
Dungeon Master S |

Will: 1d20 + 4 ⇒ (19) + 4 = 23 Morkeleb's will reaches forward, but the gargoyle shakes off the spell, barely.
Autopilot: Meanwhile DeGrog gives a war-cry worthy of his orc heritage. His target is the assassin next to Odric's. With both hands on the swing he gives it his all. Atk: 1d20 + 16 ⇒ (5) + 16 = 21 a hit! (Barely). DMG: 1d6 + 11 ⇒ (3) + 11 = 14.
The assassins burst into action. The one ravaged by Ferox's arrows begins moving in a strange hypnotic pattern as he approaches the Inquisitor. Will Save DC 16.
A single gargoyle swoops down to the ground and enters melee with Gaius. Claw: 1d20 + 7 ⇒ (18) + 7 = 25 It slashes him for DMG: 1d6 + 2 ⇒ (4) + 2 = 6.
Another goes for Sandor with it's entire body. Claw: 1d20 + 7 ⇒ (18) + 7 = 25, Claw: 1d20 + 7 ⇒ (2) + 7 = 9, Bite: 1d20 + 7 ⇒ (16) + 7 = 23, and Gore: 1d20 + 7 ⇒ (7) + 7 = 14 It barely misses, but it sets up a flank for the mantis assassin! He swings twice with each of his saw-toothed sabres.
Swing 1: 1d20 + 16 ⇒ (7) + 16 = 23 Miss
Swing 2: 1d20 + 11 ⇒ (15) + 11 = 26 DMG: 1d8 + 1 + 3d6 ⇒ (7) + 1 + (5, 2, 6) = 21
Swing 1: 1d20 + 16 ⇒ (10) + 16 = 26 DMG: 1d8 + 1 + 3d6 ⇒ (2) + 1 + (3, 1, 3) = 10
Swing 2: 1d20 + 11 ⇒ (5) + 11 = 16 Miss
The exact scene plays out against Odric as a gargoyle whips around.Claw: 1d20 + 7 ⇒ (17) + 7 = 24.
Swing 1: 1d20 + 16 ⇒ (17) + 16 = 33 DMG: 1d8 + 1 + 3d6 ⇒ (6) + 1 + (3, 3, 4) = 17
Swing 2: 1d20 + 11 ⇒ (19) + 11 = 30 DMG: 1d8 + 1 + 3d6 ⇒ (3) + 1 + (3, 6, 4) = 17
Swing 1: 1d20 + 16 ⇒ (16) + 16 = 32 DMG: 1d8 + 1 + 3d6 ⇒ (2) + 1 + (1, 3, 1) = 8
Swing 2: 1d20 + 11 ⇒ (11) + 11 = 22 Miss
Confirmation: 1d20 + 11 ⇒ (2) + 11 = 13
(Net damage on Odric is 42).
The final gargoyle flies over DeGrog's head and hustles to avoid moving through the range of DeGrog's blade. Claw: 1d20 + 7 ⇒ (20) + 7 = 27 DMG: 1d6 + 2 ⇒ (5) + 2 = 7.
Swing 1: 1d20 + 16 ⇒ (4) + 16 = 20 DMG: 1d8 + 1 + 3d6 ⇒ (3) + 1 + (6, 3, 3) = 16
Swing 2: 1d20 + 11 ⇒ (18) + 11 = 29 DMG: 1d8 + 1 + 3d6 ⇒ (2) + 1 + (5, 3, 1) = 12
Swing 1: 1d20 + 16 ⇒ (2) + 16 = 18 Miss
Swing 2: 1d20 + 11 ⇒ (13) + 11 = 24 DMG: 1d8 + 1 + 3d6 ⇒ (2) + 1 + (4, 5, 6) = 18
Confirmation: 1d20 + 7 ⇒ (2) + 7 = 9
(Net damage on DeGrog is 53)
Gaius and Grym to finish the round!
Round 1 Update:
Sandor: Close and attack (move your mini to show which one.)
Ferox: Crit with an arrow!
Odric: Move and hit
DeGrog: ARGH!
Morkeleb: Tries unsuccessfully to strangle the mind of the gargoyle.
Baddies: All hell
Gaius: Current
Grym*: On deck
Mantis V Sandor: 11
Mantis SW: 53
Mantis v Odric: 23
Mantis DeGrog: 14
Gargoyle 1:
Gargoyle 2:
Gargoyle 3:
Gargoyle 4:

