
Terevalis Unctio of House Mysti |

On his turn, Terevalis will activate his Protective Ward (7/day) (Su) Create 10' radius field granting allies +1 (+1 / 5 levels) AC bonus.

Awdrithicus |

Awd looks to Datura when her name is called, then follows the line of where his finger is pointing. Seeing the little morsel standing in front of the others, she moves forward defensively.
Surprise round:
She moves beside Clara, and will attack the first enemy that attacks the gnome.

Clarabibulus Flingflopsparkfizz |

Drake, you can move yourself on the map. Which remind me to mention that Clara took a 5 foot step, reflected on map.
Clara looks visibly relieved by the presence of the carnivorous plant at her side.
"Oh Awdrithicus Hemovourus, it's so nice to see you. You know most non-Gnomes don't appreciate long names like yours. You're different though, I can tell. I think the two of us will be friends, Awdrithicus Hemovourus."

Awdrithicus |

Awd looks at the little chirping bird, unsure why the keeper wants it protected. Maybe he wants to eat it himself. Awd doesn't even recognize that Clara is unaware of the Keeper's word being the only thing keeping her from being plant food. Then again, Awd doesn't recognize just about anything as not food unless keeper says otherwise.
Awd just prepares for any prey getting too close to keeper's food, spreading her petals to draw it close enough for her to snap onto it.
I love the idea that Clara has befriended the plant that just wants to eat her. Her voice reminiscent of the chirping of small birds that would land on Awd's petals before eating them.

High God of Krynn |

A +9 to hit at level 1 Clara. Seems a bit high. If your dexterity is a 20 with the mutigen that is a +5, you also get +1 for the throw anything and +1 for your size bonus. With a -2 penalty for range My calculations come out to a +5 to hit. So I believe that is a miss even if he is flat footed. He also has Uncanny dodge so his touch AC is 11 even if he is caught flat footed. It also takes a move action to stealth so unfortunately Claira can't throw a bomb and then try to hide in the surprise round. Besides she's in the open there, you can't hide in plain sight unless you're a shadowdancer.
Clarabibulus tries to throw the bomb at Pegrin unaware but she underestimates the distance and Pegrin's quick reflexes and the bomb falls short. The bomb still lands close to Pegrin and explodes catching him in a blast of shrapnel, bloodying him up a bit. (He takes 5 damage)
As for Datura the attack it sticks into the armor of the bandit he attacks but does not harm him.
Drake sensing the evil of Pegrin even from his position channels his holy might to strengthen himself against his chosen foe.
The plant creature Awdrithicus moves forward but not knowing or caring about the tripwire hits it causing it to ring out a loud alarm bell. If any of the men were not awakened by the yelling and the explosive blast the bells certainly will. It takes position beside the Gnome.
Terevalis uses his magical abilities to defend the party
Semus will act when he is ready to post (Likey readying weapons and moving into position.)
Ok real combat round 1 starting. All the bandits in the camp wake up except for the sleep spell one. They can't act this round as they're getting adjusted to springing awake suddenly. Not helpless but are flat footed and prone the entire first round. I have flipped upside down those who are prone this round.

High God of Krynn |

Derg's action is to wake up (on their turn)
Cole wakes up (on their turn)
Sleeping Bandits wake up (on their turn)
Pegrin will react when his initiative comes up.
The bandit actions on their turns
The Bandits following the orders of their leader will move to engage the targets of opportunity and attack if possible with their short swords. Generally the bandits have short swords, leather armor and light wooden shields. They also have short bows with a quiver of arrows, at least the ones currently on duty.

Datura Oleander |

I didn't attack Pegrin. I attacked the guy on the left side of the map, closest to us. For ease of declaration, you can put battleship style grids on the map edges, so we could say, 'the guy in f12'. Just another helpful PbP GM hint.
Um, according to Init, everyone but Seren and Terevalis go before the bandits. And only 1 named guy goes before us. Also, you can preview your posts before submitting them, that way you can view your rolls and make your fluff text match the results before you even post it. That way you don't have to go back and edit them.

