
motteditor RPG Superstar 2012 Top 16 |

Whew. OK, longest round ever, I think...
Pemsworth
Tsin
Hektir
Malavarius
Quinn
Antagonists
Tsin hacks down the remaining guard -- his face expressing shock as his guts spill out -- before she retreats back out the door with Malavarius.
Quinn grabs the halfling -- Pems' fingers and nose beginning to turn black as the chill continues to penetrate his small form 3 hp -- and drags him outside. The wizard slams the door, sealing it closed with his magic.
Hektir charges toward the three approaching bandits, his blade leaving a gaping wound in the man's side that has him tottering. He falls back, his blood leaving a red trail in the white snow, and his two comrades drop their bows and pull their blades, separating slightly so they can approach Hektir from opposite sides.
2d6 ⇒ (1, 2) = 3
Skeleton 1: 4
Skeleton 2: 2
Bandit 5: 7
Bandit 6:
Bandit 7:

Quinn Kestrel |

Round 8, Init: 5, AC 18, HP 9/9, Channel 1/5, Bless round 7 of 10, spells 1st: 2/3
"Hang on Pems!" Quinn places hand on Pems' blackened nose and mutters a prayer.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

Malavarius King |

Round 8, Initiative 5 (dropped in initiative to account for waiting for Quinn to escape with Pems)
"Quite unwelcoming hosts, wouldn't you say, Zeno? Zeno? Blast it all Zeno, where've you gotten to this time?!" Malavarius looks around briefly after prodding the brim of his hat with his staff. He then turns his attention to one of the men circling around Hektir. "You! What do you think you're doing? He's going to cut you open, don't you know. You should run away now if you know what's good for you!"
Intimidate (Demoralize): 1d20 + 1 ⇒ (7) + 1 = 8 vs 10+Target's HD+Wis Mod; success=shaken
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: 10/10 rounds
shield: 9/10 rounds
protective ward: 3/5 rounds
bless: 8/10 rounds

Tsin Windscar |

Round 8, Init 20
AC = 16
HP = 9/14
Weapon Equipped = Falchion
Condition(s) = Blessed and Bleeding
Tsin launches herself into alternate position of flank with Hektir, either to the close side of the lodge, or further into the snow banks. This is getting too dangerous. Pemsworth freezing to death, Hektir surrounded, Quinn vulnerable to attack, and Mal...ah, yes, and Zeno. Zeno's likely the smartest of us all, staying clear till the snow settles, white or red.
Falchion, Power Attack: 1d20 + 6 + 2 + 1 - 1 ⇒ (13) + 6 + 2 + 1 - 1 = 21 for 2d4 + 6 + 2 ⇒ (1, 2) + 6 + 2 = 11 damage

Hektir the Tracksmage |

Round 8, Init 17
Hektir grunts as the bandits surround him, but smirks a bit as Tsin comes to his aid.
I'm beginning to like her...not the looks of her, of course, but she's very good in a fight.
If the bandit that Tsin just sliced, Hektir will attack that one as well...with flank. If it's down, Hektir will attack the uninjured one.
1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13 to hit; (add +2 if vs. flanked one)
1d6 + 3 ⇒ (1) + 3 = 4 damage.

motteditor RPG Superstar 2012 Top 16 |

Pemsworth
Tsin
Hektir
Quinn
Malavarius
Antagonists
Pems groans, seemingly involuntarily, as Quinn's healing stops, for the moment, his rush toward Pharasma's Boneyard.
A few yards away, Tsin ruthlessly cuts down another of the bandits as Hektir wounds the final one standing outside. Dropping blood, he backs away, calling for help, perhaps intimidated Mal, perhaps by the fate of his two companions.
Behind you, Mal and Quinn hear banging from the sealed door.

Hektir the Tracksmage |

Round 8, Init 17
Hektir spits at the cowards who are fleeing, yet are happy to see them go.
"Bah," Hektir says and turns to see how Pems and the rest are doing.
"They got me a bit, but I can keep fighting. How's Pems?"
Hektir moves to the pounding door and readies to strike.

Tsin Windscar |

Round 8, Init 20
Tsin marches out of the snow once more to gain the steps. She turns to the trees, and tries to spot Zeno. "If they try coming around that side of the lodge, Zeno, can you throw out some curses in alarm for us?"
Tsin follows Hektir, not liking the ineffectualness of her falchion against the skinless denizens of the lodge.

