
| GM Fuzzfoot | 
 
	
 
                
                
              
            
            There is also a basement, I believe. But yes, there was an area in the barn you didn't get into.
Reynard finally pries open the chest, and unfortunately it is trapped!
Trap attack: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d4 + 8 ⇒ (2) + 8 = 10
Please make a Fort save vs poison for me.
Despite the blood (and maybe a finger or two), you see the chest also contains a sack of coins with a mix of 121 cp, 110 sp, and 23 gp, along with 17 mostly skeletal severed fingers-trophies from the hand chopper trap collected and stored here by the ogres.

| Reynard Freeman | 
 
	
 
                
                
              
            
            Fortitude: 1d20 + 7 ⇒ (15) + 7 = 22
Reynard shoots Cordwin a dirty look and grumbles something to himself as he moves away.
"That's what you get for relying on anyone else's eyes. Next time double check for yourself."

| Trox Ragmend | 
 
	
 
                
                
              
            
            "Sorry you took that Reynard, I should have been pulling it open but I got distracted. You ok?"

| Reynard Freeman | 
 
	
 
                
                
              
            
            Didn't know in character what languages you speak, Cordwin. He thought he was talking to himself, lol.
"Fine." Reynard says to Trox with a shrug.

| Druamin | 
 
	
 
                
                
              
            
            "Oh yeah, I remember seeing some stairs heading down. Don't quite remember where that was but we should go look there before heading to the barn. Does anyone remember where that was?"
At work today and I can't access the google docs to see the map.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Trox and Erond lead the way back down, finding the stairs to the basement.
Map updated - 3 doors, N, W and S.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            None of the doors seem trapped, and Reynard might hear some scuffling behind the door straight ahead (West). But it is rather quiet.

| Druamin | 
 
	
 
                
                
              
            
            Druamin is still at the top of the stairs waiting for the others to move forward. Reynard holds up a hand and Druamin guesses that there is something ahead. "Why aren't we moving forward?" he whispers to Rene.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Another ogrekin sits her in the dark, and looks up as you enter.  Hair
grows lopsided from the right side of his head and face rather than atop his brow, and a vestigial twin capable of grunting and gasping protrudes from the back of his neck. 
He is feeding pieces of meat to two overgrown donkey rats. They eagerly turn and scurry towards you!
Cordwin: 1d20 + 2 ⇒ (14) + 2 = 16
Druamin: 1d20 + 1 ⇒ (15) + 1 = 16
Erond: 1d20 + 5 ⇒ (6) + 5 = 11
René: 1d20 + 8 ⇒ (5) + 8 = 13
Reynard: 1d20 + 2 ⇒ (4) + 2 = 6
Skarn: 1d20 + 4 ⇒ (17) + 4 = 21
Trox: 1d20 + 2 ⇒ (9) + 2 = 11
Hucker Graul: 1d20 + 7 ⇒ (11) + 7 = 18
Chuckles and Drooler: 1d20 + 4 ⇒ (7) + 4 = 11
Skarn moves quickest!

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Hucker Graul swings an ogre hook at Skarn, then steps inside closer to him. Luckily Skarn was quick enough to barely dodge the blow.
Attack: 1d20 + 14 ⇒ (8) + 14 = 22
Round 1: (Bold may act) 
Skarn (21 dmg)
Hucker Graul
Cordwin  
Druamin  
René 
Donkey rat: Green
Donkey rat: Blue
Erond
Trox
Reynard (Barkskin, Bull’s Strength, and Shield)

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            @Skarn - I stand corrected!  A mile it is...
@Cordwin - can you tell me where you are on the map?

| René Treize | 
 
	
 
                
                
              
            
            "Clear we were waiting fer one of the tanks ta charge whatever beastie is inside." René whispered back to Druamin.
A bit louder he added, "Go get'em big guy," patting Reynard on the back.
Ward on Reynard: The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.

| Druamin | 
 
	
 
                
                
              
            
            "Ah. So there's a door or something up ahead? Now I know what's delaying everyone." Druamin thanks René then waits. He doesn't have to wait long before sounds of combat echo up the stairs. "Well. There we go. But I think I'm going to wait and let some of these other hard hitters get mixed up in the fighter first."
I'd like to delay till after Trox and Erond.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            The donkey rats step in closer (5' step each) and try to bite their new meals.
Green v Skarn, flank: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Blue v Trox: 1d20 + 7 ⇒ (3) + 7 = 10
Round 1: (Bold may act) 
Erond
Trox
Reynard  (+2 AC/Save Ward from Rene, Barkskin, Bull’s Strength, and Shield)
Cordwin  
Druamin  
Round 2: (Bold may act) 
Skarn (29 dmg)
Hucker Graul
René 
Donkey rat: Green
Donkey rat: Blue

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Why does that attack miss? Your AC is listed as 23.

|  Erond Niroden | 
 
	
 
                
                
              
            
