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Jones will the a 5' step and fire at Red.
Using Rapid Shot
Comp Longbow 1: 1d20 + 9 + 1 + 1 - 2 ⇒ (20) + 9 + 1 + 1 - 2 = 29
Damage 1: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Comp Longbow 2: 1d20 + 9 + 1 + 1 - 2 ⇒ (15) + 9 + 1 + 1 - 2 = 24
Damage 2: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Confirm Crit 1: 1d20 + 9 + 1 + 1 - 2 ⇒ (8) + 9 + 1 + 1 - 2 = 17
Crit Damage 1: 2d8 + 10 ⇒ (4, 1) + 10 = 15
Point Blank Shot, Deadly Aim, Rapid Shot, Inspire Courage, Bless

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Keeping up her song the bard will move up and attempt to poke the guy with her glaive
1d20 + 1 + 1 + 3 ⇒ (12) + 1 + 1 + 3 = 17
1d10 + 1 + 1 ⇒ (6) + 1 + 1 = 8

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Masym focuses his attention on the sergeant and strikes hard at him.
Round 4:
Move action: Use Studied Target on Sergeant.
Attack the Sergeant.
Longsword, Bless, Inspire, Target: 1d20 + 4 + 1 + 1 ⇒ (7) + 4 + 1 + 1 = 13
damage: 1d8 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10
.
STATUS: Studied Target => Sergeant.

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Realizing that the patrol leader is likely to turn his ire to Masym first, Nella calls on Shelyn's blessing to try and shield him from further injury. At the sound of the whistle in the distance, she pales. "Come on, we gotta hurry!"
BotF on Masym to give him a +2 to his AC!

EM±GM |

Stepping to the side, Jones fires a pair of arrows at the last remaining guard. Both missiles strike true, one managing to penetrate his armor, right above the kidney. The man grunts with pain!
Phoebee circles around the far side, swinging her glaive in wide arcs, but she the accuracy of her blow is blocked slightly by Masym between her and the guard.
Phoebee, you take the same penalties with a reach weapon as a ranged attack would. You need to be north of your current position to avoid Masym providing soft cover.
Masym studies the man carefully, then lays into him with his own sword, but is unable to land a solid blow.
From behind, Nella prays for a small amount of protection for Masym... not realizing it will not be enough!
The sergeant does not seem swayed by the overwhelming odds as he takes as step to the side, a wicked smile on his face. Blood seems to be flowing freely from under his armor.
With a might horizontal swing, he hacks at Masym, the force of the blow cleaving across towards Wei Tchak, and continuing to Jones. His blow connects solidly with the the slayer, cutting a huge gash across the man's chest (12 damage to Masym) before continuing on towards the unarmored tengu. Wei Tchack's magical protection is not enough to fend it off (10 damage to Wei Tchak). The momentum of the swing continues on, lodging firmly in Jones on the far side (7 damage to Jones) before the force of the blow is finally spent.
Great Cleave! =)
Great Cleave vs Tchak, PA: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18, 1d8 + 2 + 4 ⇒ (4) + 2 + 4 = 10
Great Cleave vs Jones, PA: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21, 1d8 + 2 + 4 ⇒ (1) + 2 + 4 = 7
--- Round 5 -----------------
Malusha, Masym (-21), Jones (-12), Wei Tchak (-19), Nella, Phoebee <--- we are here!
Sergeant (-30)
Group Buffs: Inspire Courage (+1 to hit and damage), Bless (+1 to hit)
Part is up again!

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Making her movement the bard will move up and maneuervur around the man flanking him keeping up he rsong
1d20 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9

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Jones once again refocuses his energy and attempts to trip the Sergeant.
Move Action to change Martial Flexibility to Improved Trip.
CMB Trip: 1d20 + 5 + 2 + 1 + 1 ⇒ (10) + 5 + 2 + 1 + 1 = 19
Improved Trip, Inspire Courage, Bless.

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Malusha steps forward to where he can reach Masym. He extends his hand and touches his badly wounded friend. With an urgent incantation he casts Cure Light Wounds in an effort to keep him alive. As soon as he finishes casting the spell he pulls back the lever on his crossbow, loading another bolt.
CLW: 1d8 + 2 ⇒ (1) + 2 = 3 Used spontaneous casting to burn my Endure Elements spell
5 foot step, standard action: CLW, move action: load crossbow

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Tchak takes a swing at the sergeant...
to hit: 1d20 + 8 + 1 + 1 ⇒ (14) + 8 + 1 + 1 = 24
dmg if hits: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
then steps back out of the man's reach...

