
Solrisa Iome Arabasti |

Round 6, Init 19
Solrisa readies her new sword for the first lizardman to come in range., trying to protect the corridor to allow Ascaria to get through.
1d20 + 10 ⇒ (11) + 10 = 21 to hit;
1d10 + 4 ⇒ (8) + 4 = 12 damage.
AC=24 (10 armor +2 shield +1 dex +1 NA)
HP=44/44
Right hand = long sword
Left hand = heavy shield
LoH 0/4 used
Quik Shirt 0/1 used
The Dragon Invoked 0/2 used
[ dice]1d20+10[/dice] to hit;
[ dice]1d10+4[/dice] damage.

GM Rat Sass |

1d20 ⇒ 12
1d20 ⇒ 4
1d20 ⇒ 13
The second western cluster mobs the stables, taking to the roof. One of them readies to launch a javelin at the maiden to the north, should she migrate.
Javelin: 1d20 + 1 ⇒ (9) + 1 = 10 for 1d6 + 1 ⇒ (2) + 1 = 3 damage
The lizardman newly arrived on the ledge calls out.
"Horse down there!!"
The southern side of the keep is swarmed. The front door becomes the focus of many an attack. Even from your current positions, you can hear the splintering of wood, and the panicked calls of the men within.
Morningstar: 1d20 + 2 ⇒ (12) + 2 = 14 for 1d8 + 1 ⇒ (5) + 1 = 6 damage
Morningstar: 1d20 + 2 ⇒ (20) + 2 = 22 for 1d8 + 1 ⇒ (5) + 1 = 6 damage
Morningstar: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d8 + 1 ⇒ (7) + 1 = 8 damage
The other clusters begin organizing for various tasks. Some ready to take to the door, while others look like they're trying to figure a way up and over the ledge.
Hourpen, Mortimer, and Ascaria may post their round activities now.

Hourpen |

Assuming here that the lizardmen shown in Roll20 near the alley are the ones on the ledge. If I am mistaken the following action will need to be modified.
Round 6, Init 10
Seeing that many of the lizardmen are storming the door, Hourpen takes position to slow them down. (Ready Color Spray.)
Stealth: 1d20 + 24 - 5 ⇒ (9) + 24 - 5 = 28

Ascaria |

Round: 6, Initiative: 4
Weapon Equipped = Dagger
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (1/50r)
Life Link (5)(100’) = Eri, Mort, Tynan
Channel Energy (9/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (6/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria moves to the center, drawing his dagger as he does so, and casts Bless (+1 attacks & saves vs fear (morale)). His 50’ burst affects everybody, including those in the keep but is blocked by total cover so most in the keep are unaffected save some of the archers perhaps. Obviously, Ascaria is not blessing the lizardfolk. :)
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)

Mortimer Smith |

Round 6, Init 9+
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+4 (+2 base/wis, +2 headband)
Initiative+2
CMD = 23, 21 if flat footed
Mounted Combat
RideCheck: 1d20 + 6 ⇒ (4) + 6 = 10
Mort maneuvers Cinder next to the most Eastern LizardThing from the Western Clump.
Cinder attempts to sample the reptilian buffet.
CinderBite: 1d20 + 5 ⇒ (11) + 5 = 16 for Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Mort tries to put Things on ice.
RHit: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14 -PowerAttack for Damage: 1d8 + 1d6 + 4 + 4 ⇒ (5) + (4) + 4 + 4 = 17 +PowerAttack, +Cold?

GM Rat Sass |

Eri appears at the horizon of the field, running towards the keep, but never seeming to arrive. Tynan hopes to avoid the complication of being seen, now that the army has descended. Solrisa continues her protective vigilance over the innocents. Hourpen waffles in the alleyway. Mortimer almost succeeds in bringing around Cinder and he to cuff at the lizards. Their skin seems to be made of tougher stuff than mere human skin. Ascaria brings Cayden's Blessing to all that matter to him.
The southeast cluster readies several javelin tosses, should any of the archers foolishly stand up to retreat.
Javelin: 1d20 + 1 ⇒ (19) + 1 = 20 for 1d6 + 1 ⇒ (6) + 1 = 7 damage
Javelin: 1d20 + 1 ⇒ (15) + 1 = 16 for 1d6 + 1 ⇒ (4) + 1 = 5 damage
Javelin: 1d20 + 1 ⇒ (6) + 1 = 7 for 1d6 + 1 ⇒ (6) + 1 = 7 damage
Javelin: 1d20 + 1 ⇒ (14) + 1 = 15 for 1d6 + 1 ⇒ (2) + 1 = 3 damage
Javelin: 1d20 + 1 ⇒ (3) + 1 = 4 for 1d6 + 1 ⇒ (6) + 1 = 7 damage
The southwest cluster hits the side of the keep, and begins organizing to climb at the gape in the teeth of the archers, opened up by the death of the first archer. Two of them are immediately forced to change plans, as they stumble past the halfling in the shadows. Hourpen, you have an AoO on the first one passing by.
Both of them, unarmed, turn a claw upon the skulking humanoid.
Claw Attack, H: 1d20 + 2 ⇒ (5) + 2 = 7 for 1d4 + 1 ⇒ (4) + 1 = 5 damage
Claw Attack, H: 1d20 + 2 ⇒ (14) + 2 = 16 for 1d4 + 1 ⇒ (2) + 1 = 3 damage
"Half-meat in the alley!!"
The eastern cluster arrives, barely, and starts to rouse itself regarding the horse standing there idly in the mouth of the alleyway.
The other horse has its own problems, as Mortimer and Cinder are surrounded. No javelins now, only natural weapons of tooth and claw.
Claw Attack, C: 1d20 + 2 ⇒ (6) + 2 = 8 for 1d4 + 1 ⇒ (1) + 1 = 2 damage
Bite Attack, C: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d4 + 1 ⇒ (1) + 1 = 2 damage
Claw Attack, C: 1d20 + 2 ⇒ (2) + 2 = 4 for 1d4 + 1 ⇒ (4) + 1 = 5 damage
Claw Attack, C: 1d20 + 2 ⇒ (13) + 2 = 15 for 1d4 + 1 ⇒ (4) + 1 = 5 damage
Claw Attack, C: 1d20 + 2 ⇒ (14) + 2 = 16 for 1d4 + 1 ⇒ (4) + 1 = 5 damage
Claw Attack, C: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d4 + 1 ⇒ (1) + 1 = 2 damage
Mortimer, Ride Check, DC 15 to prevent 5hp of damage against Cinder.
The activity of the tower has some of the prone archers coming to life. A couple of them drop alchemist's fires into the horde below, while others stand and ready for the attempts at scaling the tower.
Longsword: 1d20 + 3 ⇒ (4) + 3 = 7 for 1d8 + 1 ⇒ (7) + 1 = 8 damage
Alchemist's Fire: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d6 ⇒ 6 fire damage
One of the archers exposes himself to the readied javelins, and pays for it with his life.
Round 7
Eri- 20+
L6- 20
Tynan- 19+
Solrisa- 19
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13 (-6hp, -1hp, -1hp, -1hp)
Hourpen- 10
Mortimer- 9+ (Cinder -16hp)
L7- 9
L3- 7 (-1hp)
Ascaria- 4
L9- 4
L10- 4
L1- 3 (-7hp)
L5-1
BKS- 1-
Eri, Tynan, and Solrisa may post their round activities now.

