
Quinn Kestrel |

Round 3
Keeping pace with the mage, Quinn follows Mal up the steps. "A wizard? Me? No..oooohhhh, No Mal, don't open that yet!" Quinn watches horrified as Mal attempts to open the door in front of them....
at initiative 5 can I hold my standard action action to see what's behind door #1, with it likely being a channel positive energy if 2 skeletons are standing there

motteditor RPG Superstar 2012 Top 16 |

Malavarius
Quinn
Pemsworth
Tsin
Antagonists
As Mal opens the door, a pair of arrows come flying out, one of them piercing the old man's arm. 3 hp
Inside he can make out the two bowmen, five other humans and a pair of skeletons in the room behind them.
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (17) + 2 = 19
1d6 ⇒ 3
Sorry for the delay; their arrows were prepared actions; if you want to revisit your Round 3 actions based on Mal's and the new information, please feel free. Then I'll post their turns and we'll take Round 4 posts.

Hektir the Tracksmage |

Hard to know whether a different action would have gotten Hektir inside and close to an opponent. So, that said, I think Hektir's actions stand, and next round he'll go inside if no one comes out. Of course, burning the place down is still the best answer. ;)

Quinn Kestrel |

IF Quinn gets a shot in round 3 with his already carried loaded crossbow...
Targeting the bowman that shot Mal, Quinn unleashes his bolt.
Light Crossbow +3: 1d20 + 3 ⇒ (13) + 3 = 16
Dmg: 1d8 ⇒ 2

motteditor RPG Superstar 2012 Top 16 |

Malavarius
Quinn
Pemsworth
Tsin
Antagonists
Quinn's bolt hits one of the bandits, though it seems to just barely catch his arm, a mere flesh wound.
The two bandits seem content to fire at you from inside the lodge, where they have the greater numbers, and another arrow grazes Mal's arm.
1d20 + 2 ⇒ (19) + 2 = 21
1d6 ⇒ 1
1d20 + 2 ⇒ (12) + 2 = 14
Door guard 1: 2 hp
Not sure if I've got you all (especially Pems) where you wanted to be. Let me know if not and I'll move you on the map. Also, please roll me Perception checks. Also, I didn't have enough room on the map for all the icons inside, but there are more people there. The skeletons are behind the man Pems saw lead them down the stairs.

Malavarius King |

Bully! Onward and upward, then! What ho!
Round 4, Initative 11
"Ouch! What in the wor- Ooof! I say!" Malavarius turns back to Tsin, "They're shooting at me! The- the- the... the barbarous brigands! Can't they see I'm an old man who doesn't want to be in the cold?" Malavarius harumpfs then and pulls down on both sides of his hat to ensure it's firmly secure atop his head. He then steps to the side and out of the archers' lines of fire. He looks up at Tsin, Hektir, and Quinn and with a bounce of his eyebrows declares, "You three! Avenge me!"
He then glares around the corner at the obviously male archer Quinn struck with a bolt, "You're going to regret that, young lady!"
Intimidate (demoralize): 1d20 + 1 ⇒ (14) + 1 = 15 vs 10+Target's HD+Wis Mod; success=shaken
Edit: Whoops! Forgot the perception check you asked for!
Perception: 1d20 + 2 ⇒ (9) + 2 = 11
HP: 6/10
AC: 15 (15 T / 14 FF) (+2 more vs evil things)
Fort: +0 // Ref: +1 // Will: +4 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+2 more vs evil things)
Resist 5: Cold
Cantrips Prepared (3): light, prestidigitation, read magic
Level 1 Prepared (3+2+1): endure elements [X], protection from evil [X], shield* [X], snapdragon fireworks [X] [ ] [ ]
Protective Ward used: 3/8
Zeno detect magic used: 0/1
Ongoing Effects
protection from evil: 6/10 rounds
shield: 5/10 rounds
protective ward: 4/5 rounds
bless: 4/10 rounds

