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Maps flicks his wrist and a wand falls into his hand. Waving it, he speaks an arcane command word, then tucks the wand back into the sheath hidden up his sleeve.
Swift action to retrieve wand of Shield from spring-loaded wrist sheath, standard action to activate, then move action to replace in sheath.

GM Aarvid |

Surprise Round:
As the Flinders unlocks the door and opens, Varg steps into the hall followed by Zantir. The rest the group draws weapons and wands to storm the townhouse.
AlanBaird: 1d20 + 3 ⇒ (20) + 3 = 23
Flinders: 1d20 + 2 ⇒ (3) + 2 = 5
Maps: 1d20 + 6 ⇒ (2) + 6 = 8
Varg: 1d20 + 2 ⇒ (7) + 2 = 9
Zantir: 1d20 + 3 ⇒ (5) + 3 = 8
Zynep: 1d20 + 2 ⇒ (7) + 2 = 9
gm: 1d20 + 5 ⇒ (20) + 5 = 25
gm: 1d20 + 5 ⇒ (14) + 5 = 19
====Initiative Round 1====
23-Alan Baird
9-Varg
9-Zynep
8-Maps
8-Zantir
5-Flinders
Alan Baird is up

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Alan will move into position 10' away with the rope dart coiling it around his body and arms ready to strike at a moments notice.
Total Defense +6 AC (4 dodge total defense, 1 dodge from feat, 1 from blocking quality of the rope dart)
Edit: move me wherever is most appropriate. Can't acres with my phone at the moment.

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Round 1, AC: 18, HP: 38/38 (Cannot Move Icon at work - please move for me based on description below.
Varg will move quickly down the hall and stop at the opening, looking East first and then West. If a foe presents himself, then he will attack with his great axe at the end of his movement of 40'.
Come out, come out, wherever ya are.
Axe ATT: 1d20 + 8 ⇒ (7) + 8 = 15
Axe DAM: 1d12 + 7 ⇒ (3) + 7 = 10

GM Aarvid |

Alan moves up defensively, stopping 10' from the inside of the doorway ready to strike.
You all hear a shout "Go! Go! We will hold them here!" from the room to the right, followed by movement.
Varg moves up and sees into both side rooms. He immediately spots a pair of human mercenaries waiting inside the door to the right.
They both swing around the corner (cover) at him with their readied longswords...
attack: 1d20 + 7 ⇒ (11) + 7 = 18 for dmg: 1d8 + 2 ⇒ (3) + 2 = 5
attack: 1d20 + 7 ⇒ (2) + 7 = 9 for dmg: 1d8 + 2 ⇒ (8) + 2 = 10
With one nearly hitting Varg except for the sword glancing off the door at the last second.
Varg, you can swing from the hall (with cover) or move in. Either way, the barbarian's mighty swing fails to connect with the mercenary.
Zynep is up

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Zynep looks into the townhouse. She takes time to appreciate the wall coverings and house structure. She leans on Zantir's shoulder, seductively whispering in his ear,
"Be a dear and take care of the problem in there. Doorway battles can be such a bore and I'm gathering a chill."
A blue energy radiates from Zynep's hand. Suddenly there are two Zantir's standing before the group.
5' step next to Zantir. Standard Action: Copy Cat on Zantir.

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Close-quarters combat is far from his forte, but Maps joins the fight nonetheless. Drawing his handaxe, he moves into the structure and slides past Alan and Varg to take up position at the barbarian's back.
I can't adjust the map either. Please place me in that other room just left of Varg.

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I would love to have two of me around, but I think Copy Cat only works on yourself.
Zantir focuses (Controlled Rage +4 Dex), and then dances into the room past the thugs.
Acrobatics: 1d20 + 10 ⇒ (8) + 10 = 18
Attack: 1d20 + 8 ⇒ (1) + 8 = 9, fail.
Put me right south of Varg.

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Caravan bond allows me to use my domain powers on anybody in my caravan within 30'. If the GM & players don't mind, I can move the characters on the map if other people are unable to do so. I will admit, I have already done so on battle map.

GM Aarvid |

I do not mind if other players do not mind. Just let me know if you object, and I can move them for you. Note, if Varg moves completely into the room, he will take a pair of AoO as he passes by the two defenders.
attack: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 for dmg: 1d8 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 for dmg: 1d8 + 2 ⇒ (4) + 2 = 6
One mercenary scores a slash on the sholder of the barbarian as he moves past. 6hp dmg on Varg

GM Aarvid |

Zynep makes a copy of Zantir (as if one was not enough already).
Maps, I am not sure if where your token is on the map is what you intended. Let me know if you meant the other room with the warriors.
Both Zantir's dance past the mercenaries....but he fails to connect with his weapon during his spin. Zantir and Varg both notice an open trap door in the southern corner of the room.
Flinders tries to trip one of the warriors, but does not quite manage to bring him down (barring any other bonuses I am not seeing).
Barring any change to Map's location on the map...we are up to round 2
====Initiative Round 2 ====
23-Alan Baird
19-Warriors
9-Varg
9-Zynep
8-Maps
8-Zantir
5-Flinders
Alan is up again...