Thorgrym the Tracker |

Round 1
The ranger stands still for a few heart beats judging the situation. He quickly recognizes the Mantis warriors and REALLY wants a piece of them. However, he sees the extreme danger of the gargoyles and feels they are a greater danger. He is also worried about getting outnumbered and surrounded. He glances at the vulnerable wizard now standing alone. Thorgrym curses quietly, then sends Bucho back to guard Morkeleb. Reasonably certain the wizard wont be instantly killed, the ranger moves up to flank w/ Odric. With his scimitar occupying the gargoyl's attention, he tries to open up an opportunity with his dagger.
Power Attack 1d20 + 14 - 2 + 2 ⇒ (7) + 14 - 2 + 2 = 21
Shark Slayer 1d4 + 4 + 2 + 4 ⇒ (2) + 4 + 2 + 4 = 12
Bucho
The fierce dog rushes over to the wizard (who always has such strange smells in his pockets). The dog turns and bares his teeth with a deep growl ready to bite the crap out of anything that gets too close.
Readied attack 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
power bite 1d8 + 11 + 4 ⇒ (3) + 11 + 4 = 18

Dungeon Master S |

Grym gives Bucho a quick order (I'll let you keep the rolls), and lashes out at the gargoyle between him and The Stout. Sharkslayer hits muscle and the beast is bleeding freely.
Begin Round 2 (Sandor)
Mantis V Sandor: 11
Mantis SW: 53
Mantis v Odric: 23
Mantis DeGrog: 14
Gargoyle 1:
Gargoyle 2:
Gargoyle 3:
Gargoyle v. Grym: 12

Sandor Stouthammer |

Round 2 Sorry about the delay should have tried to get this up yesterday
Current HP 63/94
Ya'll aren't the first Mantis assassins to try ta kill us. But the results will be the same. Give em hell Lads!!
Sandor was hoping to move to give Gaius easy access to someone's back, but the rogue disappeared. So instead he slids a bit to his right setting DeGrog up for a bit of a flank if he wants one, and to lauch a furious attack on the Mantis he hit before.
Quick question are the gargoyles still 15' up I know some of them attacked.
Full Attk TWF+PA
MW Axe TWF+PA: 1d20 + 12 - 3 ⇒ (2) + 12 - 3 = 11
Dmg: 1d10 + 4 + 6 ⇒ (7) + 4 + 6 = 17
Shield Bash TWF+PA: 1d20 + 11 - 3 ⇒ (20) + 11 - 3 = 28 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+3. If opponent can't move it falls prone Sweet should be prone
Dmg: 1d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7
MW Axe TWF+PA (2nd attk): 1d20 + 7 - 3 ⇒ (13) + 7 - 3 = 17 Against a prone target hopefully this hits
Dmg: 1d10 + 4 + 6 ⇒ (9) + 4 + 6 = 19
Shield Bash TWF+PA (2nd attk): 1d20 + 6 - 3 ⇒ (6) + 6 - 3 = 9 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+3. If opponent can't move it falls prone
Dmg: 1d8 + 3 + 3 ⇒ (2) + 3 + 3 = 8
Ferox... Pass your Judgement and give em hell Inquisitor!!

Dungeon Master S |

No, they landed in order to flank.
Sandor makes a weak swing of the axe followed by a massive hit from his shield which knocks the opponent to the ground. Even prone the assassin proves a hard target to hit, but the dwarf still barely manages to hit him again.
Round 2 Update
Sandor: knocks down and hits a mantis warrior.
Ferox: Current
Odric: On deck
DeGrog: In the hole
Morkeleb: TBD
Baddies: TBD
Gaius: TBD
Grym*: TBD
Mantis V Sandor: 37
Mantis SW: 53
Mantis v Odric: 23
Mantis DeGrog: 14
Gargoyle 1:
Gargoyle 2:
Gargoyle 3:
Gargoyle v. Grym: 12

