
GM Burglar |

Even from the base of the hut's ramp up, the heat is palpable inside the primitive, one-room hovel. Tinder from the fireplace is strewn about, sparking the fires that now climb the reed walls. The room itself is in shambles. An eviscerated human body is visible from the half-open doorway sprawls across the floor, and a butchered wolf lies against the wall by the front door, puddles of blood surrounding them. The man’s hands are tied to a rough wooden table, upon which sits an ornate open box.

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Bazresh darts into the hovel, grabbing the box on the table. He does a quick glance for anything else of value/interest.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Will use Deathwatch on the bodies in the hut as well.

GM Burglar |

GM Burglar |

Bazresh and Opal burst into the hut while the others view the carnage outside. As Bazresh reaches for the box, two creatures burst from invisibility, attempting to push them into the fire!
Inits, then Surprise Round, followed by regular round(s)!
Baz: 1d20 + 5 ⇒ (6) + 5 = 11
Che: 1d20 + 2 ⇒ (17) + 2 = 19
Gri: 1d20 + 2 ⇒ (15) + 2 = 17
Har: 1d20 + 2 ⇒ (10) + 2 = 12
Jeb: 1d20 + 6 ⇒ (9) + 6 = 15
Kyo: 1d20 + 2 ⇒ (13) + 2 = 15
Opa: 1d20 + 2 ⇒ (2) + 2 = 4
Bad: 1d20 + 3 ⇒ (5) + 3 = 81d20 + 3 ⇒ (1) + 3 = 4
Chelsea, Grits (likely delaying until Harboth), Jeb, Kyo, Harboth, Baz, Bads, Opal! But first, surprise!
Bull Rush vs Baz, invis bonus: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Bull Rush vs Opal, invis bonus: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
But to no success!
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Everyone but Opal is up!

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Bazresh hisses in anger and turns to smite his foe! But he misses as he is still off balance from trying to avoid being thrown in the fire.
Scimitar Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

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Harboth points at the creatures (which he would attempt to identify with knowledge(nature): 1d20 + 5 ⇒ (12) + 5 = 17), and hollers at Grits to Git those things!
handle animal (move action): 1d20 + 5 ⇒ (20) + 5 = 25
Harboth then takes aim at the one on the left, draws back his bowstring, and fires:
TWANNNGGGG! attack: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 + 5 ⇒ (5) + 5 = 10
GM: Unless, of course, you want to rule that sending him into the burning building requires a "push," in which case Harboth doesn't have the actions to perform his awesome bow shot just yet.

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Grits shuffles back and forth, barking loudly, until Harboth directs him toward their foes. He hesitates for a moment -- Hrrnrrr? Dude, seriously? There's fire in there. Really? -- then leaps into action, snapping at 1d2 ⇒ 1 the one on the left!
bite attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 + 3 ⇒ (3) + 3 = 6
trip: 1d20 + 3 ⇒ (8) + 3 = 11

GM Burglar |

Mini update!
@Harboth: I don't see anything against putting them in danger until they take damage. Then it's just a -2 to the check. Plus, my philosophy is that these are ID'd by Knowledge (Nature.) If that's not natural, I don't know what is. Speaking of which...

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Kyoshiro uses the reach on his polearm and cleaves at one of the creatures.
Attack 1d20 + 6 ⇒ (5) + 6 = 11
Damage 1d8 + 6 ⇒ (2) + 6 = 8 - Cold Iron.
He then moves back freeing up his spot.

GM Burglar |

Chelsea delays, waiting for Kyo!
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Jeb, I can only imagine, would fire his gun. I'll allow a simple retcon shot, should be chine in early enough.
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Kyo stabs at a beast, then steps out!
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Chelsea moves up, then maybe doing something else? Perhaps Perform (Dance)?
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Harboth yells at his dog and fires a bow!
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Grits moves in and bites!
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Baz swings his sword as well!
Only have outstanding actions from Jeb and Chelsea after her delay action.

GM Burglar |

3/day: ghost sound (DC 11), silent image (DC 11)
1/day: alter self, darkness, magic mouth, sleep (DC 11)
Post on its way, just re-compiling my brain-thoughts.

GM Burglar |

Round 1!
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Axe, PA: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 151d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14
Barely taking down the dog, the one to the left charges Harboth (provoking from Baz, whom I'm sure I'll call Ander at least once by the end of this game. I've already almost done it, like, 3 times now.)
Axe, PA, charge!: 1d20 + 5 - 1 + 2 ⇒ (7) + 5 - 1 + 2 = 131d8 + 3 + 3 ⇒ (7) + 3 + 3 = 13
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Round 2 of Party is up, in the order of Opal, Jeb, Kyo, Chelsea, Harboth+Grits, Baz!
Map updates needed: Grits is south of the left enemy's current spot. Chelsea moves to either Kyo's square or the one to his left to get LoS. for MM. Enemy on right is south one square, and the left one is in Harboth's face on the other side of the door.

