runs down Mel's spine. She lowers her bow. "Paska, that creeps me out," she says, and watches to see what develops.
Readied action: if the illusionist attempts to cast a spell, Mel's going to shoot him in the hopes of interrupting it. Here are attack and damage rolls.
Attack roll: 1d20 + 8 ⇒ (3) + 8 = 11
Damage roll: 1d8 + 1 ⇒ (2) + 1 = 3
Ugh.

Brookside GM |
1 person marked this as a favorite. |

Mel, that'll break an image since he's not fighting defensively any more.
The madness begins creeping back into Vors' and Hirda's minds. But thanks to Perrin, they know it's a trick. They struggle to hold onto that fact with their minds
Vors Will: 1d20 + 4 ⇒ (14) + 4 = 18
Hirda Will: 1d20 + 4 ⇒ (13) + 4 = 17
and succeed!
Vors and Hirda may act normally.

Brookside GM |

Sorry guys. I should have botted Vors sooner but I was kind of hoping he'd have time this weekend. But kids keep ya busy and it's no trouble for me to just have him double move. :)
Enraged, Vors rushes toward the enemy.
The orc, fear in his eyes, drags his feet toward Perrin and ends up right next to the good doctor but pulls out a rapier as it advances.
Rapier: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Brooksiders up. We're on top of the hill now, fyi. So don't worry about the cave part of the map, unless you intend to enter.

Perrin Alders |

Wait, what happened to "the creature may do nothing but move during its turn," per command?
Perrin takes a careful step back toward Hirda and reaches over to her, doing his best to repair her injuries. Taking a 5-foot step and using his cure light wounds spell-like ability on Hirda. Healing: 1d8 + 5 ⇒ (5) + 5 = 10
"Now!" he calls out to Halak.

Orc shaman |

Ah that's correct Perrin. Thanks. I forgot exactly how command works. The damage never occurred, then.
Halak unleashes his magic, calling up vines on the opposing orc.
Vors Reflex: 1d20 - 1 ⇒ (18) - 1 = 17
Orc Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Neither Vors nor the orc are entangled by the vines but it seems like it will be very hard to run through this new undergrowth. A look of concern briefly flashes across the orc's multiple faces.
Mel, Hirda, and Vors still up.

Mel Elden |

Perception: 1d20 + 9 ⇒ (11) + 9 = 20 (to notice the rapier that hasn't been drawn yet)
Taking note of the sword sheathed at the orc's side, Mel remarks "A rapier? What kind of orc fights with a rapier?" She keeps an arrow trained on the "orc", watching intently for any sign of spellcasting.
GM, my previous attack was a readied action contingent on him casting a spell. He obviously didn't do that, because he was moving under Perrin's Command spell instead. So in fairness, she didn't pop one of his images because the stated trigger never occurred.
This round, I'd like to do the same thing: readied an action to shoot him if he starts casting a spell. I kind of hope he does, otherwise I'll just be sitting here doing nothing again.
Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Well, I guess any damage is good, right? But that's not a very hard Concentration check -- DC of 10 + the damage (2) + the spell level. Assuming he casts at all.

Hirda of Kirin |

Hirda moves up and addresses the group of identical orcs, before bringing her glaive down on one at random. Look, ye've 'ad yer tricks, but yer fun's over. Now, we'll 'appily kill ya, but we'd rather ask ya some questions. So when ye've 'ad enough, raise yer 'ands n' say so, n' mayaps y'll be spared.
Glaive: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage: 1d10 + 3 ⇒ (3) + 3 = 6

Brookside GM |

Images: 1d4 ⇒ 4
The orcs cry out in pain as Hirda strikes them and looks around uncertainly, considering the entangling vines behind and the belligerent villagers in front.
No 3rd level slots left. No 2nd level slots left.
26/47 hp.