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Maybe we should have attempted to deal with the Howlers...
Masym grunts in pain, as another scar is added to his rapidly growing collection. I really hate this place!
He once again tries to put down the sergeant...
Round 5:
Attack the Sergeant.
Longsword, Bless, Inspire, Target: 1d20 + 4 + 1 + 1 ⇒ (18) + 4 + 1 + 1 = 24
damage: 1d8 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7
.
STATUS: Studied Target => Sergeant.

EM±GM |

If you'd taken the entrance into the Howlings, it was an automatic fail. =) And you'd still had to have dealt with these guys, given your stealth skills, and all the DC's would have been higher due to scent.
Jones refocuses himself and once more sweeps the leg. The sergeant goes crashing unceremoniously to the ground.
Phoebee moves around, to harry the last guard from behind and provide a distraction for the others.
Wei Tchak takes immediately advantage of both factors, and manages to slash a deep wound in the guard's leg before stepping back out of reach.
Malusha steps forward, and with a quick prayer to Seranrae, directs some healing energy into Masym. Masym then, with grim determination, drives his bade deep into the chest of the prone man, who immediately stops fighting, blood welling up out of his mouth.
Combat Over!
Malusha, Masym (-18), Jones (-12), Wei Tchak (-19), Nella, Phoebee
Phoebee, 5 rounds of performance used
You hear the whistle still going in the distance, and know you've a very limited time, before more guards probably come.
A very quick glance, will reveal the guards are all wearing high quality armor, but you probably won't have the time to do anything about it. As well, they all had large wooden shields with the Whitethrone crest on them. All of them had masterwork swords, though the one that dropped to the ground from Nella's spell has melted into the hardpacked snow and then refroze. It would take some time to chip it out. The sergeant also has a masterwork light crossbow.
The one guard dropped a potion of some sort, and the sergeant has another.
You will start to hear shouts in the distance, as others are closing in!

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Masym wastes no time here, reaching down to grab the potion dropped by the sergeant. "Grab the potions and leave 'em. " He orders the others. "Their fellows will patch them up. Let's get out of here."
Once out of range of the guards Masym will drink the potion he gathered from the sergeant.He will then lead the party to the abandoned brewery.

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Jones picks up the potions and hands them to Masym and Wei Tchak, "Drink these." Turning to the rest, "Let's get moving. After we get our of range of the guards, we could probably use a couple channels."

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Would it be a good idea to make noises in the opposite direction from us? My noises can be pretty convincning. she says and might buy us a little time

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Lol

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Malusha grabs the sergeant's crossbow. "Maybe this will work better than what I've got." He follows quickly behind the others moving away from the sounds of the approaching guards.
Can I channel while we're running away?

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Wei Tchak drinks one of the potions as he runs... "Let's get out of here before that patrol arrives...Maybe find a place to hole up... we need to find some hard packed ground away from the snow here... they'll be able to track us easily otherwise."

EM±GM |

All the roads are pretty much hard-packed. Or has hard-packed as you can get. There is no 'away from teh snow' =)
If you want to try to disguise your trail, you'll need to A) deal with the blood trail a few of you are leaving, and B) someone make me a Survival check (though it will slow you down), and C) hope they don't get the winter wolves involved.

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"I don't have any way to hide our tracks but maybe I can help slow them down," Nella gasps as she digs into her pack and pulls out a small wooden stick that appears to be coated in some sort of tar. "Just say when and I'll light it, it should burn for about a minute and give us some cover!"
Then she focuses her mind for a moment and channels some of her goddess' power through her body to mend her companions, making sure to stand clear of the fallen guards lest they get up again.
Channel: 1d6 ⇒ 3
Channel: 1d6 ⇒ 3
Channel: 1d6 ⇒ 1
Really? SMH >.<
"There, that should stop the worst of the bleeding!"
Nella's got one Smokestick we can use to try and help slow pursuit and/or cover our retreat.

