
Orin Ro |

Orin stands up and picks up his bow before heading over to stand by the horses, loosing Windswift's tether to better allow the horse to defend itself. Looking over at Shi'Ra' Orin tells her "Shi'Ra, defend Treshiell." before turning his back to the group and facing out into the night. The lynx, ever mindful, pads over to the young witch and rubs her head against her legs before standing beside her, fur bristling.
Orin mutters into the night "Let's get this over with." to no one in particular.

Orin Ro |

As the wolf pack scatters Orin says out loud what he's thinking "That was too easy."Turning to the others he adds, unnecessarily, "we should remain extra vigilant tonight."

motteditor RPG Superstar 2012 Top 16 |

Did we seriously just get them to blow lots of resources by running around them? Woot! :D
Prazil and Treshiell maintain a close watch as nothing happens for several hours, but just as they're beginning to think about relaxing, more howls burst out from a short way out of the campsite.
1d4 ⇒ 3

Orin Ro |

Perception: 1d20 + 13 ⇒ (3) + 13 = 16
So much for being "extra vigilant".
As Prazil's shouted warning makes it's way through Orin's sleep clouded mind he it finally registers and the ranger gets to his feet and adjusts his armor before pulling out his bow and taking stock of the situation.

motteditor RPG Superstar 2012 Top 16 |

Two massive wolves suddenly dart into the camp, teeth bared.
Agnar: 1d20 + 1 ⇒ (7) + 1 = 8
Kereek: 1d20 + 3 ⇒ (6) + 3 = 9
Orin: 1d20 + 2 ⇒ (7) + 2 = 9
Prazil: 1d20 + 4 ⇒ (16) + 4 = 20
Treshiell: 1d20 + 1 ⇒ (7) + 1 = 8
Antagonists: 1d20 + 2 ⇒ (15) + 2 = 17
Prazil, if you want to post your actions, I'll do the wolves and then we can get to a Round 1 proper.

Prazil |

Surprise Round
Ride (fast mount): 1d20 + 15 ⇒ (18) + 15 = 33
Prazil deftly leaps up into the saddle, points angrily at one of the large wolves, and readies his lance for a daring attack. "We am not for being your dinner, Wolfses!"
Free Action: Fast Mount
Swift Action: Issue Cavalier's Challenge
Move Action: Equip Lance
--Prazil--
HP: 30/30
AC: 25 (15 T / 22 FF)
CMD: 20
F/R/W: +4/+5/+2
Cavalier's Challenge uses remaining: 1/2
Tactician uses remaining: 1/1
-Ongoing Effects-
--Spike--
HP: 28/28
AC: 21 (13T / 18 FF)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2

motteditor RPG Superstar 2012 Top 16 |

As Prazil leaps onto his triceratops, the two wolves rush in, one attacking Spike, the other trying to cripple Orin!
Neither's able to penetrate the half-elf or the dinosaur's armor, though and they turn to begin racing out of the circle of firelight.
1d11 ⇒ 11
1d20 + 7 ⇒ (13) + 7 = 20
1d11 ⇒ 3
1d20 + 7 ⇒ (7) + 7 = 14
Kereek
Orin
Treshiell
Agnar
Prazil
Antagonists

Treshiell |

Round 1, initiative 8
ac 11, touch 11, fleet-footed 10
fort +2, ref +2, will +5
cmd 13
hp 25/25
effects:
Treshiell darts behind the fire and moves up next to Spike. She places her hands on the triceratops and utters a phrase of arcane power. There is a rumble in the ground as dirt flow towards the dinosaur, mereing with Spike to add to his size.
Move action to move adjacent to Spike (trying to put him inbetween the wolf and me)
Standard action to cast Enlarge person on Spike
Treshiell begins her arcane workings to curse the wolf with misfortune, and begins her hypnotic hymn to strengthen the curse.
Use Misfortune hex on the wolf
Use Cackle hex to extend the duration of the misfortune hex by 1 round

Prazil |

Sadly, enlarge person is a 1 round cast now (no longer a standard action) and Spike isn't a valid target as he's not a humanoid creature =(
This is an awesome idea though and I completely endorse the idea of someone cooking up a stronger version of the spell called enlarge monster and then casting it on Spike. Often.

