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Which wolf is damaged, the male (Geri) or the female (Freki)? It's relevant because they have different statistics and Tal has the ability to protect Freki from harm as an immediate action due to one of her tricks.
If Freki was the one struck, Tal's trick boosts her AC against the first attack to 21, expending one of the six daily uses of her Skirmisher Tricks.

Tristan Surovati |

Tristan moves to the fallen soldier and attacks, wary of the two vermin protecting him.
Not sure of exact positioning, so let me know otherwise
Move- move to soldier in a way to avoid AoOs from rats if possible, if not, I will acrobatics last 5'. Standard- attack prone soldier, fighting defensively and using Combat Expertise.
Attack vs prone soldier (+11, -4 FD, -2 CE, +4 prone target) 1d20 + 9 ⇒ (20) + 9 = 29
confirm crit 1d20 + 9 ⇒ (16) + 9 = 25
damage 1d6 + 6 ⇒ (6) + 6 = 12
If crit confirmed, add.. 2d6 + 12 ⇒ (4, 4) + 12 = 20
AC-26
hp-33/33
status- fighting defensively, combat expertise
Nice 32pt hit if I confirmed :)

Goldmyr |

Tristan moves between the wolves, safe from the attacks of the Dire Rats. He pierces the breastplate with his rapier and stabs the soldier straight in the lung. He begins coughing up blood. Meanwhile, the stone shot by Alexander flies past his ear, heading straight for the archer. But the attack is dodged and the archer retaliates with a flurry of arrows at Tristan.
Archer Manyshot: 1d20 + 7 ⇒ (13) + 7 = 20
Archer Rapidshot: 1d20 + 7 ⇒ (3) + 7 = 10
But he shoots so many that he loses control over their trajectories. All of the arrows miss their target.

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"Flank!" cries the woodsman, and his wolves step around their target, savaging the downed soldier.
Freki, Bite: 1d20 + 9 ⇒ (2) + 9 = 11 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Geri, Bite: 1d20 + 9 ⇒ (20) + 9 = 29 Damage: 1d6 + 2 ⇒ (2) + 2 = 4 CRIT CONFIRM: 1d20 + 9 ⇒ (16) + 9 = 25 Damage: 1d6 + 2 ⇒ (5) + 2 = 7 (11 damage total if it confirms.)
Tal lets another arrow fly toward the archer, and advances forward 30 ft.
Longbow Attack: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Geri Fort Save: 1d20 + 6 ⇒ (12) + 6 = 18

Jack "Feral" Garrison |

A sinister killing intent fills the air. Did the archer just ignore him? Did he just try and attack someone else? Did he not feel threatened? That just wasn't very nice.
AoO: 1d20 + 11 ⇒ (18) + 11 = 29
Main Hand Kukri: 1d20 + 9 ⇒ (12) + 9 = 21 +1 if crit confirms
Off Hand Kukri: 1d20 + 9 ⇒ (15) + 9 = 24 +1 if crit confirms
Crit Threat: 1d20 + 11 ⇒ (5) + 11 = 16
AoO Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Main Hand Kukri Damage: 1d4 + 5 ⇒ (4) + 5 = 9 +1 if crit confirms
Off Hand Kukri Damage: 1d4 + 3 ⇒ (2) + 3 = 5 +1 if crit confirms
Crit Threat damage+Trait: 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
AoO for attacking with range weapon. Swift Action Stance: Blood in the Water. Full Round Attack. 2/8 rounds of Controlled Rage used. That is 19 damage on the AoO on the archer. If he dies then the other attacks go to the Rat.

Goldmyr |

I forgot to have him take a 5ft step away.
The soldier is torn apart by the wolves and Jack decapitates the Archer. The Dire Rats run away. As the battle ends, you hear metal on stone. The first group of back up soldiers has very nearly arrived.
The crit wasn't confirmed but the 18 from the AoO and the first kukri will be enough to kill him. Five damage on the rat.

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"NOW, men, if you have any desire to complete this mission, let's get out of here!" Tal whistles, his wolves rushing to his side as he moves toward the sewage pipes.
Tal looks to Alexander. "If you can conjure mist, darkness, or a summoned distraction, now would be the time! Cover the gates!"
If we get caught or otherwise don't have time, Tal skips the following. Otherwise...
Once inside the pipe, he produces a thin rod, seemingly a spent arrow shaft with tied reeds forming an intricate design along one end. He touches it to Geri's side as a soft glow emanates, sealing the wolf's injuries.
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (7) + 1 = 8

Jack "Feral" Garrison |

Thinking quickly, Jack gives the downed archer a once over, trying to find something, anything that might give them cover. A smokestick, another special arrow, alchemists fire? Anything that might slow the approaching guard. If someone does manage to cast something that covers them he takes a flying leap towards the pipe and helps others in.
Acrobatics: 1d20 + 12 ⇒ (2) + 12 = 14
He slips slightly on the run but manages to still make it several feet.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11 for an item to use. Not keeping it just want something to use incase none of the casters have anything.