Solrisa Iome Arabasti |

Round 7, Init 19
Seeing as Mort has that group of lizardjerks occupied, Solrisa charges the lizardman threatening Ascaria.
1d20 + 10 + 1 + 2 - 2 ⇒ (13) + 10 + 1 + 2 - 2 = 24 to hit; (+blessPA)
1d10 + 4 + 4 ⇒ (3) + 4 + 4 = 11 damage.
AC=24 (10 armor +2 shield +1 dex +1 NA)
HP=44/44
Right hand = long sword
Left hand = heavy shield
LoH 0/4 used
Quik Shirt 0/1 used
The Dragon Invoked 0/2 used
[ dice]1d20+10[/dice] to hit;
[ dice]1d10+4[/dice] damage.

Eri Nandri |

Round 7, Init 20+
Oo, sheet. Mort!
Eri takes a moment to take in the scene. Seeing Mort he takes a 5' step toward the melee, draws his bow and fires twice. The Lizard Folk behind Mort will go down before he switches targets.
PB GB Arrow1, bless: 1d20 + 8 - 2 + 1 ⇒ (13) + 8 - 2 + 1 = 20 for Damage: 2d6 + 1 + 1 ⇒ (5, 5) + 1 + 1 = 12
If needed. This is the only lizard that can be within 30' for a point blank shot.
PB GB Arrow2, bless: 1d20 + 8 - 2 + 1 ⇒ (7) + 8 - 2 + 1 = 14 for Damage: 2d6 + 1 + 1 ⇒ (5, 6) + 1 + 1 = 13
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (7/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (4/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
Shield equipped =OMG please don't hurt me

GM Rat Sass |

1d20 ⇒ 14
The northern side of the keep turns bloody really quickly. Several voices call out in alarm.
"Deathbringers!! They carry metal!! They let the blood!!"
Meanwhile, the roof toppers gain the roof and the ledge a little more.
Claw Attack, Flank: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 for 1d4 + 1 ⇒ (1) + 1 = 2 damage
Confirm Critical?: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 for 1d4 + 1 ⇒ (1) + 1 = 2 damage
Claw Attack, Flank: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 for 1d4 + 1 ⇒ (1) + 1 = 2 damage
Bite Attack, Flank: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19 for 1d4 + 1 ⇒ (2) + 1 = 3 damage
The ledge lizards manage to bring down another soldier.
The door is battered further.
Morningstar: 1d20 + 2 ⇒ (14) + 2 = 16 for 1d8 + 1 ⇒ (1) + 1 = 2 damage
Morningstar: 1d20 + 2 ⇒ (7) + 2 = 9 for 1d8 + 1 ⇒ (2) + 1 = 3 damage
Morningstar: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d8 + 1 ⇒ (6) + 1 = 7 damage
The soldiers within the keep communicate with anyone who can hear them. "The door won't hold much longer!! To arms!!"
The southern cluster migrates into the alley, arrowing towards the horse. The halfling is all but ignored.
The southeast cluster at the keep wall begins to climb. It is largely successful in its attempt at scaling.
1d20 ⇒ 13
1d20 ⇒ 18
1d20 ⇒ 19
Hourpen, Mortimer and Ascaria may post their round activities now.

Hourpen |

Hourpen would use his readied action to cast color spray at the approaching lizard men. I realize I needed to make my readied action more explicit to trigger so just let me know if this isn't kosher. Will post Round 7 actions after this is resolved.

GM Rat Sass |

Will Save v DC 13: 1d20 ⇒ 16
Will Save v DC 13: 1d20 ⇒ 16
Will Save v DC 13: 1d20 ⇒ 10 for 2d4 ⇒ (3, 2) = 5 and 1d4 ⇒ 4 rounds of fun, respectively
Will Save v DC 13: 1d20 ⇒ 15
Hourpen surveys the door to the keep, but stays back far enough to be ineffectual with his readied color burst, so instead deals with the pack of lizardmen trying to gain the alley and the horse at the end of the rainbow. Only one of them succumbs to the burst, sadly, but he does fall at the halfling's feet, unconscious. The others take up what space they can in the alley, now very aware of the halfling's capabilities. The horse seems slightly less worrisome to them.
Hourpen, your new initiative is now 15, Round 7 complete for you. Mortimer and Ascaria may post their round activities now.