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Can I see if there is a ladder down the trap door or how far of a drop it is?

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Alan moves up and attempts to strike the merc in his chest with the ball of his foot. [ooc]Fighting defensively +4 AC, nonlethal attacks.1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7 You know you can walk out of here alive. You are outnumbered 3 to 1 lay down your weapons and no harm will come to you. diplomacy: 1d20 - 2 ⇒ (14) - 2 = 12

GM Aarvid |

Alan misses the merc with his kick. The man laughs at Alan and replies...
Hah, you do not know who you are dealing with here!
Both swing (with flank) at the monk...
attack: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 for dmg: 1d8 + 2 ⇒ (8) + 2 = 10
attack: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 for dmg: 1d8 + 2 ⇒ (4) + 2 = 6
Dropping him...as both blades of fine steel strike through his defenses...
Make sure I am not missing any AC bonuses besides the +4 defense
They turn their attention to the crazed barbarian next...
"Bring it big boy!"

GM Aarvid |

Zantir - you cannot see down the trapdoor from your current location
Alan is prone and bleeding...
Varg is up.

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Seeing Alan fall, Maps slides past Flinders and tumbles into the room to crouch defensively over the monk.
"Flank him Zantir!" He calls, nodding to the warrior to his right, waiting for his companion to coordinate before taking a swipe with his axe.
Acrobatics to avoid AoOs: 1d20 + 10 ⇒ (4) + 10 = 14 Can they threaten the hallway from behind cover? If so can I claim a bonus to AC from cover too?
Attacking defensively - +3 AC (which brings Maps to AC 26 for this round).
Handaxe Attack with -4 factored in: 1d20 + 1 ⇒ (17) + 1 = 18 Add +2 if flanking
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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Round 2, AC: 16 (Rage), HP: 38/44 (Rage), Rage Round 1, Power Att
Varg screams as he flies into a rage and attempts to separate the northern-most Mercenary's head from his body as spittle flies!
AAAAAARRRGGGHH!
Axe ATT: 1d20 + 8 + 2 - 1 ⇒ (13) + 8 + 2 - 1 = 22
Axe DAM: 1d12 + 7 + 3 + 3 ⇒ (4) + 7 + 3 + 3 = 17

GM Aarvid |

The warrior has a look of concern like he just poked a beehive.
Varg's axe rips through the warrior's armor and blood gushes from his shoulder as he lets out a howl of pain.
Maps tumbles into the flanked position between the two warriors without problem, standing over Alan.
Maps, no Aoo into the hallway due to cover. I will assume you ready until Zantir goes/moves...
9-Zynep
8+Maps (readied)
8-Zantir

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Zantir tumbles around the box to set up a flank with Maps.
Acrobatics: 1d20 + 10 ⇒ (8) + 10 = 18
No, it is you who do not know who you are dealing with. Have at thee!
Attack: 1d20 + 8 ⇒ (14) + 8 = 22, Damage: 1d6 + 5 ⇒ (2) + 5 = 7

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Zyenp casually walks into the townhouse as if she were an invited guest. Her fingers guide across walls feeling every crack and bump. When she gets next to Finders holding the whip, she gently coaches, "More wrist. It is all in the wrist."
Seeing how the east room is getting crowded, Zynep ends her turn in the west room. She then shouts with a twinkle of her fingers, "Cleaver, your axe is bloody, good. Keep it up."
Move action: Move into the house. Standard action: Bit of Luck on Verg

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Seeing the room to his right becoming very congested, Flinders flicks his wrist and a shiny, new looking wand appears in his hand. He reaches down and taps Alan with it. Master Monk, you have the esteemed honor of being the recipient of the first use of this wand. He says with a wry smile.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

GM Aarvid |

Zantir tumbles around the southern warrior...and neatly slices into his torso, finding a seam in his chain armor.
Meanwhile, Maps, ready for the move, strikes the same guard from the other side with his handax and also connects.
Damages noted. The south one looks almost as worried as the one facing Varg.
Zynep touches Verg for luck.
Flinders touches Alan with a shiney new happy stick...stopping the bleeding.
Alan is conscious but prone...
====Initiative Round 3 ====
23-Alan Baird
19-Warriors
9-Varg
9-Zynep
8-Maps
8-Zantir
5-Flinders

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Alan gaining consciousness quickly reassesses the situation and notices that he must still be in combat. Reacting with the quickness of a snake grabs the mercenaries leg with his feet hooking the heel with his foot while pressing at the knee with his other.grapple: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20

GM Aarvid |

Grapple is successful...which one were you grabbing? North or south? .
Alan grabs the legs of one of the mercenaries...