Orin Ro |

Round #1:
Initiative: 9
Hit points: 41/41
AC: 20 ; T: 13; FF: 18
CMD: 20
Condition: Deadly Aim, Rapid Shot
Orin fires a pair of arrows at the fleeing wolf's tail, watching the arrows sail wide.
Attack roll: 1d20 + 7 - 2 - 2 ⇒ (7) + 7 - 2 - 2 = 10

Treshiell |

Sadly, enlarge person is a 1 round cast now (no longer a standard action) and Spike isn't a valid target as he's not a humanoid creature =(
This is an awesome idea though and I completely endorse the idea of someone cooking up a stronger version of the spell called enlarge monster and then casting it on Spike. Often.
What?! Boooooooooooooh! I've been trying for that for months now but Spike has always been ahead in initiative and long gone on my turn. Stupid spell.

motteditor RPG Superstar 2012 Top 16 |

Kereek
Orin
Treshiell
Agnar
Prazil
Antagonists
Kereek's fiery blast hits the wolf full on in the side, causing it to yowl in pain, though it's able to avoid Orin's two arrows.
Treshiell curses the other wolf as Agnar fires an arrow that also goes well wide of the creature.
The two wolves flee from the campsite, leaving you alone in the small circle of firelight.
Need Prazil and Spike's attacks for the round; if they don't kill/disable the wolf attacking them, however, it flees as noted above.
1d20 + 5 ⇒ (2) + 5 = 7
Wolf 2: 22

Prazil |

Ah, I misunderstood and thought we were doing a surprise round. With a full turn at his disposal, Prazil could have folded drawing the lance into a charge attack if a wolf was within 35ft of Spike. Assuming that to be the case....
Mwk Lance (Cav's charge, challenge): 1d20 + 12 ⇒ (10) + 12 = 22for: 2d6 + 12 ⇒ (1, 4) + 12 = 17
Spike Gore (charge): 1d20 + 9 ⇒ (17) + 9 = 26for: 1d8 + 3 ⇒ (2) + 3 = 5
Spike's charging would have lowered his AC to 19, allowing the wolf to have hit him if it survived the initial and daring preemptive retaliation!
If no charge was possible, Prazil's attack would be an 18 to hit for 10 damage, Spike's a 24 to hit for 5 damage, and Spike would remain unhit by the wolf.

motteditor RPG Superstar 2012 Top 16 |

Round 1, re-finished
Ah, sorry, for the confusion.
Spike and Prazil inflict grievous wounds on the wolf, though it returns the favor, ripping at Spike's leg and actually pulling the dinosaur down to the ground. 7 hp; tripped and prone
Two other wolves race in to the fallen heroes, biting at Prazil, though they're not able to get through the tough kobold's armor!
1d6 + 4 ⇒ (3) + 4 = 7
Trip?1d20 + 7 ⇒ (20) + 7 = 27
1d2 ⇒ 2
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
1d6 + 4 ⇒ (1) + 4 = 5
1d2 ⇒ 2
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
1d6 + 4 ⇒ (5) + 4 = 9
OK, full Round 2 now. Note that Spike, Prazil and the three wolves are in the dark. The fourth wolf, which was badly hurt by Kereek, fled out the other side of the campsite.

Kereek! |

Kereek narrows his eyes, his darkvision piercing the night. Perception: 1d20 + 9 ⇒ (16) + 9 = 25
As soon as a target presents itself, Kereek launches a scorching ray at it!
Ranged Touch Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 4d6 + 4 ⇒ (4, 6, 2, 2) + 4 = 18

Treshiell |

Round 2, initiative 8
ac 11, touch 11, fleet-footed 10
fort +2, ref +2, will +5
cmd 13
hp 25/25
effects:
Treshiell send the orbs of light in chase of the wolves. She throws a handfull of dust that explode in bright colors as they reach the wolves next to Prazil.
Move action to send the Dancing Lights out after the wolves, spreading out as much as possible to get as many of them lit up
Standard action to cast Glitterdust (DC16 will save), trying to get as many wolves as possible without hitting Spike or Prazil