Pemsworth Smith, Esq. |

Pemsworth, seeing Malavarius getting treated as a pin cushion, snarls in anger and pushes into the lodge. He moves past the first row of archers, past the second one to stand in front of the leader.
"Now look here, you brigand! That old man is a friend of mine and I won't have him treated like a pin cushion for your ne'er do wells here!"
Pemsworth pokes at the leader's chest with the hand holding the short sword, while rifling through his pockets with the other hand...
Sleight of Hand: 1d20 + 10 ⇒ (11) + 10 = 21

Tsin Windscar |

Round 4, Init 20
AC = 16, 17 if within 10' of Mal
HP = 14/14
Weapon Equipped = Falchion
Condition(s) = Extremely vexed by Mal's failure to attend her directions
Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Tsin crosses the threshold, intent on clearing the front line for the others to advance less fettered.
Falchion, Power Attack: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16 for 2d4 + 6 + 2 ⇒ (2, 1) + 6 + 2 = 11 damage
Cleave, should first attack hit: 1d20 + 6 ⇒ (2) + 6 = 8 for 2d4 + 6 ⇒ (2, 1) + 6 = 9 damage
Tsin's AC drops to 14 this round, 15 if Mal is nearby.
"Ah. Warmth. We need to take this argument closer to the fireplace. Make way. There are more of us to join this embroil."

Hektir the Tracksmage |

Round 4, Init After Tsin
Hektir waits for Tsin to begin clearing bodies before moving in to help him.
"Nice one, Tsin. Looks like we're going to do this the hard way...without fire."
Hektir steps into the room, trying to avoid one of the remaining two guards at the door.
1d20 - 1 ⇒ (12) - 1 = 11 Acrobatics
Hektir will step on the spot of the downed guard and strike at the other one with his scimitar.
1d20 + 3 ⇒ (2) + 3 = 5 to hit;
1d6 + 3 ⇒ (6) + 3 = 9 damage.
Hektir awaits an opening to get in there.
HP: 14/14
AC: 17/18 (if near Mal)

Quinn Kestrel |

don't forget the Bless, like I did last round :)
Round 4, Init: 5, AC 18, HP 9/9, Channel 2/5, Bless round 3 of 10
Perception +12: 1d20 + 12 ⇒ (18) + 12 = 30
"Drop the weapons, you bandits, and hand over the lady!" Quinn loads his light crossbow and targets a foe not in melee combat, or the leader if everyone is engaged.
Light Crossbow +3, +1 (-4 if in combat): 1d20 + 4 ⇒ (7) + 4 = 11
Dmg: 1d8 ⇒ 7

Hektir the Tracksmage |

don't forget the Bless, like I did last round :)
Erp! Looks like Tsin has a 17 with her last attack, if that matters. And Hektir now has a 6 now, possibly. Does a 6 hit, Motte? Does it? /me dreams.

motteditor RPG Superstar 2012 Top 16 |

It does not, Hektir. Sorry.
Malavarius
Quinn
Pemsworth
Tsin
Hektir
Antagonists
Malavarius steps back, though the bleeding man's final words seem to rattle the injured archer, who takes a step back as he hesitates.
Quinn's bolt slams into the man's armor, but doesn't seem to make it through to do any damage to the man.
Pems dashes through the scrum, stabbing ineffectively at the apparent leader, who seems stunned by the assault. "You fool! Are you so eager to die?"
Before he can do anything, though, Tsin steps up and slays the first of the door guards, though the second is able to catch her blade on his bow, blunting the follow through. Hektir tries to put the second man down, but the door hampers his attack and he can't get a clear swing.
The remaining three bandits drop their bows and pull their swords as they rush the door, put Tsin -- in an impressive display of swordsmanship -- slaps away each of their blades.
The bandit leader disengages from Pems, moving south toward the stairs as he commands the two skeletons to advance, a deathly cold chill emanating from them that Pems can feel through his magic protection.
Despite his chattering teeth, the halfling's able to duck under their icy falchions. It's cold enough next to the skeletons that Pems will take 6 hp cold damage -- minus his magical protection -- at the start of his next turn.
1d2 ⇒ 2
1d20 + 1 ⇒ (6) + 1 = 7
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (7) + 3 = 10
1d20 ⇒ 2
1d20 ⇒ 15
2d6 ⇒ (2, 4) = 6
Door guard 1: 2 hp, shaken
Door guard 2: dead
Door guard 3:
Door guard 4:

