
GM Ladile |

"Our night was blessedly quiet," Phalgun remarks, "except for around midnight, there did come the faint sounds of...something. We were not sure if it was a beast in pain or the call of a bird...or perhaps you springing your little trap?" He smiles broadly, white teeth sparkling in the sun.
"But no matter! If Zamir's men took your bait then I trust you have the means to follow them back to their lair," Phalgun continues. "If it suits you, we can take these two prisoners off your hands for now and follow behind you at a distance. Stealth will likely be our friend here and it's highly unlikely that all of us traveling together could escape the notice of any guards or watchposts that Zamir may have set."
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After the matter of who will watch the prisoners and how Phalgun and his men will follow you is settled, you break camp and set out to navigate your way to Zamir's hideout. The wayfinder, attuned to the false scepter, almost immediately takes you off the beaten path and deep into the jungle. It's slow going and you quickly understand why the ruse with the scepter was necessary not a single track belonging to any of the bandits can be found; making it likely that their ambushes have been aided by some magical means.
Half a day passes as you trek through the jungle, with the terrain growing increasingly hilly as you progress - though you eventually come upon an old game trail that leads in the direction you need to go, making travel a bit easier. The group finally comes upon a large clearing where a ruined stone structure sits atop a small hill. Bushes and rubble cover much of the surrounding hillside, making it apparent that several buildings once stood here but have crumbled and fallen into ruin over time, leaving only the one on the hill. The remains of what appears to be an outer wall are visible above the foliage, reaching a height of maybe 15 feet. Beyond the wall, the shattered stone remains of a taller building are visible.
The game trail that you had been traveling on ends some distance from the structure's north face. Although the mortar and stone facing is crumbling, the walls are mostly intact. Most of the defensive crenellations atop the walls have collapsed, as have three of the four corner towers. A 10-foot-long stretch of the north wall has fallen into a heap of rubble, but the rest of the walls appear intact.
With some observation you spot archers atop the walls, one stationed on each side. They seem to be using the crenellations for both shade and cover, which makes them harder to spot than usual. You also note that none of them seem to be watching the northern hillside as closely as the rest of the area for some reason.
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Please see Slide #4! I have everyone positioned along the northern side of the structure as that is where the path you followed spits you out.

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Perception: 1d20 + 0 ⇒ (1) + 0 = 1
"Woah... They really nailed the whole secret hideout bit, didn't they?" Tupp says, eyeing the ruined keep with awe. "Hey, Sor? If I ever become the leader of a crack squad of freedom fighters, I want a place like this!" He turns to Styrian, smiling from ear to ear. "Is this what you saw in the boots? Any idea how to get in?"

Sori, Tupp's Guide |

Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Sori pops her head out of Tupp's hair and looks around. "If you ever become a leader of freedom fighters, Tupp, we're going to have to have a few more things to worry about other than a place to stay." She says disapprovingly as she studies the ruined wall. "Like how you're going to respect authority, for instance, while you're trying to destabilise a government. Remember the code, Tupp!"

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"Hey, not all authorities are legitimate." Tupp retorts as he searches the walls for a safe way in. "Anyway, this place looks clear to me. I think we should just run up to the opening, and take a quick peek inside."

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As the group closes in on the structure, Bartimaeus conjures his translucent dwarven plate. While the plates of force form over his body, he adds in, "Toppling an illegitimate and oppressive government is quite the affair, Tupp, one many have been seeking to master for eras upon eras. Have you an interest in such things? As a matter of fact, it does so happen that I have focused much of my studies on the specifics of such things." And I happen to know of one such government whose people would welcome a reprieve...
Turning his gaze to the structure as a whole, he chuckles a little. "This is far from impenetrable, largely unworthy of much other than bandits and other societal refuse," he quips, popping a small piece of candy in his mouth, while drawing his wand from its holster. "Shall we get to business then?"
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Cast Mage Armor, using 1 arcane point to be CL 4. Use wand of Heighten Awareness. Magic Missile Wand in hand.

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"Aye let's see to this and put an end to Zamir's thievery."
Styrian rolls his shoulders and neck to loosen up, then closes his eyes as his thumb rubs his tarnished ring. He appears to blur slightly as a protective illusion falls over him. He activates his Distortion resonant power to gain a 10% concealment miss chance until he attacks.
Styrian will stay close to Bon Jon to be ready to enhance his weapon.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

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Tupp scrunches up his face as he slowly comprehends what Bartimaeus is saying. "I'd have to study for that too?" He asks, suddenly sounding a little unsure, but on seeing everyone else prepare themselves, he decides to do the same. He draws his katana, nods to Styrian and Bartimaeus, and looks back at the walls, deep in thought. Maybe I'll ask him about it later. I could help a lot of people that way, even if it involves more studying...
While he is preparing himself, Tupp hears Sori whispering a little prayer on his head.
___
Sori is casting guidance on Tupp.

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Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Bon Jon notes the archers stationed on the tops of the walls and points them out to the group. "It looks like they are not guarding the northern side as carefully for some reason. Perhaps we should approach from there?"
Bon Jon will ask Bart to activate his wand of Mage Armor.

GM Ladile |

Heh, was starting to wonder if anyone would manage to make that check! Let me know how you folks wish to proceed; if you want to make a stealthy approach then I'll need a Stealth check from each of you with a +10 bonus if you approach from the north. Of course if you want to charge in or approach from a different direction or make a distraction for some of the group to try and sneak in then that will work too :)
*edit* Archers added to the map!

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"I agree the northern side seems the best. I am perhaps the least stealthy one here, but I have some spells that may aid. I can vanish, and as I near the entry ahead of the party I can attempt to redirect the guard's attention with a loud animal sound like a rattlesnake near his feet and away from the party for further distraction."
If no one objects to the plan Styrian can cast vanish (12 seconds), cross the way with his further stealth bonus. Then he'll cast a ghost sound to distract the guard when he gets close enough. All his casting is silent.
Stealth: 1d20 - 3 + 10 + 20 ⇒ (18) - 3 + 10 + 20 = 45

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"An excellent plan, friend Styrian. I am not without a bit of stealth myself and I think it will benefit us to get as close to these ruffians as we can before they raise the alarm. After all, who knows how many of them there may be?"
Assuming we take the Stealth approach, which I understand is not yet decided Stealth, bonus for coming from North: 1d20 + 6 + 10 ⇒ (8) + 6 + 10 = 24

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Koani nods as Styrian gives his idea, her arm draped gently around Blarg's neck.
Koani stealth: 1d20 + 4 + 10 ⇒ (13) + 4 + 10 = 27
I believe that Blarg can use stealth to follow Koani while she is using stealth.
Blarg stealth: 1d20 + 7 + 10 ⇒ (13) + 7 + 10 = 30

GM Ladile |

Sleeping? (25%): 1d100 ⇒ 18
N. Perc.: 1d20 + 5 ⇒ (14) + 5 = 19
After a bit of discussion, Styrian takes the lead and uses his magic to temporarily vanish from view before hustling towards the breach in the northern wall. Thankfully, no one seems to hear his approach and he manages to reach the breach and get a peek inside the wall. The inner courtyard seems to be littered with more rubble and crumbling stones and Styrian can also see the northern wall of the central structure; this one appears to be more intact and he can even make out some time-worn reliefs depicting tiger-headed men hunting and fighting.
As he pauses to wait for the others to approach, Styrian can also hear a soft *ZzzZzzz* from up on the nearby wall. Seems Zamir needs better guards, for at least one of them is clearly sleeping on the job!
________
Okay, Styrian makes it to his current map position without any trouble. Are you wanting to wait and see if the others can catch up with you before using Ghost Sound or do you want to use it right away? Either option is fine and I'll go ahead and take the Stealth rolls that Bon Jon and Koani + Blarg have made no matter what you decide, since those were some awesome rolls!

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Although he is completely untrained in the art of stealth, Bartimaeus happens to perform quite admirably and manages to keep up with the others. Certainly not something I intend to do very often, I don't think my bones can take this sort of activity for too long! Once I learn to cast invisibility, I won't have to crouch so low, that will make all the difference, I am sure of it.
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Stealth: 1d20 + 3 + 10 ⇒ (18) + 3 + 10 = 31

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Styrian thinks a sleeping guard better than a distracted guard so does not cast ghost sound. His plan had only been to give more cover as his allies crossed the clearing but it now seems unneeded. Visible again, and seeeing no guards on the ground level, he will motion to the others to come across while also trying to indicate the sleeping guard with the universal sleeping-on-sideways-hands gesture.
Does it seem like the party has cover if they move in and stay along that northern wall of the interior building? If blue is sleeping are red/orange's views blocked does it seem relatively safe to move about quietly?

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Tupp is miles away, trying to think up names for his squad of freedom fighters. The Super Awesome Mega Freedom Squad of Destiny? No, too long... Super Squad? Maybe the Freedom Force- "Ow!" He snaps out of his reverie and rubs his head where Sori gave him a quick peck. "Pay attention, Tupp!" Suddenly, he looks around to find that he is all alone in the bushes, and the others are already halfway towards the walls. "Hey, wait for me!" He whispers somewhat louder than he should, waving his hands in the air and chasing after his comrades.
Stealth; Northern bonus: 1d20 + 1 + 10 ⇒ (12) + 1 + 10 = 23

GM Ladile |

Yes, there's some cover as you come up the hillside (forgot to make note of that, my mistake) and if you stick along the northern wall of the inner structure you'd have some degree of cover from Red and Orange if they were to hear one of you. Moving around much further (such as towards the front of the entire structure) will require people to make Stealth checks as normal - though Blue will get penalties to his Perception to notice you as long as he's asleep :3
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Relaxing a bit upon hearing the snoring of the closest archer, Styrian quickly beckons for the rest of the group to move forward. Koani, Blarg, Bon Jon, Bartimaeus and even Tupp all come slinking up the hillside through the bushes like snakes in the grass, easily reaching the breach in the wall without any of the archers noticing.
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Adjusted everyone's positions on the map and now everyone can see the same sight as described to Styrian in my previous post. Your move!

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I've never done stealth before, this is tense. :)
Tupp is uncertain how to proceed and, for the first time in his life, wishes he'd read a book or two. There must be something about infiltrating secret lairs in that pile of books Sori got me. Gaah! If only they weren't all so dusty and boring. Gripping his sword tight, he glances nervously to his left and right, then takes a few tentative steps towards the east.
Stealth: 1d20 + 1 ⇒ (18) + 1 = 19 Don't know if we still have a bonus.
__
What do y'all want to do? I'm thinking we should just try and get into the inner building if we can and leave the guards on the wall alone. I've rolled for an attempt to get to the east side of the inner wall and look for a door inside, but I'm fine with whatever the majority decides.

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Styrian agrees we should keep trying to gain entrance to the inner building. He'd suggest that one of our stealthier members (Koani or Bon Jon I'm guessing) peek around the corners and look for a door along either the east or west sides of the building.

GM Ladile |

Red Perc.: 1d20 + 5 ⇒ (1) + 5 = 6
Blue Perc.: 1d20 + 5 ⇒ (17) + 5 = 22
Orange Perc.: 1d20 + 5 ⇒ (2) + 5 = 7
Uncertain but never one to let a little uncertainty stop him, Tupp hustles through the hole in the wall and over next to the northern wall of the inner structure. From up above, the snoring archer snorts in his sleep and mumbles something unintelligible...but otherwise doesn't seem to stir.
________
Moved Tupp as close to the eastern inner wall as I could with his movement speed! On Stealth checks, now that you're close enough that the other archers could potentially hear you, it's easier for me to keep track if you roll your Stealth checks normally; the result you get is what Red, Yellow, and Orange would have to beat on their Perception checks to spot/hear you. The result you get + 10 is what Blue would have to make on his Perception check to wake up/spot you. Does that make sense? :)

Sori, Tupp's Guide |

Makes sense to me. :)
Sensing that everyone is a little reticent to travel any further into the keep, Sori decides to take matters into her own talons. "You wait here, Tupp. I'll have a quick look around the corner." She whispers as she shakes her wings free of Tupp's hair. "Stay very quiet." With that, she takes flight around the corner, cringing slightly as Tupp calls after her. "Okay, but be careful, Sor!"
Stealth: 1d20 + 14 ⇒ (1) + 14 = 15
Doh! There was me thinking this was the safe option. Sorry folks.

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Koani sees the little bird flying away, and follows at a distance, ready to help if she is spotted. She orders Blarg to guard Styrian, which should keep him out of trouble, but get him involved in the fight if needed.
stealth: 1d20 + 4 ⇒ (15) + 4 = 19 Does that +10 still apply, or was that only earlier?
I'm not moving myself on the map since I don't know at what stage we might be spotted.

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Looks to be a bit more serious now... I'll let the others venture forth before following when they signal such. Nervous, Bartimaeus' grip on the wand tightens and his knuckles go white.

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Bon Jon attempts to creep forward as stealthily as possible.
Stealth: 1d20 + 6 ⇒ (12) + 6 = 18
Moved my icon up to be alongside the lead icon. Do we see anything of note from there?

GM Ladile |

Re: the +10 on Stealth - See my previous post for how I'm handling that :)
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While Blarg is left to guard Styrian and Bart, Bon Jon, Koani, and Sori all creep forward as quietly as they can. Bon Jon joins Tupp next to the inner wall while Sori takes wing and flies around the corner to the east, followed by Koani peeking her head around the same corner. Both of them can see that the eastern wall of this inner structure continues running to the south for some distance before turning a corner to the west. More importantly, they can see that there's a gap about halfway down the wall - likely doorway into the inner structure. There's also a ladder leading up to the outer wall where the archers stand watch, completely unaware of the group as they creep along down below.
________
Btw Sori, how high up are you flying?

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Styrian thinks to himself I was hoping for more cover when we entered these walls. No matter, once the others indicate an entrance I can use the same trick to follow behind undetected.
If any of the scouts point out and suggest the entrance, Styrian is prepared to follow, taking up the rear and using his vanish again. If it looks like the group is making a move he will motion Bartimaeus ahead and try and nudge Blarg after Koani before taking up the rear guard invisibly. Alternatively, if anyone in the front motions for Styrian to take a lead he will similarly make for the door invisibly ahead of the rest.

Sori, Tupp's Guide |

She's only a couple of feet off the ground, sort of Tupp's head height. :)
Sori gives a couple of quick flaps to gather height and speed, then glides swiftly around the corner, landing lightly in front of what she hopes is the entrance. With a quick hop, she turns around and waves a wing at Koani.
Hopefully she's waving the all clear and calling for everyone to move up.
Stealth: 1d20 + 14 ⇒ (11) + 14 = 25

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Tupp does what he's told and stays perfectly still, pressing his back against the wall. Think quiet thoughts... Be like a snail, in and out without a sound. Unconsciously holding his breath, Tupp keeps a keen eye on the top of the wall in front of him, just in case the sleeping guard stirs from his slumber.
If it's all clear, Tupp will move up with the others.
Stealth; Guidance: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10

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Bon Jon will silently signal to the others about the entrance and will wait for them to catch up before attempting to stealth through the entrance.
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26

GM Ladile |

Red Perc.: 1d20 + 5 ⇒ (12) + 5 = 17
Orange Perc.: 1d20 + 5 ⇒ (15) + 5 = 20
Yellow Perc.: 1d20 + 5 ⇒ (19) + 5 = 24
Blue Perc.: 1d20 + 5 ⇒ (7) + 5 = 12
Sori flutters along the eastern wall towards the entrance to the inner structure and peers inside. This open courtyard is paved with flagstones and relatively free of debris. Statues ring the central open area, each depicting a tiger-headed man in a martial arts stance. Behind the statues are four sets of stairs. The stairs to the north descend into darkness, and the stairs on the south side appear to have once led upward, but have collapsed in a heap.
While it might be a little more difficult for the human eye to spot, your sharp little bird eyes see all. Two of the three northernmost statues aren't statues at all but men! They seem to be wearing masks and gray robes, allowing them to blend in almost seamlessly with the actual statues. Their eyes are closed and they stand perfectly still, almost as if in a trance or deep meditation.
________
*cough* Please to be pretending that the rest of you can't see the revealed section of the map just yet - only Sori can and given what she sees I won't hold you guys to those stealth checks just yet ;)

Sori, Tupp's Guide |

Sori's little wings wave emphatically for the rest of the group to not enter the doorway. At the same time Tupp grips his so tightly, his hands turn white, a sudden wave of anxiety hitting him from his inexplicable link with Sori. She flies back towards the others, and quietly explains the situation. "There are two more... guards(?) waiting inside. They seem to be in a trance, but if we head in now, we face being surrounded and in very real danger." She whispers in ears. "I fear we need to deal with the bowmen first."
Stealth: 1d20 + 14 ⇒ (5) + 14 = 19
Not sure if you want to risk it if there's no roof, we could be in trouble when the guards snap out of their trance. Anyone fancy scaling the walls or go for a full assault with the hopes of a surprise round?

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Nodding his understanding of the new plan, Styrian moves west along the north face of the inner wall, thinking the party will need to engage on both sides. He'll try and peek around the corner to look for a ladder or stairs. After I spot the way up I can use my spell again to hopefully gain access to the upper levels before they spot us.
Sounds like we should scale the walls and take out the archers I guess. GM do you want new stealth rolls or use the first round we made? Styrian's would be 21 against the sleeping blue since he's not using his spell yet. He'll save it for the danger of climbing a ladder or eneven stairs.

GM Ladile |

After Sori's quick report the group seems to resign themselves to taking care of the archers and they quickly huddle to work out a plan of attack. Styrian moves to the northwestern corner of the inner courtyard and peers around, spotting a set of stone stairs that lead up to the walkway above.
Meanwhile, Koani glances around to see if she can work the terrain to her advantage...and to her relief and satisfaction, she realizes that doing so shouldn't be a problem at all for someone of her talents.
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Hmm...to make it fair, I'll let everyone reroll their stealth check if they want to or you can keep your most recent roll, whichever you prefer. And to answer Koani's question more directly - oh my yes, this is a crumbling ruin that these bandits have chosen for their lair so even after clearing out the worst of it there's still plenty of grass and vines and other flora poking through the cracks all about.
So, sounds like you're going to try and get as close to the archers as you can and then take them out? I have an idea of what Styrian will be doing but go ahead and fill out this plan for me and we'll kick things into gear :)

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Styrian's has potentially three options to fit into everyone's plans:
Use Sudden Speed and Vanish to get up the southwest stairs undetected quickly.
Use Sudden Speed and Shield to get up the southwest stairs quickly and tank some arrows while people catch up.
New favorite: Use Enlarge Person and a glaive for 20 feet of reach to attack archers from the ground. I think you said it was at most 15 feet high? If we open with it Styrian could probably execute a coup de grace safely on the blue guy since he's sleeping. I think it works with a reach weapon, since the rules dont say anything about adjacent except for a bow/crossbow, but not positive.
Maybe archers can focus down the solo east guy (orange) while melee works their way up the southwest stairs?

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Tupp smiles as Sori lands back on his head, and he starts edging himself closer to Styrian. Take out the archers quickly, jump back down, protect the old man from the retaliation of spaced out guards... Easy! Holding his sword point down, and behind to make running easier, the little swordsman prepares himself for the battle to come.
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I like how you think Styrian! If you're able to hit people on the walls while enlarged, I think that sounds both fun and incredibly useful. I'm all for Koani and Bart start on orange, while Bon jon and I charge for the stair, and Styrian plays sweeper filling in where he is needed either above or below with his reach. Entangle is likely to come in extremely handy too. :)

GM Ladile |
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Okay, it's party time!
Blue Perc.: 1d20 + 5 ⇒ (6) + 5 = 11
Orange Perc.: 1d20 + 5 ⇒ (18) + 5 = 23
Red Perc.: 1d20 + 5 ⇒ (4) + 5 = 9
Bartimaeus Init: 1d20 + 5 ⇒ (18) + 5 = 23
Tupp Init: 1d20 + 1 ⇒ (20) + 1 = 21
Koani Init: 1d20 + 4 ⇒ (13) + 4 = 17
Styrian Init: 1d20 + 1 ⇒ (12) + 1 = 13
BJB Init: 1d20 + 2 ⇒ (8) + 2 = 10
Blarg Init: 1d20 + 3 ⇒ (19) + 3 = 22
Red: 1d20 + 2 ⇒ (12) + 2 = 14
Orange: 1d20 + 2 ⇒ (6) + 2 = 8
Yellow: 1d20 + 2 ⇒ (16) + 2 = 18
Blue: 1d20 + 2 ⇒ (6) + 2 = 8
After huddling together and coming up with a plan, Styrian quietly enlarges himself while the rest of the group gets into position. Koani and Bart edge towards the northeastern corner while Tupp and Bon Jon ready to charge for the stairs. Blarg, instructed to guard Tupp, obediently trots along behind the halfling as he gets into position. And then, just as the group begins to spring into action, Bart accidentally kicks a small piece of rubble and Orange turns - his eyes widening with surprise as he sees the portly wizard and elven lass looking back at him!
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Surprise Round
Bartimaeus (Mage Armor)
Blarg
Tupp
Koani
Styrian (Enlarge Person)
Bon Jon
========
Orange
Active Conditions: None
Everyone is UP!
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I tried to get everyone placed roughly where it would make the most sense based on the plan you guys came up with. Remember, you may make one Move Action or one Standard Action during a Surprise Round. And Styrian - yep, the walls are only 15 feet high so I'll allow you to stab at people from down below while you're enlarged!

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Styrian grows in size right before his turn begins and attacks the blue archer who will take longest for the rest of melee to reach.
Glaive Attack: 1d20 + 6 + 1 - 1 ⇒ (2) + 6 + 1 - 1 = 8
Slashing Damage: 2d8 + 6 + 1 ⇒ (3, 2) + 6 + 1 = 12
Despite his greater size, his reach to the ledge is slightly awkward and makes it difficult to hit his target.
If blue wakes up and stands up here's my AoO
Glaive Attack: 1d20 + 6 + 1 - 1 ⇒ (3) + 6 + 1 - 1 = 9
Slashing Damage: 2d8 + 6 + 1 ⇒ (7, 3) + 6 + 1 = 17
ugh are you kidding me... And despite likely not hitting Styrian loses his concealment.

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As soon as the rubble is kicked, Tupp shoots off around the corner, "Come on Blaarg!" He calls, running as fast as he can in all his armour, the tip of his sword almost scraping along the ground behind him. "It's time to show these people that crime doesn't pay."
___
Move action, 20'.

GM Ladile |

Hmm...Styrian, I just remembered that you expressed a desire to try and CdG Blue while he sleeps. If you like, I can allow you to start that during the surprise round and have it conclude when your turn comes around on Round 1 if you prefer?
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While Styrian swings his glaive up at the sleeping Blue, Tupp breaks from the cover of the wall and hustles around the corner towards the stairs with Blarg following right behind him!
________
Surprise Round
Bartimaeus (Mage Armor)
Blarg
Tupp
Koani
Styrian (Enlarge Person)
Bon Jon
========
Orange
Active Conditions: None
Bart, Koani and Bon Jon are UP!

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Thanks that sounds better than the Flurry of Misses (tm) that I've got going heh
Coup de Grace Crit Damage: 6d8 + 18 + 3 ⇒ (3, 7, 1, 5, 6, 1) + 18 + 3 = 44
If he somehow survives that there's some massive fortitude or die as well
Styrian winces at the execution, but realizes that the foe would die anyway, and in a more painful way. Going out in one's sleep seems a pleasanter death than most receive.

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Bartimaeus' jaw drops as he knocks over the piece of rubble. How embarrassing, we must act now! I shall endeavor to do better on the next go... "I hope that lizard of yours is as vicious as it looks madam!" he says as he steps to the side and slings a bolt of force at the Orange Archer.
________
Magic Missile vs Orange: 1d4 + 1 ⇒ (1) + 1 = 2

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Sorry to be slow to post - currently traveling with family - will post when I get a chance but the next few days are a bit hectic.
I'm a bit confused about where things stand. We are currently in a surprise round, attempting to take out the archers on the walls, yes? Blue has been CdG'ed and it looks like Orange has likely taken a bunch of dmg as well and Red and Yellow have not been harmed, correct? Also, am I (in character) aware that there are Green and Purple inside the fort? Lastly, in order to get up to Red and Yellow, is the only access from the stairs in the NW corner of the screen?
Bon Jon will 5' forward and use the composite shortbow that he took earlier to try to take the Red archer unawares.
Comp. Shortbow, nonproficient, vs. flat-footed: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3

GM Ladile |

No worries Bon Jon! Yes, this is currently a Surprise Round as you've more or less gotten the drop on all the archers but one. Blue and Orange are indeed uh...well, you'll see as you read down; Red and Yellow haven't been harmed. In-character, everyone is aware of Green and Purple inside as Sori spotted them doing recon and fell back to tell Tupp and the rest of you; Sori also noted that they seemed to be in some sort of trance or meditation. And yes, the stairs are currently the only way to reach Red and Yellow short of climbing up the wall.
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Koani and Bart both step out from around their corner and fire in unison upon the startled Orange; Koani's arrow sinks deeply into the man's ribs, leaving him staggered and gasping for air. Mercifully, Bart's missile then strikes him in the chest and the archer topples down atop the wall, unmoving.
Bon Jon steps around the corner that Tupp and Blarg just bolted around and takes aim at Red with his shortbow, managing to graze the archer's shoulder as the man yelps with pain and surprise!
Having taken careful aim at Blue's most vital bits, Styrian delivers a fatal slashing blow to the sleeping man, ensuring that he'll now sleep forever.
________
Round 1
Bartimaeus (Mage Armor)
Blarg
Tupp
========
Yellow Archer
========
Koani
========
Red Archer (-3)
========
Styrian (Enlarge Person)
Bon Jon
Active Conditions: None
Bart, Blarg and Tupp are UP!