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"Thanks for the healing... " Tchak pulls out his wand of infernal healing and taps himself... "Well that should heal a bit over time... let's get moving and assure ourselves of some respite."
He starts heading toward the destination (we were going to a brewery? right?)
1 pt healed, 9 points of healing remaining

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"Trying to cover up our trail will take up too much time. Let's just hope our footsteps get lost in the other footprints in the snow. We need to get to the brewery as quickly as possible."
As the clerics channel, Jones pauses for a moment as the positive energy heals his wounds, "Thanks for the healing. Now that we're feeling better, let's make haste. . . .Who knows where we're going?"

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Masym nods to Wei Tchak. "I know where we need to go here. Follow me." He then leads the group to the abandoned brewery.

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Tchak follows Masym, glad someone knows the way.

EM±GM |

8d20 ⇒ (1, 11, 13, 18, 12, 12, 14, 14) = 95
11d20 ⇒ (2, 3, 19, 6, 16, 5, 6, 13, 10, 17, 3) = 100
Taking only a moment to grab the two potions and for Malusha to scoop up the crossbow, you steal off into the night trying to stay ahead of any pursuit.
You hear the sounds of whistles and shouts in the distance, and less then a minute after you vacated the area, the tone of those shouts changes, and you assume its because they've come upon the scene of your previous combat.
As you move furtively through the city streets, both priests send a few bursts of positive energy to heal the wounded, which does wonders to stop the bleeding.
Masym down 1 hp, Wei Tchak down 2, after the channeling
Masym seems to have a good bead on where you're trying to go, but it takes a little longer then expected, as you're doing your best to avoid detection and not leave an obvious trail to follow.
Any traffic that was present on the streets has completely disappeared. All the commotion from the guards has led most citizens to hole up and avoid whatever trouble has the them riled up.
The cold does not let up either, and though the exertion of avoiding pursuit helps, its not enough to keep it totally at bay.
Need one last Fort save from Phoebee and Masym!
You're so busy with an eye out for guards and ears open for approaching footsteps, that you almost pass your destination without noticing it. Only Wei Tchak's eyes, sensitive to the poor light, spot the barely visible sign before you pass it by.
It turns out to be a large, dilapidated building sitting crammed between equally dilapidated warehouses and flophouses. Its doors are chained shut, its windows are filled with broken glass and boarded from the inside, and its facade is worn, crumbling, and encrusted with icicles.
Faded, hard-to-read letters are painted ten feet tall across the top of the ruined structure that read: Auntie Marny’s Bitter Brew

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Jones looks for signs of entrance around the brewery (footprints, etc.).
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
"We should circle the building to look for all possible entrances."

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Survival DC 15 (+2 to Fort save): 1d20 + 6 ⇒ (9) + 6 = 15
Fort Save: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Masym feels the chills overcome his body as he looks around for a way to enter the building. That Lodge mentioned in the journal should be here, so we need to be careful here.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

EM±GM |

You're forgetting the bonus for your cold-weather gear again =)
A quick perusal of the premises will reveal a large door on the street side (that you've already seen) and another on the back side.
Both are chained shut, though the lock is accessible on the front. The door in the back is also firmly boarded shut from the inside.
Was wondering when you guys were finally going to run afoul of the fact that no one can pick a lock =)
And although you are not currently under pursuit, you still occasionally hear the sounds of the guards out there looking for you. The longer you lurk outside, the more chances they have of locating you.
1d20 ⇒ 7

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Hey, she has low light vision too!
Survival 1d20 + 5 ⇒ (13) + 5 = 18

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Seeing the doors have been barred shut Masym looks upward at the broken windows, trying to determine if any of them offered a way inside.

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[ooc] Maybe there is a secret magic door or something? Maybe we have to say Open sez me or something like that [/b] she says as she looks around
percoetion 1d20 + 8 ⇒ (15) + 8 = 23

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I think we've looked at this thing long enough.
Jones shrugs and grabs his Ranseur of his back,"I guess there's only one way in."
With that he starts hacking at the front door.
Damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5
Damage: 2d4 + 3 ⇒ (4, 1) + 3 = 8
Damage: 2d4 + 3 ⇒ (2, 2) + 3 = 7

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Tchak had used his wand of infernal healing on himself in this post, so by the time they arrive at the brewery, those last 2 points would have healed up

