
Kalsgrim Lodovka |
Kalsgrim: please another climb if you plan on going back the same way.[/ooc]
If Akiros is taken down by one of the other two engaged in that sub-fight, then Kal will run straight toward his allies (and past them a little) rather than go back the way he came. He could see behind him that Janku, Kriger, Servayn and Ember are together, so he wants to regroup with Tuck and Lukasz so they have some meat between them and any baddies.

Lukasz |

Ranged Touch:1d20 + 4 ⇒ (2) + 4 = 6
Fire Damage:4d6 + 1 ⇒ (4, 5, 2, 5) + 1 = 17
Will attempt to move in order to get a clear shot on Akiros if there isn't one where I am standing. Then casting Scorching ray on Akiros. +1 to hit from inspire courase and +1 damage is from Evocation school power. Of course, doesn't matter with that kind of attack roll. What a waste :(.

Tuck, Swordlord's Agent |

Inspire courage is not in effect this round.
Rapier Arcane Strike; 1d20 + 7 ⇒ (18) + 7 = 25
Crit threat; 1d20 + 7 ⇒ (3) + 7 = 10
Damage; 1d6 + 5 ⇒ (5) + 5 = 10
Critical damage; 1d6 + 5 ⇒ (6) + 5 = 11

Kriger Eilifsson |

Kriger sees Janku cast his spell and moves around the corner to attack the Stag Lord. "Alright Dung Lord, what have you done with Ember!" He says as he swings his axe at him.
Not sure if he's human or not. If not remove 2 from each.
Mwk. Greataxe, w/PA vs. humans 1d20 + 8 ⇒ (8) + 8 = 16
Damage w/PA: vs. humans 1d12 + 9 ⇒ (3) + 9 = 12
Don't know if I'm actually gonna be able to do this or not, given such tight quarters, but that's what I'll shoot for.

Other Mastermind |

Round 7
16 - Tuck (IC, FD AC 20): Tuck takes in a deep breath after finishing the song. "That's it for now folks," he says while moving through the rubble and to attack the man before him. His blade finds purchase in Akiros’ shoulder. -10 hp to Akiros.
14 - Janku (IC, SoF, MWpn, BStr): Janku moves South of the Staglord, and gestures as a spiritual morningstar appears directly behind the enemy. The weapon flies through the air, missing the Stag Lord.
11 - Lukasz (IC): Glad the raging Akiros had decided to go after Kalsgrim Lukasz draws a few components from the pouches hanging at his waist as he incants, "Dokosi kapsalisma!" Pointing his finger at Akiros' back, a ray of searing heat leaps out. He tried to move into an advantageous position, but to no avail. He tries his best to avoid his comrades in melee with Akiros, but ends up missing him.
10 - Kriger (IC, SoF): Kriger sees Janku cast his spell and moves around the corner to attack the Stag Lord. "Alright Dung Lord, what have you done with Ember!" He says as he swings his axe at him but the man is too quick.
9 - Servayn (IC): Servayn feels Ember's 'death' through their link, and grimaces in a moment of shared pain and frustration. He steps around the corner and calls forth to the celestial realms, attempting to call a pack of hounds to harry the Stag Lord.
His crossbow remains unloaded in his hand, as he has yet to have the time to put a bolt to the string, and he curses as only a single white-furred hound makes it through the shimmering portal before it seals shut unexpectedly. The hound does not appear to notice that it's companions didn't accompany it, and attacks with a single bite to the Stag Lord's hindquarters. The hound finds the man’s meat and blood is spilled. The conjured animal then repositions itself to better flank.
8 - For the first time appears before you the bandit leader known only as the Stag Lord. He is a dark and terrible figure indeed in a sombre leather armor with a vicious bow. You can’t make his face, but the smell of liquor and musk is pungent around him. Looking at Kriger, he seems to stop for a flash: ”K-Kriger..? Then he flashes back into action, moving like a cat, he tries to sidestep the dog behind him and get out of arm’s way.
SL Acrobatics DC 24 vs Dog, DC 20 for Kriger: 1d20 + 15 ⇒ (9) + 15 = 24
SL vs Kr insightful 1d20 + 10 ⇒ (17) + 10 = 27, 1d8 + 6 + 3d6 ⇒ (3) + 6 + (4, 4, 3) = 20
The arrow hits true and viciously, tearing a part of Kriger’s neck. -20 hp to Kriger, now at 7 (not sure, but I think Janku healed you completely, right?
5 - Kalsgrim (IC): Kal drops his bow, draws his sword and take a two handed power attack swing at Akiros, but the bandit reads the paladin’s move and sidestsps the attack.
3 - Shield raised, Akiros ims low then raises his blade at the last moment, aiming for the paladin’s face.
Ak vs Kal 1d20 + 11 ⇒ (1) + 11 = 12, 1d8 + 5 ⇒ (2) + 5 = 7
This time, he completely misses his timing.