Ascaria |

Round: 7, Initiative: 4
Weapon Equipped = Dagger
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (2/50r)
Life Link (5)(100’) = Eri, Mort, Tynan
Channel Energy (9/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (6/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria takes a few steps back from the line and tries to help Hourpen a little. He throws a Burst of Radiance (DC 18 blind or dazzled rounds: 1d4 ⇒ 4 also damage if evil: 5d4 ⇒ (2, 4, 2, 2, 2) = 12) in his direction, trying to at least blind several lizardfolk. (centered on the yellow square near Hourpen - 10’ radius so I think I get 5 of the beasts in my blast without getting Hourpen or any guards on the wall).
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)

Mortimer Smith |

Round 7, Init 9+
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+4 (+2 base/wis, +2 headband)
Initiative+2
CMD = 23, 21 if flat footed
Mounted Combat, Bless
RideDC15: 1d20 + 6 ⇒ (10) + 6 = 16
"Not today, scaly boy."
Mort blocks the Lizard's attempt to harm his horse and centers Cinder's attention on the Southern-most LizardFolk that was trying to flank.
CinderBite: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 +Bless for Damage: 1d4 + 5 ⇒ (4) + 5 = 9
CinderLHoof: 1d20 + 0 + 1 ⇒ (16) + 0 + 1 = 17 +Bless for Damage: 1d6 + 2 ⇒ (3) + 2 = 5
CinderRHoof: 1d20 + 0 + 1 ⇒ (14) + 0 + 1 = 15 +Bless for Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Mortimer focuses at first on the Lizard he initially targeted (the wounded one). If he takes it out, he refocuses on the same Lizard on which Cinder is working.
RHit: 1d20 + 9 - 2 - 2 + 1 + 1 ⇒ (10) + 9 - 2 - 2 + 1 + 1 = 17 -PowerAttack, +Bless, +Altitude for Damage: 1d8 + 1d6 + 4 + 4 ⇒ (7) + (5) + 4 + 4 = 20
LHit: 1d20 + 9 - 2 - 2 + 1 + 1 ⇒ (6) + 9 - 2 - 2 + 1 + 1 = 13 -PowerAttack, +Bless, +Altitude for Damage: 1d8 + 1d6 + 4 + 4 ⇒ (1) + (3) + 4 + 4 = 12
Man, fighting like this up here is tricker than I remember...

GM Rat Sass |

1d20 ⇒ 9
1d20 ⇒ 12
1d20 ⇒ 14
1d20 ⇒ 18
1d20 ⇒ 12
Eri draws twice, and kills once, demonstrating some skill with a bow. Tynan emerges from hiding to wield his new sword quite effectively. Solrisa slays a lizardman in one blow. Hourpen confronts several lizardmen, and quiets one with flair. Mortimer and Cinder both kill their respective lizardmen. Ascaria spreads a little sunshine in the lizardmen's lives, blinding most of those in the alley.
Hourpen draws quite the crowd. The the remaining members of the southwest unit still conscious surround the halfling, and lay into him with their natural weapons.
Claw Attack, H: 1d20 + 2 ⇒ (3) + 2 = 5 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Bite Attack, H: 1d20 + 2 ⇒ (20) + 2 = 22 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Confirm Critical?: 1d20 + 2 ⇒ (5) + 2 = 7 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Claw Attack, H: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d4 + 3 ⇒ (4) + 3 = 7 damage
Bite Attack, H: 1d20 + 2 ⇒ (2) + 2 = 4 for 1d4 + 3 ⇒ (2) + 3 = 5 damage
Claw Attack, H: 1d20 + 2 ⇒ (1) + 2 = 3 for 1d4 + 3 ⇒ (2) + 3 = 5 damage
The western unit tries to put down the reinforcements. Two slip into flank against Tynan, while the other foolishly attacks the maiden.
Claw Attack, Flank, T: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Bite Attack, Flank, T: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Claw Attack, S: 1d20 + 2 ⇒ (16) + 2 = 18 for 1d4 + 3 ⇒ (4) + 3 = 7 damage
The remaining lizardfolk surrounding Cinder break from their attacks, retreating to the south.
The south ledge continues to frustrate both sides of the conflict. As the soldiers try to manuever, the southeast unit of lizardfolk launch another round of javelins.
Javelin: 1d20 + 1 ⇒ (18) + 1 = 19 for 1d6 + 1 ⇒ (5) + 1 = 6 damage
Javelin: 1d20 + 1 ⇒ (16) + 1 = 17 for 1d6 + 1 ⇒ (6) + 1 = 7 damage
Javelin: 1d20 + 1 ⇒ (9) + 1 = 10 for 1d6 + 1 ⇒ (5) + 1 = 6 damage
Another soldier dies.
Javelin: 1d20 + 1 - 4 ⇒ (17) + 1 - 4 = 14 for 1d6 + 1 ⇒ (4) + 1 = 5 damage
Javelin: 1d20 + 1 - 4 ⇒ (1) + 1 - 4 = -2 for 1d6 + 1 ⇒ (1) + 1 = 2 damage
While another survives. He takes his opportunity to swing and retreat with his comrade.
Longsword: 1d20 + 3 ⇒ (9) + 3 = 12 for 1d8 + 1 ⇒ (2) + 1 = 3 damage
Round 8
Eri- 20+
L6- 20
Tynan- 19+
Solrisa- 19
Hourpen- 15 (-11hp)
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13 (-6hp, -1hp, -1hp, -1hp)
Mortimer- 9+ (Cinder -11hp)
L3- 7 (-1hp)
Ascaria- 4
L9- 4
L10- 4 (-7hp)
L1- 3 (-7hp)
L7- 2
L5-1
BKS- 1-
Eri, Tynan, Solrisa, and Hourpen may post their round activities now.

