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"Well done all."
Kuraishimo will once again refresh mage armor on himself and Kalkamedes.

GM Tektite |

The bear gives the big Ulfen one last nuzzle, then ambles off, her two cubs following her.
The party continues to follow Kalkamedes. Over the course of another two hours, the rough, mountainous scrubland gradually flattens and gives way to thicker copses of trees sustained by a series of chilly, narrow streams.
2: 1d20 + 6 ⇒ (19) + 6 = 25
3: 1d20 + 6 ⇒ (1) + 6 = 7
4: 1d20 + 6 ⇒ (4) + 6 = 10
5: 1d20 + 6 ⇒ (20) + 6 = 26
6: 1d20 + 6 ⇒ (11) + 6 = 17
Hr: 1d20 + 6 ⇒ (3) + 6 = 9
Ha: 1d20 - 1 ⇒ (12) - 1 = 11
K: 1d20 - 3 ⇒ (3) - 3 = 0
Z: 1d20 + 6 ⇒ (11) + 6 = 17
K: 1d20 + 3 ⇒ (15) + 3 = 18
Hr: 1d20 - 2 ⇒ (16) - 2 = 14
Ha: 1d20 + 2 ⇒ (10) + 2 = 12
Z: 1d20 + 4 ⇒ (19) + 4 = 23
B: 1d20 + 2 ⇒ (7) + 2 = 9
Traveling through a clearing, Zantir, Han, and Hrolf begin to notice men hiding in the brush. Suddenly from out of the woods the party is beset by bandits.
Attack on Zantir: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d10 ⇒ 3
Attack on Hrolf: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d10 ⇒ 8
Attack on Han: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d10 ⇒ 9
Crit Confirm on Han: 1d20 + 4 ⇒ (10) + 4 = 14
Crit Damage: 1d10 ⇒ 5
Three crossbow bolts fly through the air, two missing their mark, but the third burying itself into Han's chest.
SURPRISE!
Zantir, Han, and Hrolf all get an action, then normal initiative.
Initiative:
Zantir
Kuraishimo
Hrolf
Han
Bandits

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Hrolf cries out in a surprise and then begins shouting in an angry tongue (abyssal).
The big ulfen touches himself briefly with a spell and then drops Kal’s leash.
Barkskin.
How fast does the sleepwalker move? Hrolf needs both of his hands to wield his spear so he’s going to have to drop the leash.

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Han spits up a gout of blood as he sees the arrow now in his chest. He starts a rather angry story. "This is the story of six soon to be dead men who thought themselves clever in ambushing the great captain Han."
Inspire courage.

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If he moves during the surprise round, Hrolf is going to try to trip him.

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Kuraishimo will take a 5ft step and unleash a silent scream that only the closest bandit can hear.
Cast Ear-Piercing Scream Damage: 1d6 ⇒ 4 and Dazed. Fort DC 16 for half damage and no daze.

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Zantir rages and charges the nearest Merc. Cowards!
Next to the nearest two. I will try to move myself later tonight.
Attack: 1d20 + 14 - 1 ⇒ (12) + 14 - 1 = 25, Damage: 1d6 + 9 ⇒ (1) + 9 = 10.
Round 1
Zantir continues dancing the blades and swings at the other one.
Attack: 1d20 + 14 - 1 ⇒ (6) + 14 - 1 = 19, Damage: 1d6 + 9 ⇒ (6) + 9 = 15.
Curent AC: 24

GM Tektite |

Hrolf casts a spell to protect himself.
Han begins to regale his party with an inspiring tale.
Zantir, only a move or standard action in the Surprise round. Are you going to move, then attack on normal Init.?
Kuraishimo opens his mouth, pointing at the nearest bandit.
Bandit Fort Save: 1d20 + 4 ⇒ (16) + 4 = 20
The bandit put his hand to his ear and winces a bit.
Initiative:
Zantir
Kuraishimo
Hrolf
Han
Bandits
Hrold and Han in regular initiative now.

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Hrolf mutters another spell and then moves forward to protect his allies.
Divine Favor.

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If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed)...