Dungeon Master S |

Boom! Added Sandor's crit.
Mantis V Sandor: 50
Mantis SW: 53
Mantis v Odric: 23
Mantis DeGrog: 14
Gargoyle 1:
Gargoyle 2:
Gargoyle 3:
Gargoyle v. Grym: 12

Odric the Stout |

Round the Second
Odric glances at Ferox through the melee to see the Inquisitor nocking another arrow, then looks to Grym and nods with a grin. Grym whips up his arm suddenly, catching the gargoyle's attention for a split second. When the creative's eyes flicker over its shoulder to assess the danger the man might pose, Odric takes full advantage of its divided attention.
With a cry of triumph, Odric's onslaught begins!
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25 for 2d4 + 10 + 9 ⇒ (3, 3) + 10 + 9 = 25 damage.
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 17 + 2 - 5 ⇒ (7) + 17 + 2 - 5 = 21 for 2d4 + 10 + 9 ⇒ (3, 4) + 10 + 9 = 26 damage.

Morkeleb the Mighty |

ROUND 2
Morkeleb gives Grym a grateful nod, and smiles briefly at the loyal Bucho (but knows better than to touch him when he's in such a state). He then narrows his eyes at the same gargoyle who shook off his magicks, renews his concentration, and continues his mental onslaught.
Same action as before--grab it's mind and tell it to take the Mantis I think is the most badly injured aloft. Will save DC 22. And this time, please fail. Thank you.

Ferox Kerr |

Round 2
Ferox changes his Judgement: Destruction to Piercing and Dimension Hops next to Sandor.
He then casts Blistering Invective(Reflex DC15), shouting You face the might of Korvosa's champions! Your villainy and evil will end today with your deaths! I should be able to hit all of our enemies.
Intimidate: 1d20 + 16 ⇒ (19) + 16 = 35
Anyone intimidated is Shaken and take Fire!: 1d10 ⇒ 5 damage and catch fire.
Shaken effect lasts for 1 extra round for every 5 I beat their DC

