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Oops, sorry about not rolling the Will save. By rights, it should have been that first 3 I rolled, then the 8 would be my Acrobatics roll. With misfortune, I would still have hit with consecutive 20's, but the rolls below suggest I would not have confirmed the crit. Retcon if you want, I'd understand.
Crit confirm, PBS: 1d20 + 2 ⇒ (8) + 2 = 10
Longbow damage: 2d8 + 2 ⇒ (4, 4) + 2 = 10
Crit confirm, PBS: 1d20 + 2 ⇒ (15) + 2 = 17
Longbow damage: 2d8 + 2 ⇒ (8, 7) + 2 = 17

DM Kludde |

I don't think the outcome is any different, so I'll leave it at that.

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Furrious attacks ferociously, his teeth piercing the flesh of the thug in front of him. The wolf tries to trip his foe while Vardel brings his blade down to finish the thug. "Meet you maker criminal."
Bite: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 1 ⇒ (3) + 1 = 4
Trip: 1d20 + 2 ⇒ (11) + 2 = 13
Attack: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 3 ⇒ (4) + 3 = 7

DM Kludde |

Furrious tears away at the thug in front of him, The awful bite wound that his teeth inflict is paired with the attack of Vardel himself. Taken together, it proves too much for the thug to handle.
Two more thugs left!
---
Delphinia
Prothero
Vardel
Dagon
---
Xeanja - dead
Guard 1
Guard 2 - dead
Guard 3
---

DM Kludde |

Delphinia conjures three sphere of pure force, which spell the end of the guard in front of Vardel. Dagon's claw then rips through the guard in front of the cart. Bleeding heavily, and seeing the day lost, the thug surrenders Please! Please spare my life! I was only carrying out orders...
Combat, and scenario, over
Congratulations, you survived the ambush of Xeanja the wood witch, and made a clean escape from Bloodcove, supplies and all. This is where this part of the adventure stops.
I'll be repairing chronicle sheets now. What I need is day job rolls (however strange that may be in the middle of the jungle) for those who have them.
The next part would be 'Rescue at Azlant Ridge'. I'm open to running that right away. Who of you would want to join on that next part?

DM Kludde |

We next pick up on our party several days northwest of Bloodcove—days of dusty, dirty running and riding as the caravan guide, the scoundrel Raimondo Scevola, whipped his horses and wagon-drivers to go faster, faster! Closing in behind, no more than an hour by horse now, ride dozens of Aspis mercenaries. The adventurer's activities in Bloodcove, it seems, were not as secret as they hoped.
A sudden cry goes up among the wagons, and all eyes look back the way they came. The days-old familiar sight of pursuing horseman has vanished. “They’ve given up the chase!” Raimondo declares and a tired cheer erupts from his caravan.
Busy morning and evening today - more updates to follow

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At Raimondo’s cry, the drovers ease off on their frenzied urging of the horses, and a general sigh of relief can be heard amongst all the members of the caravan. Prothero’s shoulders relax a bit, but his glance continues to drift over his shoulder cautiously, in case the Aspis agents reappear. The man’s coloring – the bronzed skin and brown hair – suggest Taldan birth, and his neatly trimmed beard mark him as being of the noble blood of that land. But his calm, focused demeanor is very different from the typical scheming, simpering attendee of the court of Grand Prince Stavian III, and it is clear he has left that life behind. That, and the fact that he's riding in a cart through the jungles some days' travel from Bloodcove.
As the caravan continues on, Prothero keeps an arrow nocked on his beautiful bow of black wood, and he keeps his eyes slowly scanning their surroundings. He knows the Aspis agents are a devious lot, and that they may have eased off on their pursuit only to give the caravan a false sense of safety before an ambush.

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ON hearing the call from Raimondo the halfling knight slows his grey wolf mount and the dusty, dirty tired pair come to a halt. Vardel dismounts and takes a sip from his water skin and offer the remain to Furrious, who laps up the remains. Small of stature but brave of heart. Small strong and nimble Vardel is far from his home but he goes on without worry for his hometown knowing that the evil creatures that once plagued those lands have been killed or driven away.
The halfling quickly checks his equipment, knowing more than likely the chase hasn't come to an end. Lance, longsword, cold iron morningstar, the blackwood compound longbow, cold iron arrows, his breastplate and shield, all in order. He find the newly acquired wand which heals minor injuries. He tosses it to Elise, "Here, you will have more use for this. My skills are not for healing."
Turning back to the wolf he ask "What do you think old friend, has the pursuit ceased?" Furrious is immediately alert, listening for the sounds and smell of the pursuing horsemen and thier beasts.
Furrious Perception: 1d20 + 1 ⇒ (9) + 1 = 10