High God of Krynn |

Yea it was a mistake on my part. I looked at the wrong initiative for the bandits and took Derg's init instead for them. I've retconned my post stating what the bandits will generally do on their turns and moved them back to their previous positions. As for the attack, you might well have attacked Pegrin for the simple fact that even flat footed an 11 won't hit the Bandits due to their armor bonus. I've retconned that you attacked the bandit and did no damage as it stuck into his armor.

Datura Oleander |

No problem, it happens. Getting entirely used to this format as a GM can take some time. Some things that are easy at the table become real hard to do here.
Datura reprimands himself for his less than adequate performance with the bow. Maybe he was really ready to fight, despite the expectation of there being one. He loads and fires again. This times the shot is good, but he's not putting enough power behind them. He puts away his bow, knowing they will be on them soon, and steps closer to his cousins.
Round 1:
Free, load
Standard, attack same bandit 1d20 + 4 ⇒ (15) + 4 = 19, damage 1d6 ⇒ 2
Move, put away bow
Free, 5' step

Awdrithicus |

Awd merely waits eagerly, if the chirping morsel moves she will have to follow, but she waits for her prey until then. Looking her best like an innocent flower.
Round 1:
Ready, standard, attack the first enemy that gets close enough
1d20 + 5 ⇒ (10) + 5 = 15, if that hits 1d6 ⇒ 5

Semus Cloverleaf |

In the surprise round Semus takes a 5 foot step to his left, drops the axe he was carrying, pulls out his bow.
In the first round, he takes a shot at the bandit just north of him (the one inline with the log).
Bow + Fav. Enemy + Pointblank Shot: 1d20 + 8 ⇒ (15) + 8 = 23
Damage if applicable: 1d6 + 3 ⇒ (3) + 3 = 6
If the enemy is not human, substract 2 from the attack and damage rolls above

High God of Krynn |

Semus does a masterful strike with his shortbow, using his knowledge of human anatomy to hit a vital location. The man grimices in pain. Likewise the same man takes an arrow shot from Datura piercing his armor and opening a new wound. The man despite taking some serious wounds still is on his feet and looks to Semus in anger.

Terevalis Unctio of House Mysti |

Terevalis is going to wait until the sorcerer comes out his tent and then cast charm person on him.
"Ast yerneonth thonianld
DC would be 15.

Serenatholos |

Sorry for the delay, folks. Oh my, isn't it messy here. Anyways.
Surprise round:
Seren, seeing that the surprise has begun, stands out of the shadows, shouting a rallying battle cry. "For Justice! To arms, my friends, to arms!" His eyes go to Drake, and he arches a brow. What on... well, one could not fault his enthusiasm, at least.
Beginning my Inspire Confidence +1 performance as a standard action. Everyone within 6 squares radius of me gets a +1 to hit and +1 to damage, as long as they're friendly. Apologies if this alters anything, but it shouldn't, as I believe I'm the last of our group to act on any given round.
1st round:
Seren continues his rallying cries. "We will prevail, honored brethren!" He looks to Datura, nodding briefly, as he draws his own shortbow. The Kagonesti had the right idea. The Qualinesti looked about desperately for a target, but found none. Instead, he decided to focus on keeping the spell up on the bandit he had previously made drowsy, so he could put him into a magical sleep if needed. "For the fallen! Allow not these bandits to prey any longer upon the people of Krynn!"
That's a move action to draw my bow, then a standard action to maintain my spell on the drowsy guard, in case I want to try to sleep him myself. Free action to maintain my bardic performance. 13/14 rounds left today.
Also, Terevalis, I have the map on all of my posts. I would recommend that the GM add it up where the "A Three Book Adventure Path in the world of Dragonlance covering levels 1-20." is, though.