Dungeon Master S |

Ferox's voice is truly intimidating (DC is 18 so 3 rounds on Mantis warriors and gargoyles alike.)
Mantis V Sandor: REF: 1d20 + 11 ⇒ (6) + 11 = 17
Mantis SW: REF: 1d20 + 11 ⇒ (6) + 11 = 17
Mantis v Odric:REF: 1d20 + 11 ⇒ (1) + 11 = 12 FIRE!
Mantis DeGrog: REF: 1d20 + 11 ⇒ (3) + 11 = 14 FIRE!
Gargoyle 1: REF: 1d20 + 6 ⇒ (3) + 6 = 9 FIRE!
Gargoyle 2: REF: 1d20 + 6 ⇒ (16) + 6 = 22
Gargoyle 3: REF: 1d20 + 6 ⇒ (16) + 6 = 22
Gargoyle v. Grym: REF: 1d20 + 6 ⇒ (17) + 6 = 23
His words strike home. A pair of mantis assassins catch fire, but they don't seem to pay the flames any heed at all (indeed they seemto suffer no ill effects from being on fire. One of the gargoyles seems to feel the pain of being burned though. All of the enemies are shaken. Shockingly, the mantis warrior wounds all seem to be rapidly closing as their exposed flesh re-knits itself. ODric the stout slashes through the torso of a burning assassin. There is no rapid healing here. Whatever magic is helping them can't help being bifurcated.
DeGrog is inspired by the alkali vitriol spouted by Ferox and makes a pair of powerful slashes.
Slash 1: 1d20 + 16 ⇒ (11) + 16 = 27 DMG: 1d6 + 11 ⇒ (1) + 11 = 12
Slash 2: 1d20 + 11 ⇒ (12) + 11 = 23 DMG: 1d6 + 11 ⇒ (3) + 11 = 14
Both hits take their toll, but the assassin will not be denied. Meanwhile Morkeleb again tries to magically manipulate a gargoyle. Will: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10, and feels the dweomer grab hold. He in turn grabs the mantis assassin who is approaching the enchanter. That warrior drags the gargoyle close enough to Morkeleb to swing once before getting yanked away. Slash 1: 1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 27 and hits him! DMG: 1d8 + 1 ⇒ (1) + 1 = 2 Bucho steps 5' and clamps down on red armor as another assassin tries to get past Gaius (which draws an AoO). Bucho's teeth draw blood, lots of blood.
This action is null if Gaius finishes the mantis off with Bucho or otherwise stops him... Slash 1: 1d20 + 16 - 2 ⇒ (9) + 16 - 2 = 23 DMG: 1d8 + 1 ⇒ (6) + 1 = 7
The lone free mantis warrior takes both sabres and goes to town on DeGrog:
Slash 1: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24 DMG: 1d8 + 1 ⇒ (5) + 1 = 6
Slash 2: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6 MISS
Slash 3: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11 MISS
Slash 4: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 MISS
Finally the pair of gargoyles slide over to flank Odric and try to tear him to pieces:
Claw 1: 1d20 + 7 - 2 + 2 ⇒ (13) + 7 - 2 + 2 = 20
Claw 2: 1d20 + 7 - 2 + 2 ⇒ (7) + 7 - 2 + 2 = 14
Bite: 1d20 + 7 - 2 + 2 ⇒ (5) + 7 - 2 + 2 = 12
Gore: 1d20 + 7 - 2 + 2 ⇒ (20) + 7 - 2 + 2 = 27
Claw 1: 1d20 + 7 - 2 + 2 ⇒ (7) + 7 - 2 + 2 = 14
Claw 2: 1d20 + 7 - 2 + 2 ⇒ (13) + 7 - 2 + 2 = 20
Bite: 1d20 + 7 - 2 + 2 ⇒ (7) + 7 - 2 + 2 = 14
Gore: 1d20 + 7 - 2 + 2 ⇒ (4) + 7 - 2 + 2 = 11
All but one miss Confirm Gore: 1d20 + 7 + 2 - 2 ⇒ (8) + 7 + 2 - 2 = 15. No crit DMG: 1d4 + 2 ⇒ (1) + 2 = 3
HOLY CRAP that took a lot of typing, looking stuff up, and time!
Round 2 Update
Sandor: knocks down and hits a mantis warrior.
Ferox: Scares the crap out of all, sets fire to some.
Odric: Increases the number of Mantis warriors...
DeGrog: Autopilot by DM
Morkeleb: Controls a Gargoyle
Baddies: All sorts of stuff
Gaius: Current
Grym*: On deck
Shaken for 3 rounds
Mantis V Sandor & Bucho: 65
Mantis SW: 50
Mantis v Odric: DEAD
Mantis DeGrog: 37 on fire.
Gargoyle 1: 5 (on fire)
Gargoyle 2:
Gargoyle 3:
Gargoyle v. Grym: 12

Gaius Lirsiiv |

Gaius steps to the side and reappears only to strike at the Mantis Warrior. And is indignant that he needs to tank for the wizard.
Mithril Rapier +1:1d20 + 14 ⇒ (4) + 14 = 18, Damage on HIt:2d6 + 1 ⇒ (1, 4) + 1 = 6
2nd Attack:1d20 + 9 ⇒ (16) + 9 = 25, Damage on Hit:2d6 + 1 ⇒ (5, 2) + 1 = 8
Reminder that, saving possession of a special ability, he is denied his Dex bonus to AC.

Dungeon Master S |

The invisible Gaius returns to sight just in time to stab the mantis assassin. He follows it up with another stab in the same wound as before. The assassin drops with a death knell.
Grym, wrap up Round 2
Shaken for 3 rounds
Mantis V Sandor & Bucho & Giaus: DEAD
Mantis SW: 50
Mantis v Odric: DEAD
Mantis DeGrog: 37 on fire.
Gargoyle 1: 5 (on fire)
Gargoyle 2:
Gargoyle 3:
Gargoyle v. Grym: 12