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Justin is initially unmentionable; a typical human soldier or guard in chainmail. Sure, he's gone a bit over the top with weapons (Glaive, battle axe, two swords, several daggers, etc), but that is not too uncommon. No bow though.. He's not that big either; not large and imposing like some warrior's strive to be. He does, though, have a lot of upper body strength.
Initially, he seems like a nice guy, but it is not long before he says some rather insulting things. Except... his words were not angry, sly, condescending, or vicious. No, they were just casually tossed in, like he didn't even know what he was saying. While you decide to not be truly offended, he does leave a bad taste in your mouth.
And he talks to his weapons! It is bad enough that cutting things are all he seems to talk about. But he actually talks to his weapons like they are close friends. He carries on whole conversations with them.
Whatever... hopefully he can fight.

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Since apparently we are in the wagon lol
Elise is a slim, but tone girl, maybe 20 years of age.. She has long silver colored hair and is sporting a Holy Symbol of Calistra.. She's wearing an armored coat and has whip, morningstar and light corssbow, along with her pack.. She catches the wand as it is tossed to her.. Smiling.. "Thanks.. I'll put it to good use.."
How many charges does it have so I can keep up with it for you.

DM Kludde |

Init: 1d20 + 2 ⇒ (1) + 2 = 3
Init, Delph: 1d20 + 2 ⇒ (8) + 2 = 10
Init, Justin: 1d20 + 6 ⇒ (4) + 6 = 10
Init, Elisa: 1d20 + 1 ⇒ (8) + 1 = 9
Init, Prot: 1d20 + 4 ⇒ (6) + 4 = 10
Init, Vardel+: 1d20 + 4 ⇒ (15) + 4 = 19
A whistle sounds form the bushes, and the folly of Raimondo becomes apparent: the Consortium has not given up the chase - no - it found a shortcut and managed to surround the adventurers!
A lance-wielding knight and five horsemen, equipped with longbows, appear from the forest.
Surprice round: succeed at a DC 12 Perception check to be able to act
Can everybody see the map (Bloodcove combat map in the header)?
---
Vardel
Justin
Prothero
Delphinia
Elisa
---
Enemies

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Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Prothero easily spots the Aspis ambush as it takes shape, and calls out, "They're back! Three ahead and three behind, ahorse and armed with bows!" He then launches two arrows in rapid succession at the Aspis knight, but his nerves seem to have gotten the best of him, and both shots fly well over their mark.
Flurry with Longbow: 1d20 + 2 ⇒ (8) + 2 = 10
Longbow damage: 1d8 + 2 ⇒ (1) + 2 = 3
Flurry with Longbow: 1d20 + 2 ⇒ (9) + 2 = 11
Longbow damage: 1d8 + 2 ⇒ (4) + 2 = 6

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1d20 + 8 ⇒ (6) + 8 = 14
I cant see the map, but im at work and some sites are blocked.. I'll leave her in the capable dm hands not to make a bad movement choice while at work..
Elise will target the lance wielder with Murderous Command(DC 15) and then use her move action to create a double of herself using Copycat.. Acts as a mirror image

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Perception: 1d20 ⇒ 2
Vardel and Furrious are distracted an neither of the spot the horsemen quickly enough to act. "Foolish, you cannot be so careless. You must be more alert." he chastises himself.
@ Elise: 50 charges. It's brand new.

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Perception: 1d20 - 2 ⇒ (18) - 2 = 16
Justin happened to be looking in the right direction when the horsemen appeared. He smiles as they approach, "Look Glados, horsemen! You like horsemen, don't you?"
I usually play casters, and am bit fuzzy on the finer points of melee, especially surprise rounds. I can move OR attack in the surprise round, right? So let me just say what I want to do and you can tell me how silly it is. He'd like to chuck a chakram (or 2? quickdraw?) at the nearest rider and then ready his glaive for the rider's approach. I assume that is way too much, especially for a surprise round. OR, he'd just grab his glaive and ready for attack (ie, I attack first if they approach, right?)

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You're right about the actions, Justin. Because you have Quick Draw, you can draw and throw one chakram this round or ready your glaive to attack if they come near, which would let you go first when they get near you. But as you guessed, you can't do both.