Terevalis Unctio of House Mysti |

Tervalis will move 3 squares to the right, near the kender. He will then cast acid splash at the bad guy 6 squares away.
Ast kolinathn binmim
1d20 + 2 ⇒ (3) + 2 = 5 Range Touch
1d3 ⇒ 3 damage

High God of Krynn |

Drake with the righteous might of his god flowing through him charges at Pegrin, driving his massive blade into his chest. He is stunned by the power of the strike leaving an opening for Drake to withdraw his blade from his gullet and bring the sword across Pegrin's throat. Pegrin collapses to the ground blood flowing from a gaping wound in his chest and throat along with his longsword. He barely clings to life but has otherwise been incapacitated by his wounds. While visibly shaken by the brutal attack the Bandits having a numerical advantage are not yet willing to back down from the fight.
The Lullby spell already has come to an end Seren. You left Line of Sight when you went back to the party to discuss tactics. You also walked to the other side of the camp with the party. Besides if you maintained it there would have been a chance for someone to hear your bardsong. You might want to reconsider your actions.

Clarabibulus Flingflopsparkfizz |

+9 was a typo. It's actually +7: 5 for 20 Dex (when mutagen active) 1 size 1 throw anything. Now 1 more thanks to Seren.
Clara says to herself "Easy Claribulus. Listen to Seren. Don't rush it. Take your time." And she throws a bomb at the sleeping bandit.
hit: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15 which I'll assume hits his touch AC.
dam: 1d6 + 4 ⇒ (6) + 4 = 10 to him, and 5 splash to the two bandits in front of him in a fiery explosion.

High God of Krynn |

Indeed, Clara chucks her bomb and this time it hits home on the unconscious bandit. The bomb explodes severely burning the unconscious man who wakes up screaming in horrid pain from the bomb exploding on him and patting himself madly to put out the smoking fire. He fails and burns to death from the fire (I'll say he takes a critical hit as he was helpless). The other 2 bandits get struck by the backblast of the bomb and are also scorched by the blast. Combined with seeing Drake cut down their leader the bandit's resolve is definitely shaken.
Will Save: 1d20 - 1 ⇒ (19) - 1 = 18 DC 15 to not run away.
Despite being spooked the bandits hold their resolve. The Bandits now act now moving around to flank the fighter and attack Drake from both sides. Being dirty fighters they're not the type to take a man in a head up fight. (Bandit 1 moves in, holds action, Bandit 2 moves into a flank and they both strike at the same time.)
Bandit 1 attack: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Bandit 2 attack: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
The two bandits drive their weapons into the paladin taking advantage of Drake's off balance stance from striking down their leader stabbing swords into his front and rear. (13 Damage)
The badly wounded bandit goes after the Kender who shot him moving up to him and stabbing with his short sword.
Bandit 3 attack: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
The bandit's blade goes wide as the Kender dodges out of the way.
The last bandit double moves to support his friend.

Serenatholos |

It's... concentration. Is it singing still? I didn't believe so. Oh well. I can't do much other than wait. I'll ready an action to shoot them when they come into line of sight.
Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
And miss, evidently.

Semus Cloverleaf |

on his turn, Semus will take a 5 foot step back, take a shot at the bandit he already wounded, then drops the bow, and pulls his other axe out. May Paladine have mercy on your souls!
Bow+Size+Fav Enemy+Pointblank Shot+Bard Bonus: 1d20 + 5 + 1 + 3 + 1 + 1 ⇒ (9) + 5 + 1 + 3 + 1 + 1 = 20
Damage if applicable: 1d6 + 4 ⇒ (5) + 4 = 9
I forgot to count the size bonus in my previous attack, haven't played a small character in a long time

Terevalis Unctio of House Mysti |

Terevalis will take 5 squares to the right and repeat his action casting acid spray at the baddie in front of him.
Ast kolinathn binmim
1d20 + 2 ⇒ (11) + 2 = 13 range touch attack
1d3 ⇒ 3 for damage

High God of Krynn |

The badly wounded bandit drops to the ground from Semus's arrow bleeding out. The other bandit takes a splash of acid from Terevalis and screams in pain. While no other bandits have joined the fight you do hear rustling from some of the tents (Bad guys in tents taking full round action to get up and grab their gear this turn.)