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I assume the bad guys are not of the human subtype. If so, I get +2 to attack and damage. Go Rangers!
Harboth yells at his mates as he takes a step backwards, Those unseelie things are resistant to cold! Use silver if you have it!
He then draws a silver-tipped arrow, takes a rapid shot at the bad guy in his face, then does it again!
attack (point-blank, rapid): 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
damage(point-blank): 1d8 + 5 - 1 ⇒ (5) + 5 - 1 = 9
attack (point-blank, rapid): 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
damage(point-blank): 1d8 + 5 - 1 ⇒ (3) + 5 - 1 = 7

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Opal moves to the corner of the hut, provoking AoOs from both enemies. Then she sends a burst of color at the beastmen.
Color Spray, DC 14 Will save for both of them

GM Burglar |

Miniupdate!
Note that I haven't updated the map, because I have yet to figure out how to do it with the mobile App or site (if it's even possible at all.)
The left enemy is down two squares and the other one is down one square. It could be done casting from the square just north of where the right one appears to be now. No provoking at all or friendly-fire, actually. Damn shame for them they didn't know you could do that.
Wills, Left to Right: 1d20 ⇒ 171d20 ⇒ 1

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Seeing Harboth use a silver arrow, Bazresh drops his blade and grabs his longbow, firing a silver blanched, cold iron arrow.
Attack!: 1d20 + 4 ⇒ (13) + 4 = 17
Damage!: 1d8 + 2 ⇒ (5) + 2 = 7

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Kyoshiro moves behind Jeb and uses the reach of the weapon to attack the creature attacking Harboth.
Naganata 1d20 + 6 ⇒ (20) + 6 = 26
Damage 1d8 + 6 ⇒ (5) + 6 = 11
Confirming...
Naganata 1d20 + 6 ⇒ (10) + 6 = 16
Damage (x3 total) 2d8 + 12 ⇒ (4, 2) + 12 = 18

GM Burglar |

Round 2!
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We're going into "Who does what each round," since the fire still goes on an init. You may want to loot what you can or try to put out fires. This may be a "get creative with equipment/spells you bought/have.
Entering Round 3! Chelsea and Baz still have actions from round 2!

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Baz grabs the manuscript on the table and moves to the north table to grab the bag underneath. There is a cache under the shelf of the far wall, grab it! Baz yells to the party. Grits is stable, just grab him! He yells to.Harboth.
Can't see the map right now. Baz will move to the nearest hidden bag/cache, while directing the party to the other.

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Tagging two move actions and a 5ft step, you can get both.
Sounds good.
With a glance at the dog, Baz begins filling his arms with the manuscript and bags. He then begins looking toward the exit.

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Thanks, Chels!
Harboth rushes in - just as he is about to get his healy stick, he sees Chelsea getting Infernal with his puppy (not what it sounds like, gutter-brains!)
Instead, he points out the door and tells Grits to Get out of here, boy! Handle Animal: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
I think that's two moves, so I'm fresh out of actions to pick up stuff and run back out. Otherwise, that's exactly what I'd do!

GM Burglar |

I had actually assumed you were going to shoot the unconscious one. It could actually be a firearm's X4 damage coup de grace, if if you step up to the door. It even requires a roll to hit, anyways. At least Opal knows that it's only colour-sprayed and going to get up sooner or later. You can retract the attack if you want.

GM Burglar |

Just remember; bullets are still expensive, even though you get them at 10% the store price. The crits are so satisfying, though.
Extra Damage, Fort save 34-5 a.k.a. is it a 20?: 3d8 + 4 ⇒ (7, 5, 3) + 4 = 191d20 ⇒ 14
Round 2!
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Baz burgles the druid clean!
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Opal has an action!
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Round 3!
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Jeb steps 5ft back up and points his noisystick around the wall, blasting the unconscious, fancy axe-wielding fey-guy in the face! There's now a nice hole and huge mess in his cool helmet!
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Kyo moves clear of the door, providing a path out for allies to exit!
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Chelsea begins casting Infernal Healing with her wand!
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Harboth has a round 3 action, since his action was made defunct by spell casting times!
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Grits isn't dead!
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Baz still has a round 3 action.

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Round 3
Harboth picks up Grits I gotcha, boy, and tosses him over a meaty shoulder. He hollers out, Can someone grab that satchel? I'm outta hands! ...unless I can retcon him into dropping his longbow safely outside before he ran into the hut.

GM Burglar |

...unless I can retcon him into dropping his longbow safely outside before he ran into the hut.
Yup, logic error happened in Preview-Vision; I meant you have a round 2 action, since your previous one became null and void by way of casting a full-round spell on Chelsea's part. Totally retconnable. Bow can actually be outside by the door. Round 2 you sheathe bow before entering, move in to get Dog. Round 3 you pick up dog and come back out. Sound about right?

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I like it. Even better: Round 2 drop bow safely outside(free), move in (move 1), pick up dog (move 2). Round 3 pick up satchel in other hand (move 1) and come back out (move 2). Does that work?

GM Burglar |

Action economy
Yup, that's good, though if you're referring to the loot bag, Ander already has it as well as a manuscript thing (hence why I sheathed the bow in my take). Unless you're referring to picking something else up. Maybe something... faction-y.
Actions
See above for the satchel bits. I'll assume you're just exiting the burning building, since that's everyone's job.
Round 3:
COMBAT, OVER!
Everyone is now standing outside a burning hut. It definitely started getting more intense about 6 seconds ago.

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Kyoshiro casts detect magic to look over the satchel and the creatures.