DM Kludde |

Surprise for Delphinia: 1d20 + 3 ⇒ (9) + 3 = 12
Will save, : 1d20 + 4 ⇒ (5) + 4 = 9
---
Vardel - Surprised
Justin - Ready glaive
Prothero - Arrows
Delphinia
Elisa - MC and Copycat
---
Captain Calgredine
Horseman
Horseman
Horseman
Horseman
Horseman
---

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DMK - Given the range, I'd expect Delphinia to cast magic missile. She doesn't seem to mind when we post for her to keep the game moving, so...
Delphinia's Action
Delphinia raises a slender, gloved hand and two missiles of magical force fly from her fingertips into the knight leading the ambush.
Magic Missile damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7

DM Kludde |

The horsemen fire a volley of arrows at the adventurers. Fortunately, their aim is very much off - only Justin and Delphinia are hit
Delphinia's magic missiles slam into the leader of the horsemen, who is befuddled by Elisa's spell. He charges straight into his companion, impaling him on his lance.
Attack, Vardel: 1d20 + 3 ⇒ (2) + 3 = 5
Attack, Justin: 1d20 + 3 ⇒ (14) + 3 = 171d8 ⇒ 8
Attack, Prothero: 1d20 + 3 ⇒ (8) + 3 = 11
Attack, Elisa: 1d20 + 3 ⇒ (10) + 3 = 13
Attack, Delphinia: 1d20 + 3 ⇒ (15) + 3 = 181d8 ⇒ 6
Lance, charge: 1d20 + 10 ⇒ (11) + 10 = 211d8 + 3 ⇒ (1) + 3 = 4x2
---
Vardel - Surprised
Justin - Ready glaive
Prothero - Arrows
Delphinia
Elisa - MC and Copycat
---
Horseman
Horseman
Horseman
Horseman
Horseman - Dead
Captain Calgredine (7)
---
Vardel
Justin - Takes 8 damage
Prothero
Delphinia - Takes 6 damage
Elisa

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A grim smile breaks across Prothero's face and he says, "Nicely done, Elise! What better way to defeat our foes than have them kill each other?" He then fires two more arrows at the leader, finally finding his range with the second of them. Looking around for a moment, he comments, "If they're not going to charge, we'd do well to get behind the cart or the bushes, make it a little harder for their arrows to find us."
Flurry with Longbow: 1d20 + 2 ⇒ (4) + 2 = 6
Longbow damage: 1d8 + 2 ⇒ (1) + 2 = 3
Flurry with Longbow: 1d20 + 2 ⇒ (19) + 2 = 21
Longbow damage: 1d8 + 2 ⇒ (2) + 2 = 4

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I knew I should have chucked a ring at them :( Oh well.
Justin pounds his chest, "Pansies! That's all you've got? Come here and fight like a man!" Under his breath, he gasps a "thanks" to Elise.
If they aren't going to come to us, Justin will feel he must back up his taunt by charging the leader. I should have bought some better armor. LOL, too late now. Is there a potion of protection from missiles or something?

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Feel free to charge them, Vardel might well join you - but maybe wait until Elise gets the hang of that wand a bit more, so you have a few hit points when you go. If you don't want to charge this round, I'd recommend dropping off the cart to get some cover, so you're a harder target. You can still do that in your remaining actions this turn, since you haven't done anything that takes an action.

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I don't mind you going for me but get the damage correct. She is a blaster and has many applicable feats...damage: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11
Round 2, She doesn't want to waste all of her magic on these peons so acid splash
1d20 + 3 ⇒ (1) + 3 = 41d3 + 1 ⇒ (2) + 1 = 3

DM Kludde |

Elisa had copycat active when she got hit so:
1 for the real elisa: 1d2 ⇒ 1We don't have to change anything.
Also, I've retconned the damage from the MM
Prothero fires a volley of arrows right back at the captain, hitting the confused lance-wielder in the leg. Delphinia adds a blob of acid to the rain, but misses the captain.
---
Vardel
Justin (Cover) - Takes cover
Prothero - Flurry of arrows
Delphinia - Splash
Elisa - Heal
---
Horseman
Horseman
Horseman
Horseman
Horseman - Dead
Captain Calgredine (15)
---

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Vardel withdraws his lance, "Time to end this." "Charge!" he yells, leading Furrious towards the nearest horse man, lowering his lance and taking Aim.
1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 271d6 + 3 ⇒ (5) + 3 = 8 x2 =16 (Lance Charge)

