
Jolga Krak |

Jolga raises an eyebrow and looks at the others, ready to follow their lead and unsure how they'll want to proceed.
"Good sirs, surely you understand that we wish to establish a relationship with Lord Birdfood but, truly, we do not know him yet anymore than he knows us. We will be in the heart of his fortress and surely could not harm him while so surrounded by his fierce followers."
Persuasion: 1d20 + 7 ⇒ (9) + 7 = 16

Wulf Torstein |

Wulf lets out a long sigh. "Sorry Jolga." He bares his teeth. "We're not leaving my our weapons, do you think we're that stupid in a place like this?"
I was very close to calling him a good boy, even though this is only going one place.

Samuel Caskgrip Jr |

"I don't mind leaving my weapons. In fact, I know of a stash of weapons nearby. It seems someone slaughtered some orcs."diplomacy: 1d20 ⇒ 17

Garfaulk Sharpstone |

Garfaulk nods to the Gnoll as he scampers off, grinning as the other called him stubby-he wasn't too worried about it, given what was going to be happening soon enough. He beames as Wulf sang praises of him keeping his weapon in good shape, though flinched at dogman in unison with Ton and Zeke. Before he can open his mouth to apologize, the other Gnoll came back. "Aye then take us to him-though we're definitely gonna need or weapons. We don't want to just talk, we're here to audition. Can't display or Talents with weapons of we leave our weapons behind, now can we pup?
Diplomacy: 1d20 + 12 ⇒ (17) + 12 = 29

Samuel Caskgrip Jr |

"Listen, I'm the heavy here. Hammer is scared of ghosts and prone to hypnosis. Shady can't even walk right. Slag's the talker. And the old dude ...is old."

Jolga Krak |

Jolga looks quizzically at the halfling when he describes himself as the heavy. Perhaps it is another word that means something different in the way they use common... Then he looks questioningly at the others, ready to help should the need arise.

Ton'iel Wexley |

Ton pulls something from his belt with one hand and skins the Inferno Pistol with the other. He levels the weapon directly at one of the gnolls but doesn't fire.
In his other hand is a small metal canister that fits neatly in his palm. He thumbs the top off with a click!
"Alright, you mangy son of a b*tch, you know what this is? This is a Bang Grenade. I'll drop my weapons if you want, but if this is the one you want me to drop then it's going to go BANG! understand that? You ready to die for a stupid order when all we want to do is talk? Huh!?" the elf shouts, gritting his teeth.
Intimidate: 1d20 + 4 ⇒ (14) + 4 = 18
"You can't trust us and we can't trust you. That's proven by the fact one of the choices you gave us was death and the subsequent fact that I'm pointing a gun in your face. Now all we want to do is talk with Birdfood. You can keep your weapons trained on us and we'll do the same. We'll have a chat with your boss and come to an agreement or not. But either way we'll end up walking out of here and no one needs to die."
There's no way this is ending in anything other than a fight now so I hope you're ready guys :)

Jolga Krak |

Totally ready. :) That's been in the cards for a while. Basically since they were described as "gnolls."
The old man, seeing the situation rapidly deteriorate, backs up carefully.
Can only see us on the map, can't see the gnolls. But backing up seems appropriate. :)

Ton'iel Wexley |

Well I'm hoping the Mexican stand off might work well enough to get us in there. But to be honest, I think the plan was to basically assassinate this guy so either we fight our way in or we fight our way out or we fight our way both in and out.

Wulf Torstein |

I was about to just attack, Wulfs frustration is building now and it is either fight our way in or out. BUT I would like to see how this Grenade goes.
Also! The other one said we had to leave our weapons, it's not Wulfs fault he doesn't know what they are. They look doggy...