Servayn Krolz |

Round 8
Servayn steps around the corner and loads his crossbow, taking a single shot at the Stag Lord.
Light crossbow attack, including -4 for firing into melee 1d20 ⇒ 7
damage 1d8 ⇒ 4
The hound continues to attack, charging to the attack.
Celestial Riding Dog (augmented), w/charge, AC drops to 11
Bite Attack 1d20 + 7 ⇒ (19) + 7 = 26
damage 1d6 + 5 ⇒ (4) + 5 = 9
free trip attack 1d20 + 5 ⇒ (13) + 5 = 18

Kriger Eilifsson |

With blood pouring freely from his neck, Kriger gathers himself, "Is that all you got, Dung Lord!" He says as he spits blood on the ground, and then charges the Stag Lord.
Yes, Janku healed me completely with that awesome channel!
Charging the Stag Lord. If I can't charge then -2 to attack. Also, if he's not human(since we still can't tell) then -2 to attack and damage.
If charge then AC 15
Mwk. Greataxe, w/PA vs. humans 1d20 + 10 ⇒ (2) + 10 = 12
Damage w/PA: vs. humans 1d12 + 9 ⇒ (4) + 9 = 13
That's what happens when you burn all your good rolls on bluff. Argh!!

Other Mastermind |

Round 8
16 - Tuck (FD AC 20): Tuck presses his advantage against the bandit lieutenant. 1d20 + 7 ⇒ (11) + 7 = 18+2 flanking, 1d6 + 4 ⇒ (3) + 4 = 7 His blade finds the bandit once more and draws blood. -7 hp to Akiros.
14 - Janku (SoF, MWpn, BStr, Bless): Janku steps back 5' and casts Bless, All allies close by get +1 to hit, and will saves then directs his hammer to attack again. The mystical weapon takes the Stag Lord by surprise and knock him in the ribs. -6 hp
11 - Lukasz (): Playing it a little safer, Lukasz just makes sure he can see Akiros before incanting, "Epitiosi!" as another of his force missiles go streaking unerringly towards the raging warrior. -3 hp
10 - Kriger (Bless, SoF): With blood pouring freely from his neck, Kriger gathers himself, "Is that all you got, Dung Lord!" He says as he spits blood on the ground, and then charges the Stag Lord. Unfortunately, the stag Lord easily reads his move and sidesteps him.
9 - Servayn (Bless): Servayn steps around the corner and loads his crossbow, taking a single shot at the Stag Lord. There is just too many people between him and his target and he can’t hit the Stag Lord.
The hound continues to attack, charging to the attack. Once more, the canine finds flesh and blood. -9 hp
8 - The Stag Lord simply steps back and raises his bow once more, firing first at the ranger.
SL vs Kr 1d20 + 10 ⇒ (16) + 10 = 26, 1d8 + 6 ⇒ (4) + 6 = 10
SL vs Dog 1d20 + 5 ⇒ (7) + 5 = 12, [dice]1d8+6[/dice
The arrow lands in the ranger’s torso, deep, and he crumples to the ground, unconscious. -10 hp to Kriger, now at -3 The Stage Lord then turns his bow against the conjured dog. The arrow barely misses the offending beast.
5 - Kalsgrim (): Kal takes a two handed power attack swing at Akiros. His blade crashes with violence in the bandit’s torso. The bandit watches in disbelief and then becomes limp, as blood sprays around. Akiros unconscious.

Servayn Krolz |

Round 9
He has no idea if that's true, since he doesn't know if Tuck, Kalsgrim and Lukasz are alive or dead, but he's putting on a brave face and making it sound like he's already dismissed Kriger as dead, to avoid any awkward ideas about hostages...
Light crossbow attack, including +1 for bless and -4 for firing into man-on-dog melee 1d20 + 1 ⇒ (4) + 1 = 5
damage 1d8 ⇒ 2
The celestial hound once again leaps to the attack.
Celestial Riding Dog (augmented), w/charge, smite evil and bless, AC drops to 11
Bite Attack 1d20 + 8 ⇒ (19) + 8 = 27
damage 1d6 + 4 ⇒ (3) + 4 = 7, +2 if he's evil
free trip attack 1d20 + 5 ⇒ (5) + 5 = 10
Good thing he's a Summoner, 'cause he still hasn't figured out how to work this crossbow thingie...