Pemsworth Smith, Esq. |

HP 5/11
Pemsworth feels the mind-numbing chill emanating from the skeletons and shivers, but still turns around and stabs at the man between himself and Tsin.
Attack!: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d4 + 1d6 ⇒ (4) + (3) = 7
If the man falls, Pems steps into his space to avoid the skeletal cold!

Quinn Kestrel |

did Quinn's 30 on perception gather any extra information?
Round 5, Init: 5, AC 18, HP 9/9, Channel 2/5, Bless round 4 of 10
Quinn loads his light crossbow and targets another foe not in melee combat, or one of the bandits confronting Tsin if everyone is engaged.
Light Crossbow +3, +1 (-4 if in combat): 1d20 + 4 ⇒ (11) + 4 = 15
Dmg: 1d8 ⇒ 3

Malavarius King |

Round 5, Initiative 11
Malavarius calls out to Pemsworth, "I say, watch yourself there, err... little Hektir!" He then mutters to himself, "Hrmm... we'll have to think about that one some more perhaps. Honestly, they make it so hard to keep track of who's who these days."
He then extends his staff and a popping, sparkling miniature Pemsworth rockets out of the head then proceeds to bounce and tumble erratically through the press of bodies. Closer attention to the tiny effigy reveals that while it is Pemsworth's body, the face is in the likeness of Hektir. Malavarius giggles softly as his spell tumbles under Tsin and careens off to explode upon its target.
Fire Damage: 1d4 ⇒ 2 plus dazzled; Reflex Save DC 15 for half, success negates dazzled condition
HP: 6/10
AC: 15 (15 T / 14 FF) (+2 more vs evil things)
Fort: +0 // Ref: +1 // Will: +4 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+2 more vs evil things)
Resist 5: Cold
Cantrips Prepared (3): light, prestidigitation, read magic
Level 1 Prepared (3+2+1): endure elements [X], protection from evil [X], shield* [X], snapdragon fireworks [X] [X] [ ]
Protective Ward used: 3/8
Zeno detect magic used: 0/1
Ongoing Effects
protection from evil: 7/10 rounds
shield: 6/10 rounds
protective ward: 5/5 rounds
bless: 5/10 rounds

Quinn Kestrel |

oohh, can I turn Quinn's crossbow shot on them, instead of the melee in the doorway?
Quinn shouts to his companions, "Look out, my friends, they've come out the door on the far side of the lodge!"

Tsin Windscar |

Round 5, Init 20
Eek, sorry- lost track of guards on map, post reflects attempt to position for Cleave, 5' step into the room if necessary
AC = 16
HP = 14/14
Weapon Equipped = Falchion
Condition(s) = No longer vexed, more concerned about 3 proximal blades, and, oh, yes, Blessed
Tsin maintains her position at the door, leery of the skeletons after watching Pems struggle to put some distance between himself and them. She tries to clear a swath for his retreat.
Falchion: 1d20 + 6 + 1 - 1 ⇒ (13) + 6 + 1 - 1 = 19 for 2d4 + 6 + 2 ⇒ (3, 3) + 6 + 2 = 14
Cleave?: 1d20 + 6 + 1 - 1 ⇒ (10) + 6 + 1 - 1 = 16 for 2d4 + 6 + 2 ⇒ (1, 3) + 6 + 2 = 12
AC shifts again to 15, thanks to Mal's ward.