GM Mustache |

The alarm bells sound, and you have roused the anger of the fort. You hear feet running and orcs shouting nearby.
The two gnolls, though they look nervous at the grenade shaken for a round , are ultimately more scared of their boss than you! They hold their spears in front of themselves and advance!
Wulf: 1d20 + 3 ⇒ (14) + 3 = 17
Ton'iel: 1d20 + 4 ⇒ (5) + 4 = 9
Jolga: 1d20 + 6 ⇒ (18) + 6 = 24
Zeke: 1d20 + 4 ⇒ (18) + 4 = 22
Zeke bonus: +2 when underground
Sam: 1d20 + 3 ⇒ (20) + 3 = 23
Garfaulk: 1d20 + 3 ⇒ (2) + 3 = 5
mooks: 1d20 + 1 ⇒ (17) + 1 = 18
birdfood&birds: 1d20 + 7 ⇒ (1) + 7 = 8
ROUND 1
Sam 23
Zeke 22
Mooks 18
Wulf 17
Ton'iel 9
Birdfood/Birds 8
Jolga 7
Garfaulk 5
Go if you are bold!

Samuel Caskgrip Jr |

charge, attack: 1d20 + 2 + 9 ⇒ (9) + 2 + 9 = 20damage: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6
"Smooth as always, fellas." Sammy charges the gnolls.

Samuel Caskgrip Jr |

Saw the map better, no change. So 18 to hit.

Ezekiel "Zeke" Smith |

Zeke draws his weapon, steps forward, and begins casting a spell. His features take on a haunted look, and he concentrates and chants as a spray of colorful lights spirals from the barrel of his gun.
He sacrifices an empty 2nd-level spell slot as a swift action, giving the gun a +2 enhancement bonus for 2 minutes, and casts color spray with a Will save DC of 17 (10 + 1 spell level + 4 Intelligence + 2 enhancement bonus).

Jolga Krak |

I think perhaps my init was copy-pasted from the previous fight but I actually go before the gnolls? If so, here's my action.
Jolga draws the spirit of battle around him and floods it into his allies with a hum.
+1 morale to attack and damage for the next 5 rounds.

GM Mustache |

1d20 ⇒ 11
1d20 ⇒ 16
2d4 ⇒ (1, 4) = 5
1d20 ⇒ 14
Sam steps up a deals a good blow, and then Zeke takes them both out with a color spray. Both fall unconscious for 5 rounds (and all the other color spray things).
Jolga blesses the party with the spirit of battle!
With the gnolls out of action, you do not see any more enemies right in front of you...except a gnoll archer appears on the highest level, and shoots an arrow at Sam...it hits into a post next to him!
You can hear a big hub-bub of noise just up the ramp and down a corridor. Maybe you can see them, I'm not sure
The map is confusing. The walls with dashed lines in them represent elevation changes. Basically you are on the ground floor, and every one of those dashed lines represent another level up. So you can do a ranged attacks through those but not melee attacks.
ROUND 1
Sam
Zeke
Jolga
Mooks
Wulf
Ton'iel
Birdfood/Birds
Garfaulk
Go if you are bold!

Wulf Torstein |

Wulf steps forward knowing, in the end, it was only going to go one way. He brings back his hammer and swings at both of the Gnolls. This town isn't a place for talking or holding one's word.
Rage PA Hammer Swing: 1d20 + 4 + 5 - 2 + 1 + 2 ⇒ (4) + 4 + 5 - 2 + 1 + 2 = 14 Cleave! BAB+Str-PA+MW+RA
Rage Hammer Damage PA: 1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15 Str+pa
Rage PA Hammer Swing: 1d20 + 4 + 5 - 2 + 1 + 2 ⇒ (4) + 4 + 5 - 2 + 1 + 2 = 14 Cleve! BAB+Str-PA+MW+RA
Rage Hammer Damage PA: 1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17 Str+pa
I was very close to just running past the gnoll's but there is time to be rash when I'm within 40 feet of the orcs.

Ton'iel Wexley |

Ton moves forward and begins channeling magical energy into his weapon.
Move action to move up and standard to use an Arcane Pool point to make the Inferno Pistol +2
"Wulf, don't charge in yet, I can make you strong enough to smash this whole frigging tower down!"
Will cast Bull's Strength on Wulf next round if you hold
PREPARED PER DAY: L0: 4 | L1:4 L2:2
0: Daze, Detect Magic, Light, Ray of Frost
1: Mudball, Snowball, Snowball,
2: Bull's Strength, [sGlitterdust[/s]
Arcane Pool: 4/6
Current Buffs: Inferno Pistol +2
Current Debuffs: None
Current Battery: 3/10 remaining
Charged Batteries 6/7
Depleted Batteries 1/7
Pearls of Power L1 0/2
HP = 24/34
Also, I forgot to heal after the last battle so Ton is quite injured. 24/34 hp remaining.