            Erond will inspire the group.
Inspire Courage: +3 to attack and to +3 damage a +3 morale bonus on saving throws against charm and fear effects.
Attack Longbow on Blue Rat: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28 Ignor cover from one ally.
Damage: 1d8 + 2 + 1 + 3 + 2 ⇒ (3) + 2 + 1 + 3 + 2 = 11
Attack Longbow on Blue Rat: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25 Ignor cover from one ally.
Damage: 1d8 + 2 + 1 + 3 + 2 + 1d8 + 2 + 1 + 3 + 2 ⇒ (5) + 2 + 1 + 3 + 2 + (4) + 2 + 1 + 3 + 2 = 25

| Reynard Freeman | 
 
	
 
                
                
              
            
            Rynard pushes up, past the first rat, then turns and attacks.
I'll roll the Acrobatics check to avoid the AoO, but I don't care if it fails, I'll still move up so I can do something useful.
Acrobatics: 1d20 + 4 ⇒ (19) + 4 = 23
Attack, Claw: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29  Attacking Blue, flanking with Trox.
Damage, Magical B/S: 1d6 + 13 + 3d6 ⇒ (4) + 13 + (2, 2, 5) = 26

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            @Reynard - I am going to make a judgement call here based on your statement. Technically, by rolling the acrobatics, you failed to do anything because you did not roll 5+ the rat's CMD. However, since you said you didn't care about the AoO, I think instead you want to use an Overrun maneuver. This will draw 2 AoO (which won't matter cause the rat only gets 1), but your CMB + your roll is sufficient to succeed, so you end up where you want. You don't get the attack as well, since you had to use this in addition to your move. If Trox had not been in the way, you could have done it as a charge which would have also allowed the attack. But you will give Trox flank bonus this way.
AoO vs Trox from Blue: 1d20 + 7 ⇒ (6) + 7 = 13
AoO vs Trox from Green: 1d20 + 7 ⇒ (13) + 7 = 20
Reynard charges in without a scratch!
Erond puts two arrows in blue, injuring it severely.
Round 1: (Bold may act) 
Erond
Trox
Reynard  (+2 AC/Save Ward from Rene, Barkskin, Bull’s Strength, and Shield)
Cordwin  
Druamin  
Round 2: (Bold may act) 
Skarn (29 dmg)
Hucker Graul
René 
Donkey rat: Green
Donkey rat: Blue (36 dmg)
Inspire courage: +3 to attack, +3 damage a +3 morale bonus on saving throws against charm and fear effects.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Nope, the first rolls are fine. And that will actually kill blue!
Cordwin puts down the blue rat as Skarn pounds the green one hard.
Last call for Trox and Druamin.
Round 1: (Bold may act) 
Erond
Trox
Reynard  (+2 AC/Save Ward from Rene, Barkskin, Bull’s Strength, and Shield)
Cordwin  
Druamin  
Round 2: (Bold may act) 
Skarn (29 dmg)
Hucker Graul
René 
Donkey rat: Green (12 dmg)
Inspire courage: +3 to attack, +3 damage a +3 morale bonus on saving throws against charm and fear effects.

| Trox Ragmend | 
 
	
 
                
                
              
            
            Not really worried about getting hit Trox steps in to make room and swings hard at the closes (blue) enemy.
 +1 Adamantine Longsword PA: 1d20 + 12 ⇒ (7) + 12 = 19
 Damage: 1d8 + 11 ⇒ (7) + 11 = 18

| Druamin | 
 
	
 
                
                
              
            
            I can't access the map till later today but I assume that I can get close enough to see into the room.
Druamin peers through the door and spots the donkey rat. He makes a gesture in its direction and says a few magic words.
Cast Hold Animal at the donkey rat. DC 16 will to resist.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Will Save: 1d20 + 4 ⇒ (6) + 4 = 10
Blue takes another strong hit, but stays standing.  Suddenly its eyes glaze over a bit, as it stops being aggressive and just stands there.
The Graul doesn't even seem to notice, however, as he is focused on the dwarf in front of him. He doesn't focus well, though, as his swing is slow and far from his target.
Attack: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Round 2: (Bold may act) 
Skarn (29 dmg)
Hucker Graul
René
Donkey rat: Green (30 dmg, held)
Erond
Trox[
Reynard (+2 AC/Save Ward from Rene, Barkskin, Bull’s Strength, and Shield)
Cordwin  
Druamin
Inspire courage: +3 to attack, +3 damage a +3 morale bonus on saving throws against charm and fear effects.

| Trox Ragmend | 
 
	
 
                
                
              
            
            Trox continues the assult against blue feeling that this should be the end of it.
 +1 Adamantine Longsword: 1d20 + 14 ⇒ (3) + 14 = 17
 Damage: 1d8 + 7 ⇒ (7) + 7 = 14
 +1 Adamantine Longsword: 1d20 + 9 ⇒ (9) + 9 = 18
 Damage: 1d8 + 7 ⇒ (6) + 7 = 13

|  Erond Niroden | 
 
	
 
                
                
              
            
            Attack Longbow Rapid Shot: 1d20 + 11 - 2 - 2 ⇒ (17) + 11 - 2 - 2 = 24 Ignor cover from one ally.
Damage: 1d8 + 2 + 1 + 3 + 2 ⇒ (6) + 2 + 1 + 