Alexander the Curious |

I suppose I could use my destructive capabilities to cause collateral damage.
I look for any weak points that can be collapsed to slow down the pursuers. I am not sure what I should roll

Othaniel |

Once inside the pipe, he produces a thin rod, seemingly a spent arrow shaft with tied reeds forming an intricate design along one end. He touches it to Geri's side as a soft glow emanates, sealing the wolf's injuries.
[dice=Cure Light Wounds (Wand)]1d8+1
[dice=Cure Light Wounds (Wand)]1d8+1
Tal should be inside.

Goldmyr |

Okay. Tal is in the pipes. I'll just say Alexander meant to get in too.
The sound of metal boots marching on sounds pours into the courtyard as everyone piles into the pipes. The ground is slick from the sewage that slowly pours out. On one side, there is a small walkway for repairs. In total, the pipe is about 10ft wide. It travels into darkness. Those with darkvision can see that it splits left and right about 30ft up a head.

Benedict Bishop |

Benedict stands on the walkway and chants briefly and quietly. A reddish-green unhealthy looking glow begins to emanate from the tip of his crossbow and he uses it to peer further into the tunnel, moving quickly forward.

Goldmyr |

The walls are covered in moss and algae from the sewage that runs through the pipes. The smell is strong enough to make you want to be sick, but somehow you manage to hold it in. The left and right passage ways each diverge into tunnels towards the city. Some of them are much smaller than the one you are currently in. There are also occasional ladders to manhole entrances or grates, but not much light is let in from starlight.

Benedict Bishop |

knowledge:dungeoneering (trained): 1d20 + 2 ⇒ (12) + 2 = 14 trained in survival so always knows north
Benedict closes his eyes and thinks for a second, trying to work out the best route into the city. Were he not worried about noise he would curse himself for not getting a city map.

Goldmyr |

There is no "best way" to get into the city. The drain system runs through out Augustana. It's all a matter of how you come out. It would probably be best to stay on the main line which runs close to where the wall is above. Heading farther in would take you to the higher class buildings and the location of the main army. You think it is also best to travel along the main line a mile or so to avoid any search party above.

Jack "Feral" Garrison |

Jack is breathing heavily as he enters the pipe. Though the combat was short, it was intense. He quickly recovers though as within seconds he is back to breathing at a normal rate. He doesn't peer out of the pipe but he does listen at the mouth, waving the others onward while the sound of scraping boots and clinking armor is loud.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Will wait for confirmation that the guards have moved on.

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Can it be? Did they not see us? I can scarcely believe our luck after that... atrocity at the gate. Tal grabs Jack's arm as he passes with a meaningful stare. "No time," he whispers tersely. He heads into the tunnel, arrow nocked in his bowstring and ready to fire, in case the guards spot their trail. We need to get above and into the city before they realize they should search the tunnels, he thinks.

Jack "Feral" Garrison |

Jack nods at Tal. The noise they are making should mask their movement through the pipe. He pulls a torch out of his pack and lights it far enough away from the opening that it shouldn't be visible from the outside. If the pipe only leads in one direction he heads that way. At any branches he waits for anyone to speak up on the direction to go. If it is large enough he also keeps one of his blades ready, idly flipping over in his hand.
Just moving this along.

Goldmyr |

The pipe branches into the main line quickly. The larger pipe doesn't contain any markings that distinguish where in the city you are. However, there are some ladders and grates that lead up to the surface. A knowledge local check will allow you to find your way to the poor districts where not many guards will be located.

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Knowledge (Local): 1d20 + 2 ⇒ (19) + 2 = 21
"It's been a few years since I've been to Augustana, but I can remember a few details. The poorer districts were along the west wall, and there's less likely to be as many soldiers there. Based on where we entered... this way." He points down one tunnel. "We should get above, get ourselves cleaned using Orthaniel's magic, and find out what they're searching for. Time is against us... the longer we linger, the greater chance of discovery and the loss of our mission."