Hektir the Tracksmage |
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Round 5, Init: After Mal
Hektir grunt at Quinn's warning.
Quinn's a lot of things, but not a liar. He may be a drunk, a thief, a scoundrel, a liar, but he's definitely not a prostitute.
Hektir moves two squares right of Quinn (still within Mal's bubble) and readies to strike any baddies that approach.
1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8 to hit;
1d6 + 3 ⇒ (1) + 3 = 4 damage.
Does an 8 hit, Motte!? Does it!? An 8, Motte?! *sigh*

motteditor RPG Superstar 2012 Top 16 |

No, Hektir, it does not.
Malavarius
Quinn
Pemsworth
Tsin
Hektir
Antagonists
Mal's spell hits one of the skeletons, exploding in a hiss of fire and steam. Despite the blast of fire, Pems again feels the bite of their cold emanations 6 hp minus any cold protection as he stabs one of the guards.
Seconds later, Tsin's blade leaves the man dead, cleaving through him like a hot knife through butter, as her blade then takes the life of one of the other bandits. Still, it's not enough as the remaining bandit slashes at her, catching her arm with the point of his blade. 2 hp
The two skeletons chop at Pems, one of them catching the halfling with its icy scimitar in a nearly fatal blow. 3 hp slashing, 1 hp cold damage
As Hektir takes up a guard position, Quinn's bolt flies out toward one of the three bandits rounding the lodge from the east. The bolt strikes a glancing blow as the three men stop and prepare to fire arrows in return. They're about 30 feet away, through the snow, which is half movement.
Skeleton save: 1d20 + 2 ⇒ (4) + 2 = 6
Skeletal cold: 2d6 ⇒ (1, 5) = 6
Guard 4: 1d20 + 3 ⇒ (15) + 3 = 18
1d6 + 1 ⇒ (1) + 1 = 2
Skeleton 1: 1d20 - 1 ⇒ (19) - 1 = 18
1d6 + 1d6 ⇒ (3) + (1) = 4
Skeleton 2: 1d20 ⇒ 15
Door guard 1: dead
Door guard 2: dead
Door guard 3: dead
Door guard 4:
Skeleton 1: 3, dazzled
Skeleton 2:

Quinn Kestrel |

Round 6, Init: 5, AC 18, HP 9/9, Channel 2/5, Bless round 5 of 10
Following Hektir's words, Quinn moves into the entryway of the lodge and pulses with a burst a divine energy directed at the skeletons.
Channel Positive vs. Undead (DC 12 for half): 1d6 ⇒ 2

Tsin Windscar |

Round 6, Init 20
AC = 16
HP = 12/14
Weapon Equipped = Falchion
Condition(s) = Bloodied, but good
Tsin looks down at her arm, fresh blood drawn, and tries to continue her countdown. Eight, seven, six... So much like the beginning of the week. Slaughterday. Pigs to the slaughter. Melisande always said men were pigs. They certainly bleed as easily. My, it's getting difficult to walk here.
Falchion: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 for 2d4 + 6 ⇒ (1, 3) + 6 = 10 damage
Tsin tries to glance out the door, making sure that Hektir isn't getting pincushioned from distance attacks.

Hektir the Tracksmage |

Round 6, Init After Tsin
After Mal & Quinn get inside, Hektir will move to the door and guard it, readying an attack against and of the bad guys that get close. Should be another 2 rounds, I think.
1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 to hit;
1d6 + 3 ⇒ (4) + 3 = 7 damage.

Malavarius King |

Round 6, Initiative 11
Malavarius hustles in through the door and raises his staff, the protective curtain blossoming forth once again. "Ho ho! Now perhaps they'll understand how cold it is out there and how rude it was to shoot arrows at a chilly old man! Hmpf!"
AC: 15 (15 T / 14 FF) (+2 more vs evil things)
Fort: +0 // Ref: +1 // Will: +4 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+2 more vs evil things)
Resist 5: Cold
Cantrips Prepared (3): light, prestidigitation, read magic
Level 1 Prepared (3+2+1): endure elements [X], protection from evil [X], shield* [X], snapdragon fireworks [X] [X] [ ]
Protective Ward used: 4/8
Zeno detect magic used: 0/1
Ongoing Effects
protection from evil: 8/10 rounds
shield: 7/10 rounds
protective ward: 1/5 rounds
bless: 6/10 rounds