Datura Oleander |

Datura catches sight of the human rush off and feel the man they came for. Seeing that he's all alone out there and getting pummeled, causes him some concern. He moves up closer to the center, redrawing his bow, and redirecting Awd's attention. "Awd! Look, food!" As he points to the man closest the plant. He offers encouragement to Drake "Knight, just hold your ground, I can ask the World Mother's blessing to close your wounds soon."

Awdrithicus |

Awd recognizes her favorite word, it's the one she's been waiting to hear. Looking where keeper points, she moves to the man, hoping to have a meal. First she gives the man a taste, see if she wants a bigger bite.
Move and attack the man behind Drake 1d20 + 5 ⇒ (16) + 5 = 21, damage 1d6 ⇒ 1
Don't think Inspire courage bard song is language dependent, so if so she gets +1 to damage.
Seren, the act of concentration is a standard action.

High God of Krynn |

The blade slashes through the bandits armor and spitting open his flesh. With blood gushing from the wound he collapses to the ground.
As for the bandit actions. The one being bitten by the plant creature jabs at it with his short sword.
Bandit Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
The other bandit takes a 5 foot step and attacks the Kender.
Bandit Attack 2: 1d20 + 4 ⇒ (19) + 4 = 23
Critical Check: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
The bandit does an accurate stab at the kender. The blade almost goes for his throat but at the last minute Semus turns and takes it in the arm.

Clarabibulus Flingflopsparkfizz |

Clara cringes when she sees the two bandits cut into Drake, and sees him collapse.
"Drake, hold on! Datura, you can make sure he doesn't die, right? Tell that World Mother we need her!"
She then hears a yelp of pain from Semus and turns to see him take a blow to the arm.
I wish I could help them, but my bombs would just splash them too. I've got to try to invent some way of controlling or limiting the splash!
She starts to think about this new interesting challenge for a moment, but then snaps back into focus. Seeing the thug coming out of his tent directly to her East, she lobs a bomb at him.
bomb: 1d20 + 9 ⇒ (4) + 9 = 13 (now an added +1 for point blank)
damage: 1d6 + 5 ⇒ (2) + 5 = 7

High God of Krynn |

Clarabibulus throws a bomb at the tent. The combination of voltile explosive chemicals combined with the lantern that it shattered by the explosion causes the whole tent to burst into flames. The man in the tent takes burning damage: 1d6 ⇒ 3 addition damage from the fire. Reflex save to get out of the tent Derg's Reflex Check: 1d20 + 6 ⇒ (2) + 6 = 8 The man is unable to get out of the burning tent in time so will take another burning damage: 1d6 ⇒ 2 damage the next turn before he gets out.
(OOC: He does not take the explosive damage as he had full cover from the tent against the explosion from that angle and the flap of the tent was closed so the bomb could not get inside. Instead the tent took all the damage from the bomb.)

High God of Krynn |

Ok the next round, Derg exits the tent. He is a man with angular features and slightly pointed ears armed with a sword and dagger. He looks somewhat burnt due to the fire from his tent. He turns and gives a glare to Clara. He moves up to her and tries to jab her with his short sword. Derg Attack: 1d20 + 5 ⇒ (10) + 5 = 15 Derg Damage: 1d6 + 1 ⇒ (6) + 1 = 7
His attack barely misses but she can tell that he has accuracy in his strike. It could have been a very dangerous hit.

Terevalis Unctio of House Mysti |

[ooc] This is why that gnome should have been focusing on the foes that were NOT put to sleep. [/b]
Is this guy the sorcerer?