GM Mustache |

Wulf, didn't heal either, which will be quite an issue very soon. He is at 47/70 I believe.
One of the doors on the most upper floor bursts open, and a very angry human emerges, swearing loudly and cursing. He stands next to the other gnoll who fired an arrow previously. The two of them are essentially on a balcony, and have a very good view of the entire party.
You know it must be Birdfood, because 4 hawks come out with them... they swarm about him. "Go! Circle behind them! How dare they suggest that I leave my throne to... talk! Pha!" He spits. The hawks fly off to the side of the complex and start heading south toward you. The hawks are in the air 60 feet up and about 100 feet away from the group..off the map for the time being but you could still target them with ranged attacks
Birdfood snarls, and his missing lips display a sick smile. He sees both Garfaulk and Jolga. "Aha... ha ha ha! Humans! I have arrows just for you." He pulls a fancy looking arrow from his quiver and sends it toward Wulf! He nails Wulf for 20 damage and starts reaching back for more of the same arrows!
longbow: 1d20 + 17 ⇒ (2) + 17 = 19.. yup... human bane arrows, human favored enemy.
longbow damage: 1d8 + 7 + 2d6 ⇒ (6) + 7 + (2, 5) = 20 +1 bow, +4 favored enemy, +2 bane

Wulf Torstein |

Yah you're right Mustache I was on 47. Also forgot... my AC should be higher because of the ring and I forgot to update it. But you still hit me and I really felt that.

Jolga Krak |

Jolga turns to Wulf. "The strength of our people is with you, friend."
Will heal Wulf when I can. Can't reach him at the moment. Will move up right behind the rest on the bridge.
Jolga looks up at the hateful man firing arrows. "I will stop him, if I can."
Hold person on Birdfood. DC 18 will save. Let's see how tough this fellow is on the mental side.

GM Mustache |

Remember Wulf that the ring only maintains your AC while raging, doesn't really give you bonuses on top of that. Jolga- you need to school me how you have 4 level 2 spells... domain slots and high wisdom bonus?
save will: 1d20 + 3 ⇒ (4) + 3 = 7
Birdfood freezes in place, succumbing to the spell! He will remain this way for four rounds-- until his action in round 6. You now have a race against the clock. Can you get to him before he can rapid shot two human bane arrows and most likely kill either Jolga or Wulf?

Samuel Caskgrip Jr |

"Healers up! I'm out of here!"bluff: 1d20 ⇒ 6stealth: 1d20 + 15 ⇒ (9) + 15 = 24climb: 1d20 + 3 ⇒ (12) + 3 = 15
Sammy pretends to retreat, but tries surreptitiously climbing to the top instead, murder on his mind.

Jolga Krak |

Basically! Two spells from class, one from spirit magic, one from high wis. Full disclosure: He gets to retry the save as a full round action every turn. Would be a bit OP otherwise.

Wulf Torstein |

I am currently raging I changed my stat line to my rage stats but I really should mention it in my post, I will make sure to show that better. I understand that Mustache, I stop getting the -2 on rage from the ring but I forgot to update my stat line I take from the spreadsheet.
Thank you Jolga, I really didn't want to take anymore human bane hits that wasn't fun, let's hope we get a few more fails out of him.

Ton'iel Wexley |

You are bound to save against my Bull's Strength. It would be typical. I'll wait to see what happens before deciding to risk casting it on you or whether to just open fire and try to do some damage
Mustache, how far away is Birdfood?