motteditor RPG Superstar 2012 Top 16 |

Pemsworth
Tsin
Hektir
Malavarius
Quinn
Antagonists
Pems falls unconscious, unaware that the chill emanating from the undead are causing frostbite to spread over his body. 5 hp more
Tsin's blade clangs off the armor of the remaining bandit as Mal and Quinn try to push in behind her, the cleric channeling to try to stop the two skeletons. The guard lashes out with his sword, catching Tsin in the ribs, though she's able to move just enough to prevent it from going deep enough to hit a vital organ. 3 hp
Hektir stands guard as the bandits move closer, releasing a barrage of arrows. Two fly wide, but one grazes Hektir, leaving a small trail of blood along his upper arm. 1 hp
1d6 + 1d6 ⇒ (1) + (4) = 5
1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (16) + 2 = 18
1d6 ⇒ 1
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (4) + 3 = 7
1d6 + 1 ⇒ (2) + 1 = 3
Skeleton 1: 4
Skeleton 2: 2
Bandit 5: 3
Bandit 6:
Bandit 7:

Malavarius King |

Round 7, Initiative 11
"Hektir! We need you inside, quickly! I'll hold those hooligans at bay! Hurry now, yes yes, inside! Now quickly, shut the door behind you!" Malavarius produces a scroll from within the depths of his hat and unfurls it.
Move Action: draw scroll of hold portal
Ready Action: cast spell on door once Hektir's inside
HP: 6/10
AC: 15 (15 T / 14 FF) (+2 more vs evil things)
Fort: +0 // Ref: +1 // Will: +4 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (+2 more vs evil things)
Resist 5: Cold
Cantrips Prepared (3): light, prestidigitation, read magic
Level 1 Prepared (3+2+1): endure elements [X], protection from evil [X], shield* [X], snapdragon fireworks [X] [X] [ ]
Protective Ward used: 4/8
Zeno detect magic used: 0/1
Ongoing Effects
protection from evil: 9/10 rounds
shield: 8/10 rounds
protective ward: 2/5 rounds
bless: 7/10 rounds

Quinn Kestrel |

Round 7, Init: 5, AC 18, HP 9/9, Channel 1/5, Bless round 6 of 10
Aware that no healing will save Pemsworth if the skeletons aren't stopped, Quinn expels his last burst of energy in an attempt to eliminate the threat to little Hektir.
Channel Positive vs. Undead (DC 12 for half): 1d6 ⇒ 1
"Hektir, heal Pem!" screams Quinn.

Tsin Windscar |

Round 7, Init 20
AC = 16
HP = 9/14
Weapon Equipped = Falchion
Condition(s) = Nonplussed by the developments
Tsin can only focus her rage on the guard. She watches quietly, helplessly as Quinn and Hektir try to defend the lifeless form at the feet of the skeletons.
Falchion, Power Attack, Bless: 1d20 + 6 + 1 - 1 ⇒ (12) + 6 + 1 - 1 = 18 for 2d4 + 6 + 2 ⇒ (3, 3) + 6 + 2 = 14 damage

Hektir the Tracksmage |

I think Hektir was wrong to get everyone inside...now I think getting outside with the hold portal is the right play. Now that the warm guard/shield is down, the cramped confines inside makes them skellies = death...we can't spread out OR focus fire. If we can hold portal, we should do that from the outside.
Quinn, I don't have CLW prepped.
Round 7, Init Last
"Inside is death. Come out and lock the door! I'll hold these guys off!"
Hektir moves diagonally to the lead fuzznugget outside.
1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 to hit;
1d6 + 3 ⇒ (1) + 3 = 4 damage.
Then we burn this place down.

Quinn Kestrel |

Quinn barely notices the staff thunking against his skull and the old man yammering in his ear, but one word breaks through the fog. Drag "Right, we can't just leave him to die!" Lunging forward, Quinn grabs Pems' frosty foot and drags the little man out onto the porch. "Hektir, Tsin, cover us, Pems needs healing badly!"