Sandor Stouthammer |

I know Grym is up before I am, but I don't see his actions affecting mine. If they do I can adjust accordingly. I might not have the chance to post till tomorrow evening and I want to help keep this moving
Round 3
Sandor seeing Gaius drop the Mantis warrior and clear the way he checks the status of Morkelb. Seeing the skull cap glowing slightly and the intense gaze that Morkelb has on the gargoyle Sandor feels confident that he's in control. Quickly taking a small step to the North East Sandor opens up on the gargoyle with axe and shield.
I can't move my mini till I get on my PC, just a 5' step north and east
Full Attk TWF+PA
MW Axe TWF+PA: 1d20 + 12 - 3 ⇒ (20) + 12 - 3 = 29
Dmg: 1d10 + 4 + 6 ⇒ (3) + 4 + 6 = 13
Shield Bash TWF+PA: 1d20 + 11 - 3 ⇒ (7) + 11 - 3 = 15 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+3. If opponent can't move it falls prone
Dmg: 1d8 + 3 + 3 ⇒ (7) + 3 + 3 = 13
MW Axe TWF+PA (2nd attk): 1d20 + 7 - 3 ⇒ (4) + 7 - 3 = 8
Dmg: 1d10 + 4 + 6 ⇒ (4) + 4 + 6 = 14
Shield Bash TWF+PA (2nd attk): 1d20 + 6 - 3 ⇒ (17) + 6 - 3 = 20 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+3. If opponent can't move it falls prone
Dmg: 1d8 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Critical Threat for first attack: 1d20 + 12 - 3 ⇒ (20) + 12 - 3 = 29 Ohhhh double 20
Crit Damage: 2d10 + 20 ⇒ (4, 6) + 20 = 30

Thorgrym the Tracker |

Round 2 Team Ranger
Grym 5' steps up to move into flanking position. With the gargoyle attacking his friend, the ranger has no problem attacking from behind and taking every advantage he can. Bringing his blades to bear, he cuts. Full attack!
1st attack 1d20 + 13 ⇒ (1) + 13 = 14
scimitar 1d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12
offhand 1d20 + 14 ⇒ (3) + 14 = 17
shark slayer 1d4 + 2 + 4 + 4 ⇒ (4) + 2 + 4 + 4 = 14
2nd attack 1d20 + 8 ⇒ (18) + 8 = 26
scimitar 1d6 + 5 + 4 ⇒ (3) + 5 + 4 = 12
offhand 1d20 + 9 ⇒ (20) + 9 = 29
shark slayer 1d4 + 4 + 2 + 4 ⇒ (1) + 4 + 2 + 4 = 11
crit confirm 1d20 + 9 ⇒ (19) + 9 = 28
shark slayer crit damage 1d4 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11
As Gaius finishes off the Mantis man Bucho was biting at, the dog goes back on guard of his assigned packmate. The dog growls as he smells the Mantis Warrior on the other side of Morkeleb. The dog's powerful muscles flex and instantly the canine is moving around the skinny wizard and biting at the threat driving the Mantis warrior back.
attack 1d20 + 11 + 4 ⇒ (1) + 11 + 4 = 16
bite 1d8 + 11 + 4 ⇒ (8) + 11 + 4 = 23

Dungeon Master S |

Grym crashes on the gargoyle, blood spurting left and right from his foe. His magic weapons cutting through the gargoyles supernatural hide. The beast drops from his wounds. Bucho bites, but misses.
Sandor's axe lays waste to another gargoyle. The dwarf is covered in the slurry of his damage.
In the distance a great roar is heard as the land sharks make their way to you.
Ferox then Odric.
Shaken for 3 rounds
Mantis V Sandor & Bucho & Giaus: DEAD
Mantis SW: 50
Mantis v Odric: DEAD
Mantis DeGrog: 37 on fire.
Gargoyle 1: DEAD
Gargoyle 2:
Gargoyle 3:
Gargoyle v. Grym: DEAD