Solrisa Iome Arabasti |

Round 8, Init 19
Sol 5' steps and attacks another lizardjerk, one of the two attacking Tynan.
"Oh, I'll help you, Tynan!"
1d20 + 10 + 1 - 2 ⇒ (2) + 10 + 1 - 2 = 11 to hit; (+bless-PA)
1d10 + 4 + 4 ⇒ (7) + 4 + 4 = 15 damage.
AC=24 (10 armor +2 shield +1 dex +1 NA)
HP=44/44
Right hand = long sword
Left hand = heavy shield
LoH 0/4 used
Quik Shirt 0/1 used
The Dragon Invoked 0/2 used
[ dice]1d20+10[/dice] to hit;
[ dice]1d10+4[/dice] damage.

Hourpen |

Round 8, Init 15
Surrounded, Hourpen enters a state of mystical focus. As he does so his outline appears blurred, shifting, and wavering. (20% miss chance, as blur spell for two rounds. Swift action, 1 point spent from Eldritch pool.) He then lashes out with his blade at the foe to the south.
Rapier, Spellstrike (acid splash): 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26, dmg (melee): 1d4 - 1 ⇒ (2) - 1 = 1, dmg (acid): 1d3 ⇒ 2

Tynan Swale |

Tynan rapidly surveys the situation, waiting to act until after Sol has put her plan in motion. (delay action until just after Sol, initiative order 18)
Round 8, Init 18
Seeing Solrisa close with his target, Tynan takes a small step into flank against it, and out of flank with his two attackers. Sizing up the wounded lizardman's defenses quickly, he stabs again with his sword. (move action to study target)
Sword +1 Attack: 1d20 + 12 + 2 + 1 ⇒ (6) + 12 + 2 + 1 = 21 (studied, flank, bless)
Sword +1 Damage: 1d6 + 5 + 1d6 ⇒ (6) + 5 + (3) = 14 (studied, flank)
Tynan sinks his blade deep into the lizardman.
That's gonna hurt...
"Thanks Sol!"
HP:34/34
Saves:Fort 4, Ref 8, Will 2

Eri Nandri |

Round 8, Init 20+
Oo, sheet. Hourpen!
Eri takes a 5' step and looses arrows at the lizard man on Tynan that is farthest away. If it goes down, he shoots at the one on Sol that is also the farthest away.
GB Arrow1, bless, cover: 1d20 + 7 - 2 + 1 - 4 ⇒ (2) + 7 - 2 + 1 - 4 = 4 for Damage: 2d6 + 1 ⇒ (2, 3) + 1 = 6
GB Arrow1, bless, cover: 1d20 + 7 - 2 + 1 - 4 ⇒ (9) + 7 - 2 + 1 - 4 = 11 for Damage: 2d6 + 1 ⇒ (3, 1) + 1 = 5
sheet
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (7/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (4/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
Shield equipped =OMG please don't hurt me

GM Rat Sass |

Hourpen draws upon magic, yet, however quickly he thinks he can bring them to bear, the surrounding lizards take advantage of the moment.
AoO, Claw Attack, H: 1d20 + 2 ⇒ (5) + 2 = 7 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
AoO, Claw Attack, H: 1d20 + 2 ⇒ (6) + 2 = 8 for 1d4 + 3 ⇒ (3) + 3 = 6 damage
AoO, Claw Attack, H: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d4 + 3 ⇒ (4) + 3 = 7 damage
The halfling attempts to hold onto the spell.
Casting while Injured v DC 19: 1d20 + 7 ⇒ (5) + 7 = 12
His mystical focus shattered, the poor halfling stands in full, unobstructed view of the lizards. Spell-like ability lost.
The stables rooftop sees a bit of activity, as the western unit gains the ledge, and works their way around the northern side of the keep's second floor. If a lizardman appears above the red line, consider him ledge-rider. If the red line covers the lizardman, they're ground level.
Morningstar: 1d20 + 2 ⇒ (17) + 2 = 19 for 1d8 + 1 ⇒ (2) + 1 = 3 damage
Morningstar: 1d20 + 2 ⇒ (2) + 2 = 4 for 1d8 + 1 ⇒ (5) + 1 = 6 damage
Morningstar: 1d20 + 2 ⇒ (3) + 2 = 5 for 1d8 + 1 ⇒ (5) + 1 = 6 damage
The front door, miraculously, holds firm enough to prevent the lizards from entering combat with the interior soldiers. Yells and hisses mix as the soldiers and lizardfolk continue to oppose each other through a wood-bare fixture.
In the alleyway, blinded lizards lash out in confusion and anger. At the center of it all, Solrisa's horse. The horse shrieks in fear and pain, and collapses, bleeding from several claw and bite injuries.
Claw Attack: 1d20 + 2 ⇒ (7) + 2 = 9 for 1d4 + 3 ⇒ (2) + 3 = 5 damage MISS
Miss Chance, Low Good: 1d100 ⇒ 52
Bite Attack: 1d20 + 2 ⇒ (20) + 2 = 22 for 1d4 + 3 ⇒ (4) + 3 = 7 damage
Miss Chance, Low Good: 1d100 ⇒ 65 MISS
Claw Attack: 1d20 + 2 ⇒ (17) + 2 = 19 for 1d4 + 3 ⇒ (2) + 3 = 5 damage
Miss Chance, Low Good: 1d100 ⇒ 16 HIT
Bite Attack: 1d20 + 2 ⇒ (4) + 2 = 6 for 1d4 + 3 ⇒ (2) + 3 = 5 damage MISS
Miss Chance, Low Good: 1d100 ⇒ 56
Claw Attack: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d4 + 3 ⇒ (3) + 3 = 6 damage HIT
Bite Attack: 1d20 + 2 ⇒ (12) + 2 = 14 for 1d4 + 3 ⇒ (1) + 3 = 4 damage HIT
Claw Attack: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d4 + 3 ⇒ (3) + 3 = 6 damage
Miss Chance, Low Good: 1d100 ⇒ 3 HIT
Bite Attack: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Miss Chance, Low Good: 1d100 ⇒ 2 HIT
Solrisa, you'll need to make a Stabilization Check for your horse, at a -10.
The southwest unit of lizardfolk gains the ledge, unfettered by hostile archers.
Mortimer and Ascaria may post their round activities now.