Prazil |

Prazil auto-succeeds at the soft-fall ride check, so no damage and at least he's not prone
Round 2, Initiative 20
"Whoawhoawhoa! Spike! Hey! You am get away from Spike, wolf!" Prazil hops back a step then stabs out at the wolf he and Spike already wounded while Spike clambers back to his feet provokes AoOs, I believe.
Mwk Lance (challenge): 1d20 + 8 ⇒ (19) + 8 = 27for: 1d6 + 6 ⇒ (6) + 6 = 12
If Spike survives the AoO's and manages to stand...
Spike Gore: 1d20 + 7 ⇒ (13) + 7 = 20for: 1d8 + 3 ⇒ (2) + 3 = 5
--Prazil--
HP: 30/30
AC: 25 (15 T / 22 FF)
CMD: 20
F/R/W: +4/+5/+2
Cavalier's Challenge uses remaining: 1/2
Tactician uses remaining: 1/1
-Ongoing Effects-
--Spike--
HP: 21/28
AC: 21 (13T / 18 FF)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2

Orin Ro |

Round #2:
Initiative: 9
Hit points: 41/41
AC: 20 ; T: 13; FF: 18
CMD: 20
Condition: Deadly Aim, Rapid Shot
Orin will take his time and pick out one of the wolves that is harrying Spike and fire two quick arrows at it before it moves into the night.
With Low-light vision Orin can see out to 40' as normal light, and out to 80' as dim light
Attack roll: 1d20 + 7 - 2 - 2 ⇒ (18) + 7 - 2 - 2 = 21
Damage: 2d8 + 8 + 8 ⇒ (6, 8) + 8 + 8 = 30

motteditor RPG Superstar 2012 Top 16 |

Kereek
Orin
Treshiell
Agnar
Prazil
Antagonists
Kereek's ray blasts the badly injured wolf before it can escape, silhouetting it momentarily in the night as it is incinterated.
Orin's two arrows catch a second of the huge wolves, piercing its side and slaying it.
Treshiell's spell blinds the third wolf, which snaps ineffectively at Kereek as the kobold gets to his feat. It yips in pain as Prazil and Spike attack before falling to Agnar's arrow.
The fourth and final wolf retreats into the night.
1d3 ⇒ 1
1d20 + 3 ⇒ (4) + 3 = 7
1d2 ⇒ 2
1d20 + 7 ⇒ (12) + 7 = 19
1d100 ⇒ 45
1d20 + 5 ⇒ (14) + 5 = 19
1d8 + 3 ⇒ (8) + 3 = 11

Orin Ro |

Crap, I've been treating it like Manyshot this whole battle. Somehow I forgot it's two separate rolls at -2 each.
Round #1: 1d20 + 7 - 2 - 2 ⇒ (10) + 7 - 2 - 2 = 13
Round #2: 1d20 + 7 - 2 - 2 ⇒ (15) + 7 - 2 - 2 = 18
Should have still hit it with the second arrow in round 2.

Kereek! |

Kereek watches Treshiell apply her ward to Orin. After she heads back to sleep, Kereek approaches Orin.
"So, Treshiell is ward you. When you and Treshiell mate? Can Kereek name first egg? Kereek thinks Kereek is good name. Or Not-Prazil. Not-Prazil is good name, too. Or Kereek. Kereek is good name. When is egg coming?"

Prazil |

"We am not want Aggynar to am get cross. You am go sleep now and not start acting like mean cousin with angry cat that we am not talk about again." Prazil nods encouragingly as Agnar turns to his tent, then turns his attention back to Spike.
"You am did good job, Spike!" The little kobold misses Kereek's inquiry as he continues to check Spike for any more injuries.

motteditor RPG Superstar 2012 Top 16 |

Advancing now (though please backtrack for role-playing) as my time will be limited the next week...
The rest of the evening -- and the next few days and nights -- pass uneventfully as you recover from your lost sleep and injuries and explore the hilly terrain.
Following the map, you eventually find a crack in the side of a hill that leads into a dark barrow.
The dark makes it hard for the two humans to see, but the rest of you can make out a 7-foot-high octagonal chamber with walls decorated with crude mosaics of simple village life: hunting, fishing, and farming.
A thick carpet of guano covers the floor -— it’s crawling with insects, and the sharp tang of ammonia hangs in the air. A cobweb-filled tunnel to the east leads deeper underground.