Janku Tolliver |

Round 8
16 - Tuck (FD AC 20): Tuck presses his advantage against the bandit lieutenant. 1d20+7+2 flanking, 1d6+4 His blade finds the bandit once more and draws blood. -7 hp to Akiros.
14 - Janku (SoF, MWpn, BStr, Bless): Janku steps back 5' and casts Bless, All allies close by get +1 to hit, and will saves then directs his hammer to attack again. The mystical weapon takes the Stag Lord by surprise and knock him in the ribs. -6 hp
11 - Lukasz (): Playing it a little safer, Lukasz just makes sure he can see Akiros before incanting, "Epitiosi!" as another of his force missiles go streaking unerringly towards the raging warrior. -3 hp
10 - Kriger (Bless, SoF): With blood pouring freely from his neck, Kriger gathers himself, "Is that all you got, Dung Lord!" He says as he spits blood on the ground, and then charges the Stag Lord. Unfortunately, the stag Lord easily reads his move and sidesteps him.
9 - Servayn (Bless): Servayn steps around the corner and loads his crossbow, taking a single shot at the Stag Lord. There is just too many people between him and his target and he can’t hit the Stag Lord.
The hound continues to attack, charging to the attack. Once more, the canine finds flesh and blood. -9 hp
8 - The Stag Lord simply steps back and raises his bow once more, firing first at the ranger.
** spoiler omitted **
The arrow lands in the ranger’s torso, deep, and he crumples to the ground, unconscious. -10 hp to Kriger, now at -3 The Stage Lord then turns his bow against the conjured dog. The arrow barely misses the offending beast.5 - Kalsgrim (): Kal takes a two handed power attack swing at Akiros. His blade crashes with violence in the bandit’s torso. The bandit watches in disbelief and then becomes limp, as blood sprays around. Akiros...
Was Stag Lord adjacent to Janku when he shot his bow?

Servayn Krolz |

8 - The Stag Lord simply steps back and raises his bow once more, firing first at the ranger.
Was Stag Lord adjacent to Janku when he shot his bow?
Nah, he stepped back, so as not to provoke AoOs from the dog and from Kriger, who were both next to him. Janku, on the map anyway, is still quite a ways back, although I think you intended him to be closer, since you also had him step back to cast bless.

Janku Tolliver |

Sorry Janku, Didn't know. I'll make sure I don't use the same letters. Can you distinguish Kalsgrim than Kriger?
I can see they're different colors, but I can't just look at the token and say "Oh that's green, it must be "____". Maybe using lower case for villins or something would help? I've lived with it forever, really doesn't usually come up.

Kriger Eilifsson |

Round 9
Seeing the arrow bury itself deep into his chest, Kriger looks up at the Stag Lord, "Is tha..", was all he could manage with his blood pouring out of his mouth as he hits the ground with a thud.
Stable check: DC 13 1d20 + 7 ⇒ (8) + 7 = 15 Includes Con modifier and Alternate Racial Trait
Edit: Didn't see a real need to spoiler my "actions".:P

Tuck, Swordlord's Agent |


Janku Tolliver |

Round 9
Janku's spiritual weapon makes it's last attack before winking out of existance.
1d20 + 6 ⇒ (8) + 6 = 14 SW Attack
1d8 + 1 ⇒ (1) + 1 = 2 SW Damage
He then Channels energy excluding The mean old Stag Lord.
2d6 ⇒ (1, 1) = 2 Channel Positive energy
Boy that's a bunch of ones

Other Mastermind |

Round 9
16 - Tuck (FD AC 20): Once Akiros falls, Tuck looks around at the fallen bandits. Two bleeding out, and one unconscious? He takes out his whip and uses it to tie up the seemingly unharmed man. "Any idea how the others are fairing?" the bard asks Lukasz and Kalsgrim, then with a yell, "Kriger, Servayn?! Are you well?”
14 - Janku (SoF, MWpn, BStr, Bless): Janku's spiritual weapon makes it's last attack before winking out of existance. Janku then Channels energy excluding The mean old Stag Lord. +2 hp to those around.
11 - Lukasz (): Lukasz hurries up to join the others. Double move.
10 - Kriger (Bless, SoF): Seeing the arrow bury itself deep into his chest, Kriger looks up at the Stag Lord, "Is tha..", was all he could manage with his blood pouring out of his mouth as he hits the ground with a thud. This one just cracked me up! Stable at -1 hp
9 - Servayn (Bless): Servayn coolly steps forward a pace, nocking another bolt and firing again. "Your time here is done. Everyone but you has fallen, and we've lost only a single man." The bolt hits the ground three feet in front of the Stag Lord, not supporting very well the summoner’s bold statement.
The celestial hound once again leaps to the attack. Fortunately, it seems to have find the Stag Lord’s sweet spot. -9 hp. Boy, that’s a good hound!!!
8 - The Stag Lord looks at the dog and takes a step back, putting away his bow. He then starts to climb the rocky wall and disappears over it. AoO from the hound, he wasn’t charging (only 5 feet)
Fast climb DC 10 1d20 + 8 ⇒ (5) + 8 = 13
Climbing that wall is DC 10, -5 to do it at half speed. You need both hands to climb.
5 - Kalsgrim (): The others were chasing the Stag Lord! Kalsgrim runs over the fallen bandit and past his companions in search of his allies. He picks up his bow and moves back to join the group.