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Kuraishimo will move up to help provide cover for Kalkamedes and toss a snowball at the bandit to the south of him.
Attack: 1d20 + 3 ⇒ (14) + 3 = 17 vs Touch AC
Cold Damage: 2d6 ⇒ (2, 2) = 4
Fort Save DC 16 or be staggered for one round.

GM Tektite |

Zantir charges toward the nearest bandit and cuts him down quickly with two strikes of his sword.
Kuraishimo's scream hurts the bandit behind the one who fell.
Hrolf prays to his power and moves up toward the bandits.
Han fires an arrow at the bandit (2) nearest Zantir. The arrow strikes the bandit and drives deep. The bandit stands, but looks a little staggered.
Moving forward, the bandits press their attack.
The hurt bandit (2) steps back and withdraws a potion, quaffing it.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
The bandits south of Kuraishimo move up and attack. The bandits(3&4) drop their crossbows and move up to the half-fiend drawing and swinging maces.
Bandit 3 Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Bandit 4 Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Both bandits miss the sorcerer.
The other two move up and attempt to reload their crossbows.
Initiative:
Zantir
Kuraishimo
Hrolf
Han
Bandits
Party up! Kuraishimo feel free to retcon.
Edit: Kalkamedes will attempt to move forward twenty feet.

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Opps, I wouldn't have been up front until moving up and casting on my first full turn. I'm perfectly okay with them getting to attack me, I think I got slightly confused with the initiative order. Also, I think the 18 should hit me. How should I best resolve?

GM Tektite |

@ Kuraishimo: I assumed you still had Mage Armor active which would have made your AC 20. Probably my fault on the order. I posted your action and Zantir's action while waiting for Han's and Hrolf's next action. With doing to much retcon, how about you place Kuraishimo where he would stand now while casting the snowball and go from there. Cool?

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Hrolf drives his spear into the nearest bandit. (#3)
Power Attack /w Divine Favor: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Damage: 1d8 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Confirming: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 2d8 + 30 ⇒ (4, 4) + 30 = 38

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Fine on the position, attack still hits me though, the short statblock includes the benefits of mage armor.

GM Tektite |

Round 2
Bandit 4 Fort. Save: 1d20 + 4 ⇒ (15) + 4 = 19
Kuraishimo's arcane snowball smashes into the bandit as he moves up.
Hrolf stabs with his spear and kills one of the bandits.
Han fires an arrow, but misses.
Kalkamedes stumbles forward.
Initiative:
Zantir
Kuraishimo
Hrolf
Han
Bandits
Zantir and Bandits left for Round Two, then we'll start Round Three.

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Zantir dances forward in a deadly mambo.
Attack: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32, Crit: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18, Damage: 1d6 + 9 ⇒ (5) + 9 = 14, Crit Damage: 1d6 + 9 ⇒ (6) + 9 = 15.
I'm going to post the next round here too.
Zantir moves to the next standing Bandit.
Attack: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32, Crit: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17, Damage: 1d6 + 9 ⇒ (3) + 9 = 12, Crit Damage: 1d6 + 9 ⇒ (3) + 9 = 12.

GM Tektite |

Zanitr moves forward and slashes a one of the bandits, bringing him down.
The bandits press their attack, closing in on Zanitr, with maces drawn. Meanwhile the third bandit attacks the half-fiend.
Attack Bandit 5: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Attack Bandit 6: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Attack Bandit 4: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Apparently shaken from seeing their comrades fall so quickly, all three miss their marks.
Start of Round 3
Initiative:
Zantir
Kuraishimo
Hrolf
Han
Bandits
Zantir continues to mow down bandits as his whirling blade cuts down another one.
Everyone else is up!

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Hrolf advances and stabs at the bandit attacking his devil-man.
Stab: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d8 + 14 ⇒ (3) + 14 = 17

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Han will stop his story now that the situation is well in hand and draws his wand to heal himself. "And now you die."
1d8 + 1 ⇒ (6) + 1 = 7

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Kuraishimo holds his ground, trying to keep himself between the bandits and Kalkamedes.
Full Defense, AC 20

GM Tektite |

Kuraishimo moves to protect himself more fully from the bandits.
Hrolf stabs the bandit attacking Kuraishimo. His spear plunges deep into the man, blood soaking his clothes.
Han heals himself and tells the bandits what is in their future.
The two remaining bandits, taking Han's words to heart, turn and flee, Full Withdraw melting into the shrubbery.
Out of Combat, unless you care to pursue.