GM Aarvid |

The mercenaries are beginning to see the tables starting to turn....
"I said....let go! " as he chops down on the prone Alan grabbing his shield arm and leg....
longsword: 1d20 + 7 + 2 - 2 - 1 ⇒ (2) + 7 + 2 - 2 - 1 = 8 damage : 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
But he misses the monk...
Meanwhile, the other warrior tries to slash the barbarian with a wide sweeping cut to Varg's head...
longsword: 1d20 + 7 ⇒ (4) + 7 = 11 damage : 1d8 + 3 ⇒ (4) + 3 = 7
But miscalculates, and misses with a whoosh.
Varg is up...and the southern of the two warriors is grappled...

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Round 3, AC: 16 (Rage), HP: 38/44 (Rage), Rage Round 2, Power Att, Bit of Luck
Feeling extremely lucky, yet still enraged, Varg swings again at the northern mercenary.
Axe ATT: 1d20 + 8 + 2 - 1 ⇒ (9) + 8 + 2 - 1 = 18
Luck Axe ATT: 1d20 + 8 + 2 - 1 ⇒ (17) + 8 + 2 - 1 = 26
Axe DAM: 1d12 + 7 + 3 + 3 ⇒ (4) + 7 + 3 + 3 = 17

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"Good work boys. We'll have meat for the dogs tonight!"
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Zynep is looking around the room for the weapons she needs to confiscate.
Maps is up, and probably needs to get off of Alan =v)

GM Aarvid |

With a very lucky swing, the barbarian connects on the north warrior and almost knocks him into the wall. With that, he drops his sword and does not look to have much desire to fight...
The southern warrior is still tangled up by the monk...and yes, Maps will need to shift...

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If Alan is grappling the southern warrior doesn't he share that space? If not, Maps will move through Varg ending up in the square below him.
Maps circles Alan and the warrior he grapples with, awkwardly slashing with his axe and almost injuring himself in the attempt.
Axe attack: 1d20 + 4 ⇒ (1) + 4 = 5
Axe damage: 1d6 + 2 ⇒ (2) + 2 = 4

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Zantir yawns a bit. With all your big talk, the least you could do would be to give us a fight, rather than a training exercise.
Ending Rage.
Attck: 1d20 + 6 + 2 - 1 ⇒ (11) + 6 + 2 - 1 = 18, Damage: 1d6 + 3 - 1 ⇒ (3) + 3 - 1 = 5.

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Flinders tries to bring the remaining man down with his whip.
Whip Trip: 1d20 + 3 ⇒ (20) + 3 = 23
Can you trip someone who is grappled?
Flinders looks back over his shoulder, with a smile, at Zynep. Yes, in the wrist. I see what you mean.

GM Aarvid |

Zantir slashes the grappled warrior...drawing another small line of blood.
Flinders neatly wraps his whip around the warrior, pulling him down to the ground.
====Initiative Round 4 ====
23-Alan Baird
19-Warriors
9-Varg
9-Zynep
8-Maps
8-Zantir
5-Flinders

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I suggest you surrender before your head goes rolling across the floor. He's really good at that sort of thing. Zantir motions of Varg. Now, if you have a death wish, I guess that's your own fault, but considering you are on the ground, held down, surrounded, and wounded you may wish to think better of you immediate course of action.

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Alan continues his hold onto the mercenary sinking his hold a little bit deeper in order to inflict a little more pain. We only want information. That and to give you a bit of coin to leave with your life. Meet with Amara Li and it is yours, or would you like to meet Pharasma like your friend?
if it goes to needing dice
maintain grapple: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16
inflict damage, nonlethal: 1d20 + 5 + 5 ⇒ (11) + 5 + 5 = 21
damage: 1d6 + 3 ⇒ (2) + 3 = 5

GM Aarvid |

here is where I get fuzzy on the grapple rules - so he is grappled and prone with normal CMD=17.
So by my reading, either both Alan and foe have -4 dex (and CMB/CMD) or only in regards to non-grapple actions? This is for future reference, since will not matter in this fight at this point...
Being grappled, prone and surrounded and his friend giving up...he has lost his nerve as well...
"Ok, ok, you got me. We are just hired hands and were told to keep anyone from entering. That is all we know."
Both of them drop their weapons and put their hands up (at least as much as they are able).