Quinn Kestrel |

"Zeno, is the stable clear?" Quinn calls up to the bird. Then to his companions, "Maybe we can retreat with Pems to the stable and hold it until we can eliminate those skeletons, then push our attack back against the lodge. That door won't hold those creatures for long and Pems can't get exposed to their chilly death again. To make things worse, if we don't act soon the lady is likely to be gone before we can save her."

Malavarius King |

An uncertain voice calls down from the snowy branches, "Uhhh.. yeah! Yeah, the stable's clear. Because I was watching... the stables and not all of you charging through the front door all at once!"
Malavarius calls up in reply, "Oh, hush you cantankerous canary! We've important plans to make and don't need you souring things up any more than they already are!" He turns back to his earth-bound companions, "Honestly, the nerve of some avians. It's like they think they're better than us just because they can fly. Pfah! Pinfeathers and gollyfluff, I say. Now! The matter at hand. I've but one spell left, then after that I suppose I could try knocking a few of these ruffians on the head with my staff, hehehe. But I'll have a hard time of it if they don't stand still. Ha!" Despite the circumstances, there's a mischievous twinkle in the old wizard's eyes.

Hektir the Tracksmage |

Hektir turns to Quinn.
"Heal him now, heal him here. We'll be good to tackle these monsters as long as we're not clumped together."
Hektir still readies to slice at one of them should the door open.

Quinn Kestrel |

Round 9, Init: 5, AC 18, HP 9/9, Channel 0/5, Bless round 8 of 10, spells 1st: 1/3
Muttering to himself, Quinn continues to hold Pems' blackened nose and mutters another prayer. "Stupid Hektir and his reasonable logic, one of these times I'll have the good idea."
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

Pemsworth Smith, Esq. |

HP -7/11
Honestly, don't worry about healing Pem. He'll live. Worry about killing those bandits so we make it to another day. Then you can heal Pem. Also that lodge would be a great place to recuperate. Just sayin'...

motteditor RPG Superstar 2012 Top 16 |

Pemsworth
Tsin
Hektir
Quinn
Malavarius
Antagonists
Tsin and Hektir move to the door, where they can feel the chill emanating through as repeated bangs begin to take its toll on the wooden barrier, sword points starting to break through.
Quinn removes a little more of the frostbite from Pems' unconscious form.
1d6 ⇒ 1
1d6 ⇒ 3

Hektir the Tracksmage |

Round 8
"Step back from the door! Gimme 10' feet. C'mon, someone drag Pemscicle out of the way! We got the door. Mal, watch the backside! Tsin, uh...stand fast!" Hektir commands, a job that is not natural to him.
Hektir keeps his ready to swing if and when the doors break, but will add in 5' step back after he strikes.

Tsin Windscar |

Round 9, Init 20
AC = 16
HP = 9/14
Weapon Equipped = Falchion
Condition(s) = Blessed still's my guess
Tsin readies to strike through on whatever comes through the door first, trying to woman the other side of a gauntlet with Hektir. She rocks back and forth a bit, unnerved that she can feel the emanating cold from the interior more than the outdoors.

motteditor RPG Superstar 2012 Top 16 |

Pemsworth
Tsin
Hektir
Quinn
Malavarius
Antagonists
The banging continues on the door, though you think it will take them some more time to get through.
From the other side, you hear Zeno call out that four more bandits are coming from around the other side.
2d6 ⇒ (3, 4) = 7
Door: 2
OK, and that probably is it for me for the weekend...

Hektir the Tracksmage |

Round 9
They come for more death. Fools.. Hektir spits.
Hektir maintains his ready (with 5' step) on the doors.
If they break the door and come at us together, it could be trouble.

Quinn Kestrel |

Quinn loads his crossbow and takes a protective stance over Pems, ready to skewer the first bandit that appears per Zeno's warning. "Crow did I say, my mistake, you're an Eagle, Zeno, a positive Eagle! Good spotting!"
I'm lost round-wise, did we have two round 8s?

Tsin Windscar |

Gauging the work done on the doors, Tsin decides to swap weapons for the meantime, seeking to damage one or two bandits due to arrive at any moment, rather than wait ineffectually for the skeletons to complete their hacking.
Tsin nocks an arrow, and tries her best to see the bandits through the snowfall. She waits for a clear target before loosing an arrow.
"Hektir, a little warning when you think they're almost through that door."

Malavarius King |

Are there any healing potions in the group? Malavarius doesn't have one but he could pour a few down Pemsworth's gullet while the rest of you trade arrows and bolts with the approaching reinforcements.
Malavarius shuffles around behind the others so that they're between him and the incoming bandits. "Ho ho, Quinn! Or is it Tsin? Quinn-Tsin! Ha! Watch what you say lad, that Zeno's got a big enough head as it is. There's little need for you to inflate it any further. Why, it's a daily battle just to keep the feathered fathead in check! Ha! 'Feathered fathead.' I'll have to remember that one. Hmmm- what was I saying? Ah! Yes! You all just let me know when to loose this last sparkler, and in the meantime I'll stay relativly safe behind you. A fine plan! Glad you thought of it, Quinn-Tsin!"

motteditor RPG Superstar 2012 Top 16 |

Pemsworth
Hektir
Malavarius
Quinn
Tsin
Antagonists
Hektir waits for the skeletons to bash down the door as Quinn and Tsin fire at the four approaching bandits. Tsin's arrow flies wide but Quinn's aim is true, his bolt slamming into the chest of one of the approaching men, felling him like a poleaxed ox.
The three remaining bandits return fire, but their arrows fly far wide of their mark, two of them actually hitting the lodge wall.
The skeletons continue to work on the door, though they seem to make little progress at the moment.
Tsin attack: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Quinn attack: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
Quinn confirm: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
2d8 ⇒ (8, 1) = 9
Bandit: 1d20 - 1 - 4 ⇒ (1) - 1 - 4 = -4
Bandit: 1d20 - 1 - 4 ⇒ (2) - 1 - 4 = -3
Bandit: 1d20 - 1 - 4 ⇒ (11) - 1 - 4 = 6
2d6 ⇒ (3, 2) = 5
Door: 2
Bandit 1: 9 hp
Bandit 2:
Bandit 3:
Bandit 4:

Malavarius King |

Round 11
As the last of his abjurations fade, Malavarius raises his staff and renews his protective ward just before it winks out.
HP: 6/10
AC: 12 (12 T / 11 FF)
Fort: +0 // Ref: +1 // Will: +4 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
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: 5/8
Zeno detect magic used: 0/1
Ongoing Effects
protective ward: 1/5 rounds
bless: 10/10 rounds

Hektir the Tracksmage |

Round 11
"Good shot, Quinn. Now do it again. Just like we practiced in the trackers," Hektir encourages Quinn.
Hektir maintains his ready at the door.
Remind me to burn his place down twice.

Quinn Kestrel |

Round 11, Init: 5, AC 18, HP 9/9, Channel 0/5, Bless round 10 of 10, spells 1st: 0/3
"Right, Hektir, just like we practiced!" Encouraged by his success, Quinn loads the crossbow and takes another shot while serving as shield for Pems and Mal.
Light Crossbow +3, +1, -4: 1d20 ⇒ 3
Dmg: 1d8 ⇒ 3
yep, that was just like we practiced all right

Tsin Windscar |

Round 11
Tsin makes an approving sniff when Quinn strikes one guard dead. "Well placed, Quinn. It's likely he breathed blood before his eyes went black." And he didn't burst into tears when the prey fell.
Composite Longbow: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4 for 1d8 + 1 ⇒ (8) + 1 = 9 damage
"How are we doing at the doors, Hektir? My hands are biting, and I can't hit the broad side of a stable..."

motteditor RPG Superstar 2012 Top 16 |

Pemsworth
Hektir
Malavarius
Quinn
Tsin
Antagonists
As Pems continues to lie unmoving, Hektir lends encouragement to his companions, keeping a close eye on the door, which continues to hold stoutly against the blows from inside.
Mal renews his protective ward, as Quinn and Tsin fire arrows into the cold, snowy evening, their shots flying well wide of the attacking bandits.
The three men continue to push closer, their shots also going wide in the difficult shooting conditions.
2d6 ⇒ (3, 3) = 6
1d20 - 1 - 4 ⇒ (3) - 1 - 4 = -2
1d20 - 1 - 4 ⇒ (17) - 1 - 4 = 12
1d20 - 1 - 4 ⇒ (16) - 1 - 4 = 11
Door: 3
This is one fricking tough door...

Quinn Kestrel |

Round 12, Init: 5, AC 18, HP 9/9, Channel 0/5, spells 1st: 0/3
Quinn drops his crossbow and draws his rapier, ready to stab a bandit that get's too close.
free action drop, move action draw, standard action ready stab

Tsin Windscar |

Round 12
AC = 17, with Mal's ward
HP = 9/14
Weapon Equipped = Composite Longbow +1 Str
Condition(s) = Warded
Tsin tires of missing. Should have paid more attention to your prattling, Orwyne.
Composite Longbow: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16 for 1d8 + 1 ⇒ (5) + 1 = 6 damage
Hit or miss, she drops the longbow, and draws her falchion. "They're still three strong. Might have winged one, but the snow is crystallizing on my eyelashes. Hard to tell, will know in a moment."

motteditor RPG Superstar 2012 Top 16 |

Pemsworth
Hektir
Malavarius
Quinn
Tsin
Antagonists
Tsin's bow hits another bandit in the chest, though the man remains standing for the moment, he and his companions again ineffectively shooting arrows toward the group. They drop their bows after they fire and pull their swords, clearly ready to move to close combat.
From inside, the skeletons beat on the door more, their blades coming through more and more frequently as it looks to be close to to falling apart.
1d20 - 1 - 4 ⇒ (5) - 1 - 4 = 0
1d20 - 1 - 4 ⇒ (9) - 1 - 4 = 4
1d20 - 1 - 4 ⇒ (7) - 1 - 4 = 2
2d6 ⇒ (6, 3) = 9
Door: 6
Bandit 2: 6 hp

Tsin Windscar |

Round 13
AC = 16
HP = 9/14
Weapon Equipped = Falchion
Condition(s) = None
The skeletons and their determined work behind her, Tsin looks to finish off the bandits as best she can, reveling in the close quarters fighting. "No more arrows, cretans. Stand fast and meet your judgment." If possible, Tsin will 5' step to meet the bandits before they gain the upper ground, hoping to have them at an advantage on high.
Falchion, preferably on the wounded one: 1d20 + 6 ⇒ (10) + 6 = 16 for 2d4 + 6 ⇒ (2, 3) + 6 = 11 damage
Cleave: 1d20 + 6 ⇒ (20) + 6 = 26 for 2d4 + 6 ⇒ (2, 2) + 6 = 10 damage
Confirm Crit?: 1d20 + 6 ⇒ (8) + 6 = 14 for 2d4 + 6 ⇒ (2, 3) + 6 = 11 damage

Quinn Kestrel |

Round 13, Init: 5, AC 18, HP 9/9, Channel 0/5, spells 1st: 0/3
"Right, have at it then boys, I'll run you through sure as Tsin will have you to pieces! Now, we've had enough of this, saved your friend Sarla I did, just hours ago in the woods, I'll heal you up the same as her if you just drop your weapons and quit this evil!" Quinn shakes his rapier menacingly at the men, ready to run the first through that is bold enough to move forward.
Intimidiplomacy +?(+2): 1d20 + 2 ⇒ (2) + 2 = 4

Hektir the Tracksmage |

Round 13
"They are almost through! BACK. AWAY. FROM. THE. DOOR!" Hektir rages at the closely knit bunch of humanity who is still close as he watches the ice build and swords break down the door.
Hektir keeps his readies.
I'll stop them for a while, but if they get by me...
HP: 9/13
AC: 17/18 (if close to Mal)

Malavarius King |

Ugh - seems I missed Round 12, Mott, can I have Malavarius struggle valiantly to drag Pems 2 squares to the north and 1 northwest? I'd like to get him out of deadly skeleton aura range before that door breaks down. I'll devote rounds 12 (last round), 13 (this round), and 14 (next round) to it as I think I can only drag him 5 feet at a time.

motteditor RPG Superstar 2012 Top 16 |

Sure, Mal; that's exactly what I was going to have you do anyway. Just been procrastinating a bit today...
Also, no 5-foot steps as it's considered difficult terrain due to the snow; sorry, should've made that clearer earlier for Hektir... However, Tsin can do it as her move action before her standard action.
Pemsworth
Hektir
Malavarius
Quinn
Tsin
Antagonists
As Mal drags Pems back, the three bandits approach. Tsin cuts two of them down in a mighty sweep of her blade, drawing an outraged cry from the final man.
The man swings back, hitting Tsin, but the blow seems to lack any force behind it, just barely grazing the butcher's apprentice. 1 hp
The man appears to be pale and shivering, moreso than seems likely for being even in this frozen weather for less than 30 seconds.
The door is damaged enough that Hektir can now catch glimpses of the skeletons beating on the door with their blades, though they seem to make little headway.
1d20 + 3 - 3 ⇒ (17) + 3 - 3 = 17
1d6 + 1 - 3 ⇒ (1) + 1 - 3 = -1
2d6 ⇒ (2, 1) = 3
One bandit left; skeletons still trying to get through this stupid door.