Ferox Kerr |

Round 3
Ferox takes a step to take aim on the red mantis harrowing Bucho and Morkeleb.
He changes his Judgement from Justice/Piercing to Justice/Destruction and lets loose a volley at the assassin.
Arrow: 1d20 + 13 + 1 + 1 + 2 - 2 - 2 ⇒ (14) + 13 + 1 + 1 + 2 - 2 - 2 = 27
Damage: 1d8 + 3 + 1 + 3 + 4 ⇒ (5) + 3 + 1 + 3 + 4 = 16
Arrow: 1d20 + 13 + 1 + 1 + 2 - 2 - 2 ⇒ (20) + 13 + 1 + 1 + 2 - 2 - 2 = 33
Damage: 1d8 + 3 + 1 + 3 + 4 ⇒ (4) + 3 + 1 + 3 + 4 = 15
Arrow: 1d20 + 8 + 1 + 1 + 2 - 2 - 2 ⇒ (2) + 8 + 1 + 1 + 2 - 2 - 2 = 10
Damage: 1d8 + 3 + 1 + 3 + 4 ⇒ (5) + 3 + 1 + 3 + 4 = 16
Confirm Crit: 1d20 + 13 + 1 + 1 + 2 - 2 - 2 ⇒ (8) + 13 + 1 + 1 + 2 - 2 - 2 = 21
Dagame: 2d8 + 22 ⇒ (8, 1) + 22 = 31
If the first attack should happen to fell the assassin, the critical hit will be against the closest gargoyle

Dungeon Master S |

Ferox rains hell upon the assassins. His first arrow drops the mantis assassin. His second arrow is equally deadly to the gargoyle. And with that there are two more enemies on the field.
Round 3 Update:
Sandor: BLOOD
Ferox: ARROWS
Odric: Current
DeGrog: Autopilot by DM
Morkeleb: TBD
Baddies: TBD
Gaius: TBD
Grym*: TBD
Shaken for 2 rounds
Mantis V Sandor & Bucho & Giaus: DEAD
Mantis SW: DEAD
Mantis v Odric: DEAD
Mantis DeGrog: 37 on fire.
Gargoyle 1: DEAD
Gargoyle 2: DEAD
Gargoyle 3:
Gargoyle v. Grym: DEAD

Odric the Stout |

Round the Third
Odric steps shoulder to shoulder with DeGrog and playfully elbows his shield mate in the ribs. With a grin and a nod, Odric spins away with the Kegerator leveled for a decapitation blow. As Degrog sees the warrior come round, he bends his knees slightly to allow the blade to slice the air over his head should it either pass through its target or miss.
Odric snaps his blade across the mantis man's neck, then tries to redirect curved the blade to hack downward at his head with alacrity.
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 17 ⇒ (17) + 17 = 34 for 2d4 + 10 + 9 ⇒ (1, 3) + 10 + 9 = 23 damage.
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 17 - 5 ⇒ (2) + 17 - 5 = 14 for 2d4 + 10 + 9 ⇒ (3, 2) + 10 + 9 = 24 damage.
Confirm: Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 17 ⇒ (10) + 17 = 27 for 2d4 + 10 + 9 ⇒ (4, 2) + 10 + 9 = 25 damage.

Dungeon Master S |

Odric cuts down the last assassin (whose corpse continues to burn...)
All that remains is a single gargoyle, who knows it's a lost cause and is ready to fly off. DeGrog sees this and hurls his cutlass at the beast: Thrown Cutlass: 1d20 + 16 - 4 ⇒ (17) + 16 - 4 = 29, Confirmation: 1d20 + 16 - 4 ⇒ (14) + 16 - 4 = 26 and hits the beast clean in throgh the belly DMG: 2d6 + 18 ⇒ (5, 3) + 18 = 26. Blood drips down before he can retreat. Morkeleb is up!
A quick scan of the battle field shows that the pair of land sharks are mowing a path towards you!
Gargoyle: 26

Thorgrym the Tracker |

Thorgrym waves the Calistrian over. They may not even feel it yet, with the battle rage still among them. But several of our warriors need healing.. He points to Odric and the ManOrc. Please while there is a moment before battle.
With a moment to rest, the ranger casts Magic Fang on his loyal dog and praises him for doing a good job guarding Mork. More importantly to Bucho, Grym also gives him a twist of jerky.

Dungeon Master S |

(We're still technically in combat, sorry Grym.) Still, it's a cool line.