EM±GM |

Ah yes... and for a bit, his eyes glowed an eerie red...
Phoebee: I still need a Fortitude Save from you.
Not going to make you roll out all the door bashing (would take a little longer then 3 swings though) ...
You scout out the exterior for a while, finding no easily accessible entrances.
With no one able to pick the lock, Jones goes for a more primitive route, pulling out a large polearm, for the first time that you've seen, and starts to jab it at the door. He quickly realizes that the weapon is entirely unsuited for such things.
Heh, methinks any piercing weapon would qualify for 'ineffective weapons' for that sort of thing! But, now I'm just getting nit picky!
Someone will have something that will do the trick =)
Instead, he jams through the chain and starts twisting, until eventually the pressure snaps the door where the chain runs through (though the chain and lock remain whole).
It was not pretty, nor particularly quiet, and what remains will be obvious to anyone who takes the time to look, but for now the doorway is open.
You quickly duck inside, before the the noise attracts any more notice.
You find yourselves in a large, decrepit room. A mass of broken tables, chairs, and bar stools clutter the center of it, and a crumbling bar still stands in front of a broken mirror on the north wall. Three small
alcoves in the southwest corner once served as semiprivate bar booths but now host only rubble. The door to a storage room in the northwest corner hangs loose on its hinges, the smell of rotting refuse wafting from within. Another set of double doors lead further into the building to the north.
You quickly pull the door closed as best you can behind you, and any vestige of light filtering in from outside is quickly cut off and you are cast into inky darkness.
map updated
Let me know what light sources are coming out.

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"Well...that worked, at least!" Nella breathes, feeling a brief sense of relief despite the darkness of the building. "Hold on a second, let's get a light..." she continues as she pulls out her Wayfinder.

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I thought I rolled it up earlier as an 18

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oops, it said Survival instead of Fort
1d20 + 1 + 5 + 2 ⇒ (12) + 1 + 5 + 2 = 20 Fort

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"It is good to be in from the outside," Malusha says with some relief. "And hopefully the guards won't find us in here. But I'm afraid it is really just a matter of time before they do." Malusha touches his holy symbol, a stylized sun hanging from a leather strap around his neck, and mutters a quick incantation. The symbol of Sarenrae begins to glow brightly providing light around him.
After his eyes adjust Malusha heads over to the door leading into the storage area. He stands to the side of the door and, holding his symbol to shine into the room, he peers in.
See anything interesting?

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Masym puts his finger to his lips indicating silence. "The guards are still out there." On seeing the clerics bringing forth light he shoots all of them a glare. "Don't light up this place! Just one small light is all we can risk!"
He then moves up behind Jones, spear at the ready, looking for any threat.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

EM±GM |

Put a quick template on the map for anyone curious about how far their light is reaching. Inner circle is normal light, outer circle is dim light, dark beyond that.
Currently light emanating from Malusha, Nella, and Jones
Although certainly not heated, the building does seem to offer some respite from the cold. You quickly generate some light, perhaps a bit too much in Masym's opinion, and take a moment to look around.
The exact purpose of this room, back when the building was in use, is not clear, though perhaps a taproom of some sort, based on the remains of a bar and shattered stools. Now however, most of what remains is little better then rotten kindling.
1d20 ⇒ 7
The alcoves to the south are currently filled with debris, with indications something might have been 'nesting' there at one point, though not now.
As Malusha takes a look into the storage room, or at least what was probably a storage room, his light makes out more of the same. Shattered kegs and boxes, most of the bigger pieces of wood long since scavenged (probably to burn in fires), all that remains piled up in mounds, rotting.
A search of the rest of the 'taproom' reveals pretty much the same story. The place seems deserted. The double doors on the northern wall, although closed, do not appear to be secured in any way.

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If the group is satisfied that there's nothing of interest in this room, Jones moves forward to the double-doors and waits for folks to get in position before opening it.

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"There doesn't seem to be anything interesting in this storage room." Malusha tells the group. He steps up behind Jones. "I'm ready to move onto this next room. I will feel safer too since it means the guards will be less likely to spot our ambient light."

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"Please put out the extra lights!" Masym orders. "We are in no shape to handle another fight here!" He then moves up next to Jones, ready to back him up.

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"Right, sorry," Nella whispers as the light emanating from her wayfinder is snuffed out. "If Jones is leading the way, best to let him have the light," she reasons. However, she can't help but glance nervously over her shoulder as the shadows around them all grow darker and more ominous.

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was at a training yesterday and today. Catching up