Garfaulk Sharpstone |

Watching Jolga get the drop on Birdfood, Garfaulk grinned, pulling Crescendo from his back. Seeing the man work his borax, Garfaulk couldn't help but break into a hunting song-one about hunting birds, that despite how tricky they can be, despite their wings, they'll be hunted today just the same. The dwarven voice bellowed forward, causing their whole hideout to shake as his voice resonated with the ground around them
inspire file us, Tremor for them

GM Mustache |

Zeke can yet go!
sense motive: 1d20 - 1 ⇒ (17) - 1 = 16
sense motive: 1d20 - 1 ⇒ (13) - 1 = 12
sense motive: 1d20 - 1 ⇒ (6) - 1 = 5
Sam starts moving forward, trying to be sneaky. But his feint doesn't work, and he isn't able to divert attention from himself. Do you still want to start climbing? If so, you make it halfway up the first wall. The walls are generally 10 feet, you can climb at a rate of five feet per move action. Let me know what Sam does given his failure at the bluff.
There is a ruler on the Roll20 map that can give distances. Without going back and doing that right now, I would guess Birdfood is 60 feet horizontal and about 30 feet vertical. Find the hypotenuse...

Samuel Caskgrip Jr |

He'll keep climbing. Better to divide their forces than march en mass.

Jolga Krak |

Let's move forward, guys! Jolga can't right now but will as soon as there's some space.
Jolga encourages his comrades. "There are more of them nearby. Let us deal with them since the stars have guided us to blows."

Ton'iel Wexley |

Ton wipes the sweat from his eyes with the back of one hand. The last thing he wanted was to miss at a crucial moment because of how tense the situation had rapidly become.
Holding post to show I am around and awaiting my turn to act

Ton'iel Wexley |

Summoning the arcane energies that he masters so well, Ton seeks to use them to bolster his companion. He lays a hand on Wulf and lets the energy suffuse him.
He then dashes forward to give the others room to move in and also to give himself some cover from any arrows flying from above.
PREPARED PER DAY: L0: 4 | L1:4 L2:2
0: Daze, Detect Magic, Light, Ray of Frost
1: Mudball,
2:
Arcane Pool: 4/6
Current Buffs: Inferno Pistol +2, Inspire
Current Debuffs: None
Current Battery: 3/10 remaining
Charged Batteries 6/7
Depleted Batteries 1/7
Pearls of Power L1 0/2
HP = 24/34

Ezekiel "Zeke" Smith |

Zeke will pull out the medlance he's had prepared and inject Wulf with it. (It's got a potion of cure moderate wounds loaded into it. Paul, does injecting it get past Wulf's resistance to magic? I don't know if Superstitious barbarians get a pass on potions they drink while raging.)
Cure moderate wounds: 2d8 + 3 ⇒ (3, 1) + 3 = 7

Wulf Torstein |

It's my fault with the healing I should have said something, and I think in the long run I need to be more technical on when I rage
Will: 1d20 + 7 ⇒ (16) + 7 = 23
Will: 1d20 + 7 ⇒ (15) + 7 = 22
I would have to save from potions, so I'll roll anyway and then it's up to Mustache
The magic ripples across Wulfs skin, it is just like he had seen before it can't seem to find a way to affect him and it just dissipates.
As this is happening he charges at the line of orcs. Opening up on them with a large swing, trying to break their front line.
Rage PA Hammer Swing: 1d20 + 4 + 5 - 2 + 1 + 2 ⇒ (10) + 4 + 5 - 2 + 1 + 2 = 20 Cleave!BAB+Str-PA+MW+RA
Rage Hammer Damage PA: 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 Str+pa
Rage PA Hammer Swing: 1d20 + 4 + 5 - 2 + 1 + 2 ⇒ (12) + 4 + 5 - 2 + 1 + 2 = 22 Cleave!BAB+Str-PA+MW+RA
Rage Hammer Damage PA: 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20 Str+pa
hp - 29/70

Ton'iel Wexley |

Great. I don't think I'll cast anything on you again mid combat Wulf, it's too risky. Your saves are going to improve faster than my DC so it's really diminishing returns.
I'll try to pre buff you in future but once you're raging I won't risk it.
"Stupid runting weird skin. Frek sake Wulf...." the magus rages under his breath as he sees one of his most powerful spells fail.