Kriger Eilifsson |

Round 10
"Ohhhh man, I hurt." Kriger says as he shakes his head to help gather his senses. He then reaches into his backpack and pulls out a vial he hopes will help eliminate a little more of the pain.
CLW potion: 1d8 + 1 ⇒ (2) + 1 = 3

Other Mastermind |

Clarification: The Stag Lord went over the wall of Beaky's cage, not the fort's wall. He's still in the compound, probably on the battlement structures linking the towers. You can see where the stair are. Rubble count as difficult terrain. You can also climb, DC 10 with two hands in most areas, with 15 feet enough to clear the wall and end up on both feet with no weapon, unless you have quickdraw.

Servayn Krolz |

My bad, lost mah dot!
Servayn dismisses the celestial hound, and presses flat against the wall, to try and make it harder to shoot him from above, if the Stag Lord attempts to snipe on them from overhead.
Next round, he summons 1d3 celestial eagles, to try and bring the fight to him up on the ramparts. But dismissing the hound is a standard action first. 1d3 ⇒ 2

Other Mastermind |

Round 10
16 - Tuck (FD AC 20): Hearing the shouts of the others Tuck bolts to the entrance of the fort to try and spot the fleeing Stag Lord. Perception: 1d20 + 5 ⇒ (12) + 5 = 17
14 - Janku (SoF, MWpn, BStr, Bless): Janku channels again, and attempts moves to the wall to attempt to climb next round.
"He's leaped on the battlement, Janku screams out. "Try to cut him off". +4 hp to those around. I moved Janku so het could have line of effect to Kriger.
11 - Lukasz (): Double timing it, Lukasz moves into the bed area and out the open doors. Rounding the corner, wizard calls, "Akiros is taken care of. Are you all ok? Where is the Stag Lord?"
10 - Kriger (Bless, SoF): "Ohhhh man, I hurt." Kriger says as he shakes his head to help gather his senses. He then reaches into his backpack and pulls out a vial he hopes will help eliminate a little more of the pain. Kriger at 9 hp, right?
9 - Servayn (Bless): Servayn dismisses the celestial hound, and presses flat against the wall, to try and make it harder to shoot him from above, if the Stag Lord attempts to snipe on them from overhead.
8 -
Potion 3d8 + 5 ⇒ (8, 4, 2) + 5 = 19
Stealth 1d20 + 17 ⇒ (3) + 17 = 20
5 - Kalsgrim (): Kalsgrim move through the rubbles to get to the staircase leading to the battlements.

Kalsgrim Lodovka |
Round 11:
If the Stag Lord happens to end his turn within sight of Kal, Kal will Smite Evil on him and fire an arrow.
To hit 1d20 + 9 ⇒ (18) + 9 = 27
Damage 1d8 + 4 + 3 ⇒ (5) + 4 + 3 = 12

Servayn Krolz |

Round 11
Aquila celestianis! Servayn shouts as he calls forth a pair of emerald and sapphire-feathered ivory-beaked celestial eagles, 30 ft. in the air. Puzzled by the lack of an immediate target, they begin searching for their quarry.
Perception checks 1d20 + 10 ⇒ (2) + 10 = 12 1d20 + 10 ⇒ (14) + 10 = 24
If one spots the Stag Lord, it attacks with a flying charge, smiting evil as it does. Unless searching for the Stag Lord takes their full actions, in which case it merely shrieks upon sighting it's prey, which is of no use to anyone other than itself...
Charging, smite evil, single attack, AC drops to 12
attack 1d20 + 5 ⇒ (17) + 5 = 22
damage 1d4 + 2 ⇒ (3) + 2 = 5 +2 if he's evil

Kriger Eilifsson |

Kriger searching atop the battlements hoping to spot the Stag Lord, "Where is he?! Can anyone see the blasted scum?!"
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Gonna 5' step to D 17. Use the corner for cover and attempt to spot him. If it's possible to go total defense as well as make a perception check, then that's what I'll do, otherwise, just wall cover.
I have 6 hit points by my count, actually. But if I have missed some somewhere, PLEASE let me know. I would love to be wrong.