Ascaria |

Round: 8, Initiative: 4
Weapon Equipped = Dagger
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (2/50r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Tynan
Channel Energy (9/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (5/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria can’t quite see to help the front of the keep just yet, but he can see Hourpen getting attacked. He notes no injuries on himself, so concludes Hourpen and Solrisa must have gone out of range…
He moves a little to see better, and links Hourpen. (no effect yet)
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)

Mortimer Smith |

Round 8, Init 9+
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+4 (+2 base/wis, +2 headband)
Initiative+2
CMD = 23, 21 if flat footed
Mounted Combat, Bless
Mortimer watches the remaining two of the five LizardFolk retreat from him, and the action elicits an arched eyebrow.
Why does it have to be like this?
He turns his attention to Eri.
"Nice shooting! Keep it up! -- ' can't reach!" He points upwards at the Keep's roof peppered with LizardFolk, then nudges Cinder towards the corridor. Double Move. Once arriving, Cinder snorts out LizardFolk blood and chomps impatiently on the bit.
Attack on Southern ground LizardGuy picking on MemoRae.
Rhit: 1d20 + 9 - 2 + 1 + 1 ⇒ (8) + 9 - 2 + 1 + 1 = 17 -PowerAttack, +Bless, +Altitude for Damage: 1d8 + 1d6 + 4 + 4 ⇒ (2) + (1) + 4 + 4 = 11 +PowerAttack,+Cold

GM Rat Sass |

Eri demonstrates humility with his bow. Tynan ends a lizardman where he stands, with Solrisa's help. Hourpen suffers, and causes to suffer the lizardman in front of him. Mortimer joins the fray at the mouth of the alleyway, tapping out another foe. Ascaria brings Hourpen into the fold.
The lizardfolk to the south of the keep continue to stand their ground.
Hourpen suffers several more slashes and bites, as he nobly tries to use his body as a cork in the alleyway.
Claw Attack: 1d20 + 2 ⇒ (16) + 2 = 18 for 1d4 + 3 ⇒ (2) + 3 = 5 damage
Bite Attack: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Claw Attack: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d4 + 3 ⇒ (3) + 3 = 6 damage
Bite Attack: 1d20 + 2 ⇒ (8) + 2 = 10 for 1d4 + 3 ⇒ (3) + 3 = 6 damage
Claw Attack: 1d20 + 2 ⇒ (6) + 2 = 8 for 1d4 + 3 ⇒ (4) + 3 = 7 damage
Bite Attack: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d4 + 3 ⇒ (3) + 3 = 6 damage
The eastern unit fights on, one attacking Tynan, the other, Cinder. Neither prove successful.
Claw Attack, T: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d4 + 3 ⇒ (2) + 3 = 5 damage
Bite Attack, T: 1d20 + 2 ⇒ (5) + 2 = 7 for 1d4 + 3 ⇒ (3) + 3 = 6 damage
Claw Attack, C: 1d20 + 2 ⇒ (7) + 2 = 9 for 1d4 + 3 ⇒ (4) + 3 = 7 damage
Bite Attack, C: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d4 + 3 ⇒ (4) + 3 = 7 damage
The western unit remnant continues to flee south, while the southeast unit starts to move slowly west, recognizing trouble at the alleyway.
"There are deaths!!" "They use magic!!" "Kushak, do we fight more?"
Round 9
Eri- 20+
L6- 20
Tynan- 19+
Solrisa- 19
Hourpen- 15 (-29hp)
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13 (-6hp, -1hp, -1hp, -1hp)
Mortimer- 9+ (Cinder -11hp)
L3- 7 (-1hp, -3hp)
Ascaria- 4
L9- 4
L10- 4 (-7hp)
L1- 3
L7- 2
L5-1
BKS- 1-
Eri, Tynan, Solrisa, and Hourpen may post their round activities now.

Solrisa Iome Arabasti |

Round 9, Init 19
Solrisa fights the nearest lizardjerk, continuing to slash her way to the keep.
"Mort! Watch your back!" Sol cheeries at Mort.
1d20 + 10 + 2 + 1 - 2 + 2 ⇒ (3) + 10 + 2 + 1 - 2 + 2 = 16 to hit; (+bless-PA+flank)
1d10 + 4 + 4 ⇒ (3) + 4 + 4 = 11 damage.
AC=24 (10 armor +2 shield +1 dex +1 NA)
HP=44/44
Right hand = long sword
Left hand = heavy shield
LoH 0/4 used
Quik Shirt 0/1 used
The Dragon Invoked 0/2 used
[ dice]1d20+10[/dice] to hit;
[ dice]1d10+4[/dice] damage.

Tynan Swale |

Round 9, Init 18
Tynan sizes up the lizardman next to him, pulls out his second short sword, and stabs twice at the scaly creature. (study target)
Sword +1 Attack: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 (studied, bless)
Sword +1 Damage: 1d6 + 5 ⇒ (1) + 5 = 6 (studied)
Sword Attack: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 (studied, bless)
Sword Damage: 1d6 + 3 ⇒ (1) + 3 = 4 (studied)
Crit Attack: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 (studied, bless)
Crit Damage: 1d6 + 3 ⇒ (4) + 3 = 7 (studied)
Both blades hit home, and Tynan gives a smile of satisfaction.
HP:34/34
Saves:Fort 4, Ref 8, Will 2