Sandor Stouthammer |

Sandor gathers around near Gauis in hopes that the Sacred Sting will use some of his healing. He watches the landsharks and their riders approach. His eyes narrowing a bit and with a slight growl So are we keeping the standard bearer alive, or the other one? We need to question one of them. Which ever we choose let me take center and if I'm able to knock em to the ground they will be easier to hit for ya.
He taps Morkelb's metallic pate cover Do ya think you can control one of their minds like you did the worm god?

Morkeleb the Mighty |

He taps Morkelb's metallic pate cover Do ya think you can control one of their minds like you did the worm god?
The wizard gives Sandor a sidelong glance, keeping most of his concentration on the gargoyle he has in thrall. Yes.
Continue controlling gargoyle. Will dc 22.
Telepathic command: Bring down the fleeing gargoyle

Thorgrym the Tracker |

Aye! Make the Land Sharks swarm Grym! He can take 'em! Odric bellows with hilarity. Sharkslayer! Spill their guts!
The ranger gives Odric a quick grin and flips his magic blade and catches it in reverse grip.

Dungeon Master S |

I'm moving your attack to the remaining gargoyle as the other one is busy being dead from an inquisitor's arrow... Will: 1d20 + 4 ⇒ (3) + 4 = 7. Instead of fleeing the gargoyle stays still.
The landsharks (and their riders) make eye contact with you. They're headed your way. They will be here in TWO rounds.
Post what you're doing so I know. Do the whole thing in one post like this:
TWO ROUND PREP:
Round 1: x,y,z
Round 2: a,b, c

Gaius Lirsiiv |

Round 1: Urge everyone to get 30' from the Gargoyle and Channel. 2d6 ⇒ (3, 5) = 8 Points healed to everyone.
Round 2: Channel Again. 2d6 ⇒ (1, 1) = 2Points healed to everyone. Then use one of the huts as cover and hide opposite the approaching landsharks. Stealth:1d20 + 14 ⇒ (6) + 14 = 20

Thorgrym the Tracker |

Round one. The ranger calls Bucho over and casts Magic Fang on him.
Round two. The ranger looks around for other danger as he decides whether or not to keep the dog guarding Mork.
Perception 1d20 + 13 ⇒ (9) + 13 = 22

Ferox Kerr |

Round 1: Ferox casts Heroism on himself.
Round 2: Ferox casts Divine Favor on himself.

Sandor Stouthammer |

Round 1 accept healing from Gauis and start geting everyone ready for their attacks.
Round 2 make sure we are all spread out to avoid any AOE attacks Sandor at the center and urge the melee combatants to be ready to charge the landsharks. If at all possible I want to charge the one that's "the leader"

Dungeon Master S |

I'll autopilot DeGrog when Morkeleb posts his (and then I'll update the combat.)

Morkeleb the Mighty |

round 1 prep: elect to not continue control on the gargoyle, as he's going to bolt.
Draw wand of Invisibility, and cast Stay close for a few seconds; I'll cast Haste in a moment.
Round 2 Cast Levitate and levitate up 20'

Dungeon Master S |

DeGrog huddles up and takes the lead from Morkeleb.
The pair of bulette riders approach. Up close you can see one of the riders is the Cinderlander himself. The other is a woman in mantis armor of a quality and make that put the others to shame. You prepare to act when an earthquake hits! It's not an earthquake it's an ambush! A pair of bulettes from the other direction burst forth from the ground. The Cinderlander jumps down from his mount, but she stays atop hers. Her very body seems to be moving through a red misty haze that follows her wherever she moves...
Round 1:
Assuming a delay for the Haste. Mike can't post at work anymore, but he did say he'd Haste. His movement shouldn't affect anyone else.
Morkeleb: Haste (and move if he'd like.)
Sandor: Current
Ferox: On deck
Odric: TBD
DeGrog: TBD
Baddies: TBD
Gaius: TBD
Grym*: TBD
Bulette NW:
Bulette SW:
Bulette NE:
Bulette SE: (Rider)
Cinderlander:
Cinnabar: (Red Shroud Round 1)