GM Mustache |

ROUND SUMMARY
His friends try to get Wulf battle-ready, but to no avail. His nanite infused skin remains a curse to him when he goes into a battle rage, and neither the medlance nor the Bull's Strength spell affects him.
Wulf runs ahead as the vanguard of the party. Two orcs throw javelins at him as he approaches... but they bounce off the rusted metal walls. Wulf smashes both of them hard, and they do not get up again.
Wulf gets a better look at the complex. He is in a small courtyard, facing five orcs, and the one gnoll archer and the frozen Birdfood are on a balcony 10 feet up.
Three of the orcs step forward to swipe at Wulf with their falchions. Two of the orcs see Sam trying to climb the wall, and they head that way to throw javelins at him.You are flat-footed if attacked while climbing, and have a chance to fall if you are damaged.
Wulf is hit twice for 8 and 9 damage [before DR]. Sam is hard hit by a javelin (9 damage), but he keeps his hands on the wall!
personality shift! 1 charles 2 sam: 1d2 ⇒ 2 Sam stays up.
The gnoll archer lets fly at Zeke. He misses.
Hawks circle overhead, and dart down, disappearing into the stacks of junk behind you.
Birdfood fails his save; he remains frozen.
javelin: 1d20 + 1 ⇒ (17) + 1 = 181d6 + 3 ⇒ (1) + 3 = 4
javelin: 1d20 + 1 ⇒ (5) + 1 = 61d6 + 3 ⇒ (3) + 3 = 6
falchion: 1d20 + 5 ⇒ (9) + 5 = 142d4 + 4 ⇒ (3, 2) + 4 = 9
falchion: 1d20 + 5 ⇒ (17) + 5 = 222d4 + 4 ⇒ (4, 1) + 4 = 9
falchion: 1d20 + 5 ⇒ (17) + 5 = 222d4 + 4 ⇒ (1, 3) + 4 = 8
javelin at sam: 1d20 + 1 ⇒ (19) + 1 = 201d6 + 3 ⇒ (6) + 3 = 9
javelin at sam: 1d20 + 1 ⇒ (14) + 1 = 151d6 + 3 ⇒ (1) + 3 = 4
climb check for sam!: 1d20 + 3 ⇒ (18) + 3 = 21
personality shift! 1 charles 2 sam: 1d2 ⇒ 2
birdfood save: 1d20 + 3 ⇒ (12) + 3 = 15
gnoll: 1d20 ⇒ 101d8 ⇒ 5
ROUND 2
Mooks/Birdfood/Birds
----
ROUND 3
Sam HP: 30/39
Zeke
Jolga
Wulf HP: 14/70
Ton'iel HP: 20/34
Garfaulk
All party can go!

Jolga Krak |

Well I can't heal Wulf so let's try this...
Jolga opines. "I think we'll need to be healing the Hammer soon..." He moves forward and casts a spell on the elf.
CMW Ton: 4d8 + 8 ⇒ (8, 8, 6, 4) + 8 = 34
Doesn't look like we'll be in a good position for entangle to help much here.

Garfaulk Sharpstone |

Garfaulk grumbles a bit midsong-he recognized the spell Ton was casting and was looming forward to sing the larger Wulf. Not wanting to waste his own efforts against the hide of the raging barbarian, he rounds on the one who hurt his friend so badly-the smiler who had shot him. Starting to move up the stairs, he realized if he went too far up, he'd lose his shot. Pulling Crescendo up, he took careful aim, closing one eye, tongue just sticking out between his lips as he focused and lined up his shot, giving the trigger a squeeze.
Not sure what his level of cover is and he's outside the first range increment. Burning 2 grit on this shot, one to use Focused Aim as a swift action, giving me charisma to damage like normal. The other is for Deadeye,letting me still hit Touch AC despite being outside the first range increment
Crescendo: 1d20 + 3 + 3 + 1 + 1 - 2 - 2 ⇒ (15) + 3 + 3 + 1 + 1 - 2 - 2 = 19 BAB+Dex+mwk+song-Deadly Aim-range penalty
Pow!: 1d12 + 3 + 2 + 1 ⇒ (9) + 3 + 2 + 1 = 15

Samuel Caskgrip Jr |

Seeing the error of his plan, Sammy drops back down to the ground and moves to assist the badly-hurt Wulf. climb: 1d20 + 5 ⇒ (7) + 5 = 12attack if possible: 1d20 + 9 + 1 + 1 ⇒ (3) + 9 + 1 + 1 = 14damage: 1d4 + 3 + 2 + 1 + 1 ⇒ (2) + 3 + 2 + 1 + 1 = 9