Caith Skullcrusher |
"What's this mist? And why is it talking to us?"
I'd better not charge straight into something I'm not aware of what's going on..better to wait and see what comes out of it first
Caith will ready to headbutt (With the dwarf helmet so normal weapon attack) anything that comes near us.
Readied attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage if hit: 1d6 + 4 ⇒ (5) + 4 = 9
GM Beman |
A rage-filled Halfling with a wild, handlebar mustache emerges from the mist, stopping just short of Caith & the Kid. Caith greets the little one with a hearty headbut; and the Halfling returns the favor with his greataxe. Swinging wildly the Halfling (thankfully) misses; but proves that he is a force to be reckoned with. The two women in the party move up to face the Pathfinders.
Rage, Power Attack: 1d20 + 4 ⇒ (7) + 4 = 11, Damage: 1d10 + 6 ⇒ (10) + 6 = 16
Initiative Order
Larkin
Caith
Ledford (-9hp)
Hallie
Deandre
Drusilla
Longstreet
Thorleif
Everyone but Caith is up!
The Longstreet Kid |
Ohsheetohhhsheetohhhsheet, the kid wails, dismayed to be so close to a great axe.
He lashes out at the halfling with his rapier.
Attack 1d20 + 2 ⇒ (4) + 2 = 6
Damage 1d6 + 1 ⇒ (3) + 1 = 4
Lady Drusilla D'Alazario |
"Oh dearie, that juvenile delinquent looks dangerous, waving that axe in that manner. Master Skullcrusher, would you kindly use your head on that one."
Analysing the situation, Lady Drusilla keeps herself out from the wild melee for now.
Advice, +1 atk/dmg everyone. So with Bless that's +2
Caith Skullcrusher |
Caith grabs the handlebars on the halflings mustache and uses them to provide extra momentum for the headbutt he's slamming down hard on top of the halfling;s skull.
To hit Ledford: 1d20 + 4 + 1 + 1 ⇒ (18) + 4 + 1 + 1 = 24 Damage if hit: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
(Normal attack using the dwarf helmet, with bless and advice)
GM Beman |
Ledford hits the ground with a thud after Caith's second headbut. A distraught Hallie sends a bolt of force at Caith in retaliation before backing up nervously. MM: 1d4 + 1 ⇒ (1) + 1 = 2
"You fool!" Deandre exclaims at the bleeding halfling. She backs up 10 feet and readies an attack.
Drusilla, Thorleif & The Kid are up!
Lady Drusilla D'Alazario |
Despite her elderly looks, Drusilla moves swiftly to Hallie, and grabs the spellcaster by the ear.
Grapple, feat+advice+bless: 1d20 + 4 ⇒ (10) + 4 = 14
Hallie is grappled; -4 DEX, -2 Attack, cannot move, Cannot spells with somatic components (and must succeed concentration for other spells)
Lady Drusilla is grappled; -4 DEX, -2 Attack, cannot move
The spellcaster bends over as Lady Drusilla twists her ear. "Listen now, you tart... Lurking here in the alley, waiting to rob some innocent passer-by, are you not? Go home and learn some manners, I say!"
"Oh you..", Lady Drusilla says looking at her companions, "Just keep doing whatever you are doing. I'm sure you'll do splendid job"
And that's my last round of Advice... still +2 Atk/Dmg with Bless
Lady Drusilla D'Alazario |
Dang, forgot the map altogether.. I was playing in another game without maps... My mistake, let it roll. I hope Thorleif has some healing ready :P
GM Beman |
Fear not...my dice have been gentle thus far!
As the kid makes certain that Ledford is Deadford, Thorleif sinks an arrow into Deandre's shoulder. Lady Drusilla, who has had quite enough of this foolishness, attempts to glide past the immediate two foes in order to give the caster hiding in the back a stern talking to. She takes a nasty cut from the rogue to the north but manages to sail by Deandre's attack and grabs the caster by the ear!
Larkin moves in to slash once again at Drusilla but his rapier can not find its mark a third time. Caith is up.
Round 3
Larkin
Caith
Hallie
Deandre (-5)
Drusilla (-8)
Longstreet
Thorleif
Deandre's Readied Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Deandre's AoO: 1d20 + 2 ⇒ (3) + 2 = 5
Larkin's AoO: 1d20 + 2 ⇒ (20) + 2 = 22, Larkin's Crit Confirm: 1d20 + 2 ⇒ (14) + 2 = 16, Damage: 1d6 + 2 + 1d6 + 2 ⇒ (1) + 2 + (3) + 2 = 8
Larkin's Round 3 Attack: 1d20 + 2 ⇒ (12) + 2 = 14, Damage: 1d6 + 2 + 1d6 + 2 ⇒ (5) + 2 + (6) + 2 = 15
Caith Skullcrusher |
Caith rushes forward pumping his stubby legs as fast as he can and then right in front of Deandre he launches himself into the air..the top of his helmet aimed straight for her chin.