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"Let them flee", Hrolf says as his powers of speech return.
"Are you alright Kura?"

GM Tektite |

As the party lets the remaining two bandits flee, a disembodied voice that seems to come from Kalkamedes' sword, speaks. Your party has handled the last two problem much better than the first few. I was beginning to worry for my master, thinking they must have lowered the standards to become Pathfinders. The voice says snidely.

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"Indeed. I believe he is injured." Han will heal the devil-man.
1d8 + 1 ⇒ (6) + 1 = 7
Han looks around as he hears the voice. "They did, but we can handle things. Who are you? Are you behind your master's sleepwalking?" He looks down at his belt where the Kalkamedes' weapon hangs.

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Hrolf grips his spear again as he peers into the darkness only to settle on the sleepwalker's sword.
"Who and what are you?"

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Han draws the blade from his belt and holds it up to examine it. "So do you know what's wrong with him? Can you be of aid to us?"

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Hrolf gives the weapon a nervous glance and a wide berth as he moves forward to make sure the way is safe for Kal.

GM Tektite |

As the party moves on, the light of the sinking moon washes the sub-alpine valley ahead in silvery light. A squat, stone bunker crafted of dark rock sits nestled among the low trees, its domed roof barely peeking out from above the leafy canopy. As a cloud passes over the moon, the entire structure seems to fade from view, leaving a momentary void before the moon’s light again illuminates it. Only a single entryway mars the smooth, windowless facade of the lone building.
@ Hrolf: You can now make a Craft(cartography), Knowledge(geography), or Survival check. Or..get aid.

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Hrolf reflects on the circling humming birds he'd watched earlier. At the time he knew they were trying to tell him something, only now did it make sense. Nature always knew the way...
Survival with Natural Diviniation: 1d20 + 10 ⇒ (14) + 10 = 24

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Kuraishimo pulls out his wand only to find that Han has already healed him.
"Thank you Han. It is an honor to serve with an ally such as yourself."
"Gamin, does this structure look at all familiar to you, or perhaps you have heard of a moonlit citadel?"

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I assume Kal is headed towards it?

GM Tektite |

Yep, and it looks like the charred sketch you found in the fire.
Kalkamedes continues to amble forward toward the single entrance. The entrance, a ten-foot wide stone archway, its keystone inscribed with a seven-pointed star wreathed in ancient markings, offers ingress into an unlit corridor built of cut stone blocks. Weathered script snakes its way up and down each side of the entrance.

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Hrolf growls at the sight of the seven-pointed star.
"I have a bad feeling about this. Keep an eye out. I'm certain that whatever has been enchanting our comrade will be nearby."
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

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Has it been more than 50 minutes since the bandit ambush? If so, Hrolf will re-up his barkskin and then continue on.

GM Tektite |

Has it been more than 50 minutes since the bandit ambush? If so, Hrolf will re-up his barkskin and then continue on.
2 hours passed.
Hrolf moves into the structure followed by the rest of the party, Kalkamedes trying to struggle forward. The party finds itself in a long hall that stretches about seventy feet before turning to the right.

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In that case, Hrolf recast his barkskin.
Hrolf keeps pace a few feet ahead of Kal and peers around the corner.

GM Tektite |

Hrolf cautiously peeks around the corner. Steep stairs descend into a room, whose only other entrance is sealed by a massive set of iron double doors that block passage to the east and rest upon a dais of glistening
black stone. To the west stands a statue of an elderly, robed man carved from the same dark stone, and in his hand he brandishes a slender golden wand that points toward the door. Ancient script winds around the statue’s round base, and dried leaves, dirt, and small animal bones are scattered about the room.

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Hrolf motions for the others to follow and then moves to the edge of the room and looks around.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13