Brookside GM |

Vors moves forward and strikes at the orc.
Vors Power Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d10 + 9 ⇒ (6) + 9 = 15
Images: 1d4 ⇒ 2
Another image fades under Vors' blow.
But the vines continue grasping. Both Vors and the orcs try to avoid becoming entangled.
Vors Reflex: 1d20 - 1 ⇒ (18) - 1 = 17
Orc reflex: 1d20 + 8 ⇒ (18) + 8 = 26
They both manage to pull their ankles out of the way of the grasping vines. The orc begins casting a spell to help him out of this difficulty. Mel seizes the opportunity and sends a shaft straight into him, despite nearly all her allies being partially in the way.
Images: 1d3 ⇒ 3
Her aim holds true, striking the real, breathing enemy beneath the illusions.
Vors and Hirda also swing at the hostile orc.
Vors Power Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d10 + 9 ⇒ (8) + 9 = 17
Images: 1d2 ⇒ 1
His halberd goes wide but ends the last illusion.
Hirda Glaive: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
The halberd blow and the shaft in his side draw sweat from the orc's brow as he attempts to bring his spell into existence regardless.
Concentration DC 13: 1d20 + 12 ⇒ (13) + 12 = 25
Concentration DC 18: 1d20 + 12 ⇒ (4) + 12 = 16
But the strange enemy cannot bring the spell forth and it fizzles in his frustrated hands. He moves away as fast as he can in the entangling undergrowth.
All Brooksiders up.
The "orc" attempted to cast expeditious retreat.
No 3rd level slots left. No 2nd level slots left. 1 st level slot spent (expeditious retreat)
17/47 hp.

Mel Elden |

"Get back here, pelkuri! We've got questions that need answers!" Mel shouts at the fleeing figure.
Frustrated at the prospect of losing him, Mel draws and looses another shaft.
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Though the shaft appears to strike true, she rushes forward to close the distance anyway.
30 feet of motion towards him. Not sure if that'd put me in the Entangle area or not, but if so here's a Reflex save.
Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Entangle makes difficult terrain, so anyone in it is moving at half speed anyway.

Perrin Alders |

Just checking, did Perrin's hero point get expended when he made that Wisdom check a while back, or did you decide we didn't need a hint?
Perrin draws a small pinch of wool from his pouch and mutters an incantation, giving his friends what he hopes is a reassuring look. Suddenly, heavy footsteps and muffled human shouts can be heard approaching from around the hill. Casting ghost sound, DC 13 Will save to disbelieve.
Perrin jogs forward around the edge of the vines, calling out to the fleeing figure. "It's no use running - our reinforcements are here, and we've got you surrounded!" Bluff: 1d20 + 1 ⇒ (20) + 1 = 21

Brookside GM |

Hold onto the hero point, Perrin.
The orc cries in pain as another shaft hits him. He curses something you can't quite hear under his breath. Then turns and drops his rapier, holding his hands up.

Mel Elden |

Mel readies another arrow but doesn't shoot. "That's right," she says. "Vors, could you ...?"
She shoots the orc a wary look.
Sense Motive: 1d20 ⇒ 13

Vors Falchen |

Vors strides through the wriggling vines towards the orc, and kicks the rapier away. Now listen here - enough of the games and illusions. You talk, now. Who are you, and what are you doing here? Speak!
Intimidate: 1d20 + 11 ⇒ (11) + 11 = 22
Halak stalks forward next to Vors with an extra deep scowl on his face, trying to help get to the bottom of what killed his clan...
Intimidate (To Aid): 1d20 + 2 ⇒ (17) + 2 = 19

Elrin Weh |

The orc curses again under his breath then speaks a word you don't understand. The appearance of an orc fades rapidly away leaving a handsome man with pointed ears wearing a flowing robe. He bows calmly and states in an incredibly smooth voice I am Elrin. My business here is not something I can share but I assure you, if you escort me back to my homeland, you will be compensated most generously. He gestures politely toward Mel. She can verify this, of course.
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
I'm just rolling for him as a representation of how persuasive he is for you to react to. A high roll doesn't mean you have to do what he says, of course. You may have NPC classes but you're not NPCs!

Perrin Alders |

Perrin hesitates, wanting to trust the kind man. "But... there was that evil aura in the tunnel. Not to be judgy or anything, but what was that all about?" He turns to Mel, uncertainly. "Do you know this guy?"