To Hit Deandre's AC: 1d20 + 5 + 2 + 1 + 1 ⇒ (5) + 5 + 2 + 1 + 1 = 14Damage if hit: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 (Charge, with bless and advice)
GM Beman |
Caith finds that Deandre's armor is a bit difficult to penetrate and winds up bouncing off of the cleric. Perhaps more importantly that actually hitting her, Caith has drawn Deandre's attention away from the badly wounded Drusilla. Deandre has just as much trouble getting through Caith's defenses and he had with her; she grimaces in frustration.
"Ouch...you're hurting me!" Hallie whines as Lady Drusilla continues to try to pull her ear off. The Kid is laughing so hard at the sight his attack on Larkin misses by a wide margin.
Drusilla and Thorleif are up.
Attack vs. Caith: 1d20 + 2 ⇒ (7) + 2 = 9, Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Hallie Escape Artist: 1d20 - 2 ⇒ (12) - 2 = 10
Lady Drusilla D'Alazario |
Maintain grapple; bless, Hallie didn't escape: 1d20 + 6 ⇒ (9) + 6 = 15
Lady Drusilla keeps her tight grasp on Hallie, but it is unsure which is more discomforting, the grasp or her constant nagging.
Grapple damage, nonlethal: 1d6 ⇒ 3
Thorleif Storvin |
Thorleif will move up and release a burst of healing energy (using his feat to not include Deandre in the burst).
Healing Burst: 1d6 ⇒ 1
Well, that sucked. Luckily, Thorleif has the Beneficient Touch trait, so I'll use it now to get a free reroll on the burst.
Rerolled healing burst: 1d6 ⇒ 4
Much better. So Drusilla gets 4 hp back.
GM Beman |
Round 4
Larkin
Caith
Hallie (-3, non lethal)
Deandre (-5)
Drusilla
Longstreet
Thorleif
What was once a strategic position for Larkin has suddenly become a bit crowded. He tumbles by Caith and Longstreet only to find himself flanked! He hopes to alleviate that problem by taking Caith out of the equation.
Caith is up.
Larkin Acrobatics: 1d20 + 5 ⇒ (20) + 5 = 25
Larkin vs. Caith: 1d20 + 4 ⇒ (11) + 4 = 15, Damage: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10
Caith Skullcrusher |
Good thing you healed Thorleif..otherwise I'd be staggering around now
To hit Larkin: 1d20 + 5 + 2 + 1 ⇒ (7) + 5 + 2 + 1 = 15 (Flanking and bless) Damage if hit: 1d6 + 4 ⇒ (4) + 4 = 8
"Arrgh..tha' hurts!
Caith takes a step to a more defensible position
GM Beman |
Maintain Grapple: 1d20 + 6 ⇒ (15) + 6 = 21, NonLethal Damage: 1d6 ⇒ 5
Lady Drusilla maintains her hold on Hallie…who succumbs to the blinding pain and passes out. Larkin delays his attack, looking to Deandre for guidance now that they are outnumbered two to one.
Round 5
Caith
Hallie (unconscious)
Deandre (-5)
Larkin
Drusilla
Longstreet
Thorleif
Caith is up…
Caith Skullcrusher |
Caith will try to slam his helmet with his head inside it into Deandre and hope to take her out.
To hit Deandre: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 (normal attack with bless)
If hit damage for Deandre: 1d6 + 4 ⇒ (2) + 4 = 6
GM Beman |
Deandre wobbles after Caith's attack…she barely remains standing. "Don't just stand there you idiot…attack or I'll kill you myself!"
Deandre vs. Longstreet: 1d20 + 2 ⇒ (16) + 2 = 18, 1d6 + 2 ⇒ (5) + 2 = 7
Larkin vs. Thorlief: 1d20 + 2 ⇒ (4) + 2 = 6, 1d6 + 2 ⇒ (4) + 2 = 6
Drusilla, The Kid & Thorlief are up. Caith may make his Round 6 action as well.
Thorleif Storvin |
With his friends healed and the enemy cutting him off from the rest of the group, Thorleif will take a step back and fire another arrow at Deandre.
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Lady Drusilla D'Alazario |
As Hallie passes out, Drusilla looks for a new target to reprimand.
Grapple, bless: 1d20 + 3 ⇒ (8) + 3 = 11
She reaches for Deandre, but fails to grasp her.
Caith Skullcrusher |
Caith will step forward and if Deandre isn't down yet Caith will try to headbutt her..otherwise trying for Larkin.
To hit AC: 1d6 + 5 + 1 + 2 ⇒ (4) + 5 + 1 + 2 = 12 (The +2 is for flanking and only applies vs Deandre, not Larkin) with bless Damage if hit: 1d6 + 4 ⇒ (4) + 4 = 8
GM Beman |
As his final comrade falls the not-so-courageous Larkin Weaver drop his weapons and surrenders. You gather and bind his fallen cohorts and turn them in to the authorities; save for Ledford who has completely bled out.
Back at the Lodge Venture-Captain Ambrus Valsin commends you on a job well done and is impressed with your quick thinking in dealing with the ambush. "Your training has served you quite well...quite well indeed."