Eri Nandri |

Round 9, Init 20+
Eri turns his attention to the wall and hits it. Twice.
Eri takes a 5' step and looses arrows at the lizard man on the North wall that is wounded. If it goes down, he shoots at the one that is East of it also on the wall.
GB Arrow1, bless: 1d20 + 7 - 2 + 1 ⇒ (5) + 7 - 2 + 1 = 11 for Damage: 2d6 + 1 ⇒ (4, 4) + 1 = 9
GB Arrow1, bless: 1d20 + 7 - 2 + 1 ⇒ (1) + 7 - 2 + 1 = 7 for Damage: 2d6 + 1 ⇒ (1, 6) + 1 = 8
SHUCKS!
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (7/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (4/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
Shield equipped =OMG please don't hurt me

GM Rat Sass |

The alleyway continues to churn, the smell of urine and blood and mud mixing in the morning air. The blinded lizardfolk spook and flee cautiously out the south side of the alleyway. The lone lizardman Ascaria failed to blind reaches down and slits the horse's throat for good measure, before it slowly backs away. 5' step
Coup de Grace: 2d4 + 6 ⇒ (4, 1) + 6 = 11 damage
The lizardfolk on the northside ledge fire off their last javelins at the Tynan, lizardslayer.
Javelin, T: 1d20 + 1 ⇒ (7) + 1 = 8 for 1d6 + 1 ⇒ (6) + 1 = 7 damage
Javelin, T: 1d20 + 1 ⇒ (7) + 1 = 8 for 1d6 + 1 ⇒ (1) + 1 = 2 damage
Javelin, T: 1d20 + 1 ⇒ (17) + 1 = 18 for 1d6 + 1 ⇒ (1) + 1 = 2 damage
The west side of the keep, towards the height of the ledge, becomes the source of additional pounding. The door to the ledge on the second floor is the target.
Morningstar: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d8 + 1 ⇒ (7) + 1 = 8 damage
Morningstar: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d8 + 1 ⇒ (6) + 1 = 7 damage
Mortimer and Ascaria can post their round activities now.

Mortimer Smith |

Round 9, Init 9+
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+4 (+2 base/wis, +2 headband)
Initiative+2
CMD = 23, 21 if flat footed
Mounted Combat, Bless
"Mort! Watch your back!"
Mortimer jerks his attention toward Sol's cry.
"Thanks!"
Holding his position on Cinder, he swings around and attacks the LizardThing behind him.
Rhit: 1d20 + 9 - 2 - 2 + 1 + 1 ⇒ (11) + 9 - 2 - 2 + 1 + 1 = 18 for Damage: 1d8 + 1d6 + 4 + 4 ⇒ (4) + (5) + 4 + 4 = 17
He manuveurs Cinder toward the South, and she attacks the nearest LizardJerk. You know. The Coup de Jerk.
CinderBite: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9 for Damage: 1d4 + 5 ⇒ (2) + 5 = 7

Ascaria |

Round: 9, Initiative: 4
Weapon Equipped = Dagger
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (4/50r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Tynan
Channel Energy (8/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (7/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (5/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria is pleased as he suffers a minor injury and Hourpens breathing stabilizes*.
Worried about Hourpen, Cinder, and hoping for the best with Memorae, Ascaria moves into position and channels. He avoids healing the four wounded and dying lizardfolk he sees (and up to two more if some are not visible on the map for some reason).
Channel Energy (healing): 3d6 + 1 ⇒ (5, 2, 4) + 1 = 12 (the whole party and maybe a guard on the walls)
* Hourpen heals 5hp of damage thanks to Ascaria.
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)

GM Rat Sass |

Eri fires two warning shots at the lizardfolk looking over the ledge. Tynan disembowels a lizardman, who spends his remaining moments of life trying to pulls its innards from the ground. Solrisa helps Mortimer finish off the lizardman between the two of them. Hourpen slips into blackness, only to return, prone and weaponless, thanks to Ascaria's pull and burst of healing.
The unit at the southern mouth of the alleyway begins to extract themselves with the live horse and mount on the warpath. One starts to drag away his unconscious mate, and another considers picking up the dead halfling and hoofing. He decides better on it. One takes a full attack, then moves out of the way to allow his ally a chance to do the same.
Claw Attack, C: 1d20 + 2 ⇒ (2) + 2 = 4 for 1d4 + 3 ⇒ (2) + 3 = 5 damage
Bite Attack, C: 1d20 + 2 ⇒ (18) + 2 = 20 for 1d4 + 3 ⇒ (2) + 3 = 5 damage
Claw Attack, C: 1d20 + 2 ⇒ (7) + 2 = 9 for 1d4 + 3 ⇒ (1) + 3 = 4 damage
Bite Attack, C: 1d20 + 2 ⇒ (5) + 2 = 7 for 1d4 + 3 ⇒ (3) + 3 = 6 damage
The southeast unit moves into position, awaiting what might emerge from the alleyway.
Round 10
Eri- 20+
L6- 20
Tynan- 19+
Solrisa- 19
Hourpen- 15 (-12hp, Prone)
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13 (-6hp, -1hp, -1hp, -1hp)
Mortimer- 9+ (Cinder -5hp)
L3- 7 (-1hp, -3hp)
Ascaria- 4
L9- 4
L1- 3
L7- 2
L5-1
BKS- 1-
Eri, Tynan, Solrisa, and Hourpen may post their round activities now.

Solrisa Iome Arabasti |

Round 9, Init 19
Solrisa moves up to strike another lizardjerk.
1d20 + 10 + 1 - 2 ⇒ (3) + 10 + 1 - 2 = 12 to hit; (+bless-PA)
1d10 + 4 + 4 ⇒ (10) + 4 + 4 = 18 damage.
AC=24 (10 armor +2 shield +1 dex +1 NA)
HP=44/44
Right hand = long sword
Left hand = heavy shield
LoH 0/4 used
Quik Shirt 0/1 used
The Dragon Invoked 0/2 used
[ dice]1d20+10[/dice] to hit;
[ dice]1d10+4[/dice] damage.

Eri Nandri |

Round 10, Init 20+
OK, take two. TAKE TWO EVERYBODY.
Aim for the Lizards this time. The lizards!
Eri takes a 5' step and looses arrows at the lizard man on the North wall that is wounded If it goes down, he shoots at the one that is East of it also on the wall.
GB Arrow1, bless: 1d20 + 7 - 2 + 1 ⇒ (20) + 7 - 2 + 1 = 26 for Damage: 2d6 + 1 ⇒ (4, 1) + 1 = 6
GB Arrow1, bless: 1d20 + 7 - 2 + 1 ⇒ (8) + 7 - 2 + 1 = 14 for Damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13
Possible crit
GB Arrow1, bless: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 for Damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11
Huzzah!
Eri pauses a moment and looks to the sky.
hmm
Tynan, everybody. Look for a leader.
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (7/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (4/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam
Shield equipped =OMG please don't hurt me

GM Rat Sass |

"Hold them back!!" "Don't let them through!!"
The two lizardfolk in the alleyway's entrance step up on the remaining horse.
Claw Attack, C: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d4 + 3 ⇒ (3) + 3 = 6 damage
Bite Attack, C: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d4 + 3 ⇒ (4) + 3 = 7 damage
Claw Attack, C: 1d20 + 2 ⇒ (9) + 2 = 11 for 1d4 + 3 ⇒ (4) + 3 = 7 damage
Bite Attack, C: 1d20 + 2 ⇒ (3) + 2 = 5 for 1d4 + 3 ⇒ (2) + 3 = 5 damage
Cinder still remains standing, despite the lizardfolks' best efforts.
The front door receives another, final, wave of pounding.
Morningstar: 1d20 + 1 ⇒ (1) + 1 = 2 for 1d8 + 1 ⇒ (6) + 1 = 7 damage
Morningstar: 1d20 + 1 ⇒ (6) + 1 = 7 for 1d8 + 1 ⇒ (8) + 1 = 9 damage
Morningstar: 1d20 + 1 ⇒ (4) + 1 = 5 for 1d8 + 1 ⇒ (5) + 1 = 6 damage
"It's down!! Hold your positions!!"
The ledge door receives its punishment as well.
Morningstar: 1d20 + 1 ⇒ (4) + 1 = 5 for 1d8 + 1 ⇒ (6) + 1 = 7 damage
Morningstar: 1d20 + 1 ⇒ (9) + 1 = 10 for 1d8 + 1 ⇒ (2) + 1 = 3 damage
Morningstar: 1d20 + 1 ⇒ (12) + 1 = 13 for 1d8 + 1 ⇒ (4) + 1 = 5 damage
Several more lizardfolk retreat, mainly the blinded ones.
Mortimer and Ascaria may post their round activities now.

Ascaria |
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Round: 10, Initiative: 4
Weapon Equipped = Dagger
Cold Iron Bullets (5/5), Silver Bullets (5/5)
Conditions = Bless (4/50r)
Life Link (5)(100’) = Hourpen, Eri, Mort, Tynan
Channel Energy (8/9) (DC: 18)(Avoid 6) (3d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (3/3)
Melee Attack: BAB +3, Size +1 Damage: +0
Ranged Attack: BAB +3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 5, Concentration +11)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command
Second (18): (5/6) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Pilfering Hand
Ascaria looks at the apparently dead Hourpen, but smiles as he suffers another minor injury - healing Hourpen further.*
He’s just faking it.
”Everybody look, I’m going to call out their leaders name. See who looks up and attack them!”
”Kushak, vi filo de ĉiesulino , kie vi estas? Venu kaj batalu mia ĉampionoj vi senvalora lacerto . Venu kaj vidu kio signifas perdi !”
Ascaria moves up and heals Cinder.
Cure Light Wounds: 1d8 + 6 ⇒ (4) + 6 = 10
* Hourpen heals 5hp of damage thanks to Ascaria.
Group spells in effect
Bless (+1 attacks & saves vs fear (morale)) (everyone)

Mortimer Smith |

Round 10, Init 9+
AC 19, 23 on AoO; 39/39 HP
BAB = +5 (level 5)
ToHit = 1d20+9
RHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
LHit = 1d20+9-2 (-2 to hit, +4 dam on Power Attack, +1d6 if cold)
Throw = 1d20 + BAB + Dex
Fort+5 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+6
Will+4 (+2 base/wis, +2 headband)
Initiative+2
CMD = 23, 21 if flat footed
Mounted Combat, Bless
RideCheckDC20: 1d20 + 6 ⇒ (3) + 6 = 9 Round 9
RideCheckDC21: 1d20 + 6 ⇒ (2) + 6 = 8 Round 10
Cinder neighs in outrage, and despite her delicate palette tries for some icky lizard meat again, focusing on the Coup De Jerk.
CinderBite: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13 +Bless for Damage: 1d4 + 5 ⇒ (2) + 5 = 7
CinderHoof1: 1d20 + 1 ⇒ (17) + 1 = 18 +Bless for Damage: 1d6 + 2 ⇒ (3) + 2 = 5
CinderHoof2: 1d20 + 1 ⇒ (13) + 1 = 14 +Bless for Damage: 1d6 + 2 ⇒ (3) + 2 = 5
She stumbles a bit trying not to step in any Hourpen.
Mortimer swings on the LizardJerk directly in front of Cinder.
Rhit: 1d20 + 9 - 2 - 2 + 1 + 1 ⇒ (2) + 9 - 2 - 2 + 1 + 1 = 9 -Multi/PowerAttack, +Bless, +Altitude for Damage: 1d8 + 1d6 + 4 + 4 ⇒ (3) + (2) + 4 + 4 = 13 +PowerAttack, +Cold
Rhit: 1d20 + 9 - 2 - 2 + 1 + 1 ⇒ (8) + 9 - 2 - 2 + 1 + 1 = 15 -Multi/PowerAttack, +Bless, +Altitude for Damage: 1d8 + 1d6 + 4 + 4 ⇒ (1) + (3) + 4 + 4 = 12 +PowerAttack, +Cold
Man it's tight in here! Have got to get Hourpen out of there!

Eri Nandri |

”Everybody look, I’m going to call out their leaders name. See who looks up and attack them!”
”Kushak, vi filo de ĉiesulino , kie vi estas? Venu kaj batalu mia ĉampionoj vi senvalora lacerto . Venu kaj vidu kio signifas perdi !”
Perfect. Show me your face.

GM Rat Sass |

Eri finishes off a lizardfolk on the northern ledge. Tynan hurries forward to secure the northern entrance to the alleyway. Solrisa moves forward, fending off the aggressive creatures. Hourpen plays possum. Quite well, too. Mortimer steers Cinder into a good hoof blow, but finds the horse's head a bit obstructive from landing a punch on the bobbers and weavers. Ascaria heals Hourpen and horse alike, while courageously calling out a name, from the rear.
Above the fray, a voice sounds like it responds to Ascaria's bark. It comes from the southwest, roughly 100 yards out.
"We'll see who loses, as soon as we take your keep!! Stay brave, and we'll find you by your voice alone!!"
You are the only one with the vantage point to see the speaker, who, under the circumstances, can only be Kushak. Out of the five lizardfolk at the periphery, he's the only one with a metal shield. He's also the closest to the keep.
Towards the southern mouth of the alleyway, orders are hissed out.
"Let them through!!"
Several lizardfolk look to be forming for your emergence from the alleyway, while the southeast unit moves closer to the keep.
Round 11
Eri- 20+
L6- 20 (-5hp)
Tynan- 19+
Solrisa- 19
Hourpen- 15 (-7hp, Prone)
L2- 14 (-7hp)
L8- 14 (-8hp)
L4- 13 (-6hp, -1hp, -1hp, -1hp)
Mortimer- 9+ (Cinder -8hp)
L3- 7 (-1hp, -3hp)
Ascaria- 4
L9- 4
L1- 3
L7- 2
L5-1
BKS- 1-
Eri, Tynan, Solrisa, and Hourpen may post their round activities now.

Solrisa Iome Arabasti |

Round 11, Init 19
Solrisa moves up to take out another lizardjerk; she is enjoying this battle immensely. Or kills one then steps up.
1d20 + 10 + 2 + 1 - 2 ⇒ (14) + 10 + 2 + 1 - 2 = 25 to hit; (+bless-PA)
1d10 + 4 + 4 ⇒ (6) + 4 + 4 = 14 damage.
AC=24 (10 armor +2 shield +1 dex +1 NA)
HP=44/44
Right hand = long sword
Left hand = heavy shield
LoH 0/4 used
Quik Shirt 0/1 used
The Dragon Invoked 0/2 used
[ dice]1d20+10[/dice] to hit;
[ dice]1d10+4[/dice] damage.

Eri Nandri |

Round 11, Init 20+
Eri will take two shots after moving 5'. The second shot will go off at any available target if the first one drops the remaining lizard on the north wall. Even if the available target is in the group approaching from the southwest.
GB Arrow1, bless: 1d20 + 7 - 2 + 1 ⇒ (4) + 7 - 2 + 1 = 10 for Damage: 2d6 + 1 ⇒ (2, 4) + 1 = 7
GB Arrow1, bless: 1d20 + 7 - 2 + 1 ⇒ (12) + 7 - 2 + 1 = 18 for Damage: 2d6 + 1 ⇒ (3, 5) + 1 = 9
AC 12
CMD 16
BAB +3
Defensive casting = 12 (@4th)
Spell Penetration= 4
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic. Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (7/8 per day) (Feather Fall, Grease. Gravity Bow, Magic Missile, shocking grasp)
Second Level: DC:16 (4/4 per day) (Admonishing Ray)
Weapon equipped = +1 Composite Long Bow
+7 or +5/+5
+8 or +6/+6 within 30' with +1 dam

Tynan Swale |

Round 11, Init 18
Seeing that the alleyway is now filled by the group, Tynan opts to circle around the stable to approach the lizardfolk from a different angle. He gives a quick glance into the stable as he passes the open door, then attempts to conceal himself at the south-western corner of the building.
Stealth: 1d20 + 12 ⇒ (10) + 12 = 22
HP:34/34
Saves:Fort 4, Ref 8, Will 2

GM Rat Sass |

Aside from the dead horse in the doorway, you see another dead horse in the interior. Both horses have their throats slit, much like Solrisa's horse. They appear recently killed.
The lone lizard in the alley chooses to fight another day, retreating into the fold. More ledge work to the west.
Morningstar: 1d20 + 1 ⇒ (14) + 1 = 15 for 1d8 + 1 ⇒ (5) + 1 = 6 damage
Morningstar: 1d20 + 1 ⇒ (7) + 1 = 8 for 1d8 + 1 ⇒ (8) + 1 = 9 damage
Morningstar: 1d20 + 1 ⇒ (10) + 1 = 11 for 1d8 + 1 ⇒ (7) + 1 = 8 damage
Morningstar: 1d20 + 1 ⇒ (7) + 1 = 8 for 1d8 + 1 ⇒ (3) + 1 = 4 damage
At the ground floor door, blows are traded between soldiers within, lizards without.
Morningstar: 1d20 + 1 - 4 ⇒ (1) + 1 - 4 = -2 for 1d8 + 1 ⇒ (7) + 1 = 8 damage
Morningstar: 1d20 + 1 ⇒ (7) + 1 = 8 for 1d8 + 1 ⇒ (3) + 1 = 4 damage
Morningstar: 1d20 + 1 ⇒ (4) + 1 = 5 for 1d8 + 1 ⇒ (8) + 1 = 9 damage
Apparently, the soldier corking the door is doing an admirable job. An archer, possibly two, fires through the doorway.
Longbow: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9 for 1d8 ⇒ 4 damage
Longbow: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2 for 1d8 ⇒ 2 damage
Mortimer and Ascaria may (finally) post their round activities.