Terevalis Unctio of House Mysti |

Does being in the radius of my protective aura help the gnome and kender?
Terevalis will cast acid splash at Derg.
Ast kolinathn binmim
1d20 + 2 ⇒ (18) + 2 = 20 ranged touch attack
1d3 ⇒ 2

Clarabibulus Flingflopsparkfizz |

Clara takes a diagonal 5' step backwards, and decides to pull out one of the vials of special, fizzy-pop infused alchemical fire and lob it at Derg.
"Oh Umbilicus' sizzling soda-pop, don't fail me now!"
Craft(alchemy): 1d20 + 13 ⇒ (11) + 13 = 24 For what effect this one has. (This succeeds in crafting, but only by 4, prob not enough to add something special).
hit: 1d20 + 9 ⇒ (7) + 9 = 16 I'll assume this hits touch AC
damage: 1d6 + 5 ⇒ (1) + 5 = 6 which will last two rounds (unless he takes a full action to put it out)

High God of Krynn |

Quirk Check 1d100 ⇒ 91
The Result is a the thing has 2 Quirks
Quirk NO 1 1d100 ⇒ 24
The Alchemist fire glows very brightly
Quirk NO 2 1d100 ⇒ 4
The alchemist fire makes an thick smoke (Grants light concealment to the square it hits)
As for the effect you get 1 enhancement. Which I suppose you're taking the extra damage so it inflicts 2 points of damage. You don't add your intelligence modifier to Alchemist Fire attacks but yes the attack hits, sets him on bright fire and covers him with smoke (-2 to ranged attacks against him while it burns)
The alchemist fire lands at Dergs feet, breaks and bursts into a bright fire with a lot of smoke. He screams in terrible pain as the fire spreads to his clothes.

Datura Oleander |

It might help to track the rounds when each of you post. I think we're still on round three, but it looks like some have already posted for round 4, maybe even 5. Seriously, go back and count how many actions you've taken, I think some of you are getting a little ahead of yourselves.
Datura is frustrated to see the knight swing and overexert himself when he had just told him to stand his ground. At least he took one of the thugs with him. He moves up beside him and says a quick prayer "World Mother, grant this man your bounty and wash away his wounds as the rain washes away the cracked earth of drought." As he prays there can be heard the pitter patter of falling rain, and a slight smell of moist earth, as Drake injuries begin to smooth around the edges and look to be closing.
Round 3:
Move to beside Drake
CLW on Drake 1d8 + 1 ⇒ (6) + 1 = 7

Awdrithicus |

Awd easily avoids the pointy claw of her prey as it thrashes against her continued chewing. It's swings were enough to put her too far to get a good bite coming back in. She moves protectively in front of keeper, he is good to her, and this prey's pointy claws will not reach him.
Round 3:
Attack same bandit 1d20 + 5 ⇒ (5) + 5 = 10
5' step in between bandit and Datura

Drake Steelwind |

I have taken 3 rounds worth of actions, including the surprise round.
Thank you my elf friend, you indeed have the blessings of the gods
For my round 4 action, when the time comes, I will stand up, take a 5 foot step to the bad guy the plant is attacking, and attack him.
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 2d6 + 7 ⇒ (3, 6) + 7 = 16

High God of Krynn |

Yes this is round 4, 1 surprise round, 2 rounds for the rest of the bandits to get their act together and now they can act.
While the plant creature fails to hit it provides an ample distraction allowing the newly healed Drake to move in and slice down the bandit. With their numbers dwindling, the newly emerging bandits find their resolve faltering.
bandit panic check: 1d20 ⇒ 3
The bandits seeing their leader dead, their 2nd in command on fire and the sentries cut down decide to scatter to the woods. Cole the sorcerer walks out sees the carnage and also moves to make his escape. (Double moves for the bandits and cole)

Clarabibulus Flingflopsparkfizz |

I agree round numbers would be a big help. As far as adding Int to alchemical fire, see throw anything