Ferox Kerr |

Round 1
Judgement Justice/Destruction: +2/+3
Heroism: +2/+0
Divine Favor: +3/+3
Haste: +1/+0
I don't think my action will conflict with Sandor's. I'm going to have limited ability to post in the next day or two and none from Wednesday through the following Wednesday. Going on vacation and will have little time or opportunity to post. Feel free to auto-pilot Ferox after this. Keep in mind Point Blank Shot, Coordinated Shot, and Shake It Off if they happen to come up.
Swift: Activates Bane(human): +2/+2+2d6
Ferox takes aim at the crossbowman and let's loose a volley of death (hopefully).
Arrow1: 1d20 + 13 + 10 - 2 - 2 ⇒ (4) + 13 + 10 - 2 - 2 = 23
Damage: 1d8 + 3 + 8 + 2d6 + 4 ⇒ (5) + 3 + 8 + (4, 1) + 4 = 25
Arrow-Haste: 1d20 + 13 + 10 - 2 - 2 ⇒ (11) + 13 + 10 - 2 - 2 = 30
Damage: 1d8 + 3 + 8 + 2d6 + 4 ⇒ (2) + 3 + 8 + (2, 6) + 4 = 25
Arrow-RapidShot: 1d20 + 13 + 10 - 2 - 2 ⇒ (15) + 13 + 10 - 2 - 2 = 34
Damage: 1d8 + 3 + 8 + 2d6 + 4 ⇒ (3) + 3 + 8 + (2, 2) + 4 = 22
Arrow2: 1d20 + 8 + 10 - 2 - 2 ⇒ (6) + 8 + 10 - 2 - 2 = 20
Damage: 1d8 + 3 + 8 + 2d6 + 4 ⇒ (1) + 3 + 8 + (1, 6) + 4 = 23

Morkeleb the Mighty |

ROUND 1, FINISH
After casting his spell, Morkeleb drifts farther upward (to 50')
I wish I'd have thought this all the way through...I have precious few spells that don't count as attack spells and will thus dispel my invisibility. D'oh

Sandor Stouthammer |

Round 1 Sorry for the delay
Current AC 27 Rounds of Haste 1
Sandor see's the landsharks and realises that we are all still bunched up. Hopefully the spooky red mist covered Mantis warrior doesn't have any AoE spells. Very well lads lets bring em to us. If someone has an enlarge spell that would be very handy to me right now.
Actions: 5'step(moved my piece). Ready Full attack if one comes close to me.

Odric the Stout |

Round the First
Odric leaps into the air from a nearly full split and sprints forward abnormally fast. He closes distance with the most dangerous-looking foe after slipping between the yurts deftly. With a lusty bellow, the fearsome warrior makes his best effort to create a red mist of his own in the air around this strange enemy!
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32 for 2d4 + 10 + 9 + 1 ⇒ (4, 2) + 10 + 9 + 1 = 26 damage.
The Kegerator whistles through the air and…
With the speed of Morkeleb's dweomer, the fighter slips in a second strike before the eye can even register the first one!
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 17 + 1 ⇒ (15) + 17 + 1 = 33 for 2d4 + 10 + 9 + 1 ⇒ (4, 1) + 10 + 9 + 1 = 25 damage.
I'll take an AOO in case this thing has reach, but I intend to close and attack. I'll stop at the first square I can attack from.

Dungeon Master S |

Ferox connects with three of his arrows, causing serious damage to the Cinderlander. The arrows each would have killed a normal man, but the grizzled ranger has plenty of fight left in him (and clearly means to take it to Ferox.)
Pausing at Odric. Who are you attacking rider or mount? Also you only get the extra swing when you stand and take a full set of swings. You moved and therefore only get your first attack. Once you tell me the target, I'll run DeGrog.
Morkeleb: Haste and move
Sandor: Readied Action
Ferox: Arrows of Death
Odric: TBD
DeGrog: TBD
Baddies: TBD
Gaius: TBD
Grym*: TBD
Bulette NW:
Bulette SW:
Bulette NE:
Bulette SE: (Rider)
Cinderlander: 72
Cinnabar: (Red Shroud Round 1)