Kereek! |

Kereek shudders and stops as soon as he sees the cobwebs. He groans and casts mage armor on himself, muttering something about creepy creepy spiders and stomachs and laying eggs filled with spider, while shooting odd looks at Orin and Treshiell.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Prazil |

Prazil slides down off Spike's saddle, patting the triceratops affectionately as he approaches the barrow. Thinking twice, he turns around and pats Spike on the horn, "Spike, Prazil and others am going inside. You am stay here and guard front, ok? Ok. You am being good while Prazil am gone!" He fishes a handful of sweet grass from his pouch and Spike wastes no time snatching it from the kobold's hand. Giggling at Spike's eagerness for the treat, Prazil turns back to the barrow and walks up beside Kereek, hammer and shield at the ready. "Mmmm. More spiders. Prazil am thinking we am should have named country Spiderland."

Kereek! |

Kereek lets out a low sigh and looks up. "Ceiling is covered in bats. Everybody be very very quiet quiet. We no want angry bats all over us." Having made this pronouncement, he pulls up his cloak's hood and moves soft-footed into the darkness toward the spider path...
Stealth: 1d20 + 18 ⇒ (18) + 18 = 36

Treshiell |

Treshiell mimics Kereek and conjourers a arcane armor of her own channeling increased power into it with the aid of her wand. Once the armor is in place the three orbs of light flicker into existance and hoover near the entrance.
Cast Mage armor on myself and use the rod to extend the duration
Cast Dancing lights

motteditor RPG Superstar 2012 Top 16 |

Despite Kereek's stealth, the footfalls and lights from the rest of you seems to disturb the bats, who suddenly launch themselves from the ceiling and begin flapping madly around the cave!
Two swarms of bats are attacking.
Prazil: 1d20 + 6 ⇒ (5) + 6 = 11
Orin: 1d20 + 9 ⇒ (6) + 9 = 15
Treshiell: 1d20 + 5 ⇒ (1) + 5 = 6
Agnar: 1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 15 ⇒ (6) + 15 = 21
Agnar: 1d20 + 1 ⇒ (7) + 1 = 8
Kereek: 1d20 + 3 ⇒ (16) + 3 = 19
Orin: 1d20 + 2 ⇒ (5) + 2 = 7
Prazil: 1d20 + 4 ⇒ (10) + 4 = 14
Treshiell: 1d20 + 1 ⇒ (3) + 1 = 4
Bats: 1d20 + 2 ⇒ (3) + 2 = 5

Treshiell |

My plan was actually to wait outside until Kereek could scout the room, but this works as well :)
Round 1, initiative 4
ac 15, touch 11, fleet-footed 14
fort +2, ref +2, will +5
cmd 13
hp 25/25
effects: mage armor
As the bats start to swarm Treshiell brings the orbs of light inside the cave and sends them flying across the cavern. She covers her head with her arms as much as she’s able and moves up to one of the walls (one that hasn’t got spider webs if possible), keeping one light with her to prevent any unseen creature sneaking up on her from the shadows.
Move action to control the Dancing lights
Move action to get adjacent to one of the cavern walls

Prazil |

Round 1, Initiative 14
Prazil watches at the bats swarm high over head and out of his reach. "Ack! Batses!" He looks at his hammer and then up to the hundreds of swarming, screeching rodents. "How am Prazil supposed to hurt that many batses?!"
He gropes around in his pouch for a moment or two before further exclaiming, "Prazil still am not have fire bottles! Drat!" He sidles up next to Kereek, hoping to at least defend his clutchmate should the bats descend.
Move Action: look around in backpack in vain
Move Action: move next to Kereek
--Prazil--
HP: 30/30
AC: 25 (15 T / 22 FF)
CMD: 20
F/R/W: +4/+5/+2
Cavalier's Challenge uses remaining: 2/2
Tactician uses remaining: 1/1
-Ongoing Effects-
none