DM Kludde |

Elisa: you didn't get hit. My bad.
Vardel charges into the nearest horseman, and following the example of the enemies' captain, impales the sorry bastard on his lance. One less enemy to care about.
The horsemen return fire with another volley of arrows, while the captain rides around the roadblock, charging Vardel. One of the arrow hits Elisa - the real one, while Vardel also sustains a hit. That's when the captain's charge hits, knocking Vardel off Furrious.
Attack, Elisa: 1d20 + 3 ⇒ (18) + 3 = 211d2 ⇒ 11d8 ⇒ 2
Attack, PC: 1d20 + 3 ⇒ (10) + 3 = 13
Attack, Vardel: 1d20 + 3 ⇒ (18) + 3 = 211d8 ⇒ 2
Charge, Vardel: 1d20 + 10 ⇒ (12) + 10 = 221d8 + 3 ⇒ (7) + 3 = 10x2
Vardel is at -10, you've got two rounds to save him (!)
Vardel, you can take a constitution check at -10 to stabilise (i.e. you must toll 19 or 20)
---
Vardel - the impaler
Justin (Cover) - Takes cover
Prothero - Flurry of arrows
Delphinia - Splash
Elisa - Heal
---
Horseman
Horseman
Horseman
Horseman - Dead
Horseman - Dead
Captain Calgredine (15)
---
Vardel - takes 22 damage
Justin (Cover)
Prothero
Delphinia - takes 7 damage
Elisa - Takes 2 damage

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With out being able to see the map i have no clue how far Vardel is from me.. If he is within 30' she can channel..
Elise drops off the wagon to take cover from the arrow fire and channel heals her companions.. Using selective channel to negate heals to the captain and one of the dead guys..
Channel: 1d6 ⇒ 3
She still has her double as well..

DM Kludde |

Elisa takes cover and channels positive energy, stabilising Vardel - who is just in range.
Vardel at -7, and stable. Everyone else healed for 3 hp.
---
Vardel - Stable, unconscious, -7
Justin (Cover)
Prothero
Delphinia
Elisa (Cover)
---
Horseman
Horseman
Horseman
Horseman - Dead
Horseman - Dead
Captain Calgredine (15)
---

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Elise - Vardel is about 50' away. You could move 20' towards him and get him in a channel that would include the rest of the party. You'd be a little bit more exposed than you are now, but you'd still be at least 20' from the nearest horseman.
Prothero sees the horrible damage done to Vardel and sees that things have taken a serious turn. He clambers past his companions on the wagon and drops off the side away from the Aspis attackers, then fires a single arrow at the closer rider to the south.
Move to bottom square on right side of wagon (I assume the whole box represents the wagon), arrow at right-hand rider to the south.
Longbow attack: 1d20 + 3 ⇒ (10) + 3 = 13
Longbow damage: 1d8 + 2 ⇒ (8) + 2 = 10

DM Kludde |

Ah, yes -- circles. She'd need to move to steps SW - until further notice I'm assuming she does that.
Also, yes, let's take that dotted outline as the cart.
Prothero's lone arrow cleaves the air, and hit the leather padding of the horseman - unfortunately without causing any damage.
---
Vardel - Stable, unconscious, -7
Justin (Cover)
Prothero (Cover) - Arrow
Delphinia
Elisa
---
Horseman
Horseman
Horseman
Horseman - Dead
Horseman - Dead
Captain Calgredine (15)
---

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Furrious whines as he sees his master fall to the ground. He licks his face taking up a defensive posture near the body, unlikely to let anyone (including members of the party) near him.

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Wow, I've been totally useless so far.
Justin runs toward the nearest horsemen, but he cannot rack them. He chooses a path that keeps him between the healer and the horsemen, hoping to at least provide her some concealment. He pulls out Lucy and Ethel.
-Posted with Wayfinder

DM Kludde |

You gotta give me a target, Delphinia!
1-3: Horseman from left to right, 4: Captain: 1d4 ⇒ 4
The three balls of flame, evoked by Delphinia, sear the air and they flash by. The impact flings captain calgredine of his horse. The horse runs off while the captain lies bleeding on the forest soil.
Seeing the demise of their captain the remaining horsemen turn their tails and flee.
Combat over!

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"Well, I'm glad they'd no guts without their leader, that fight wasn't going as well as I'd hoped," offers Prothero. He moves over toward the fallen captain, saying, "Elise, do you think you can patch Vardel up? I'll see that their leader is out of the picture."
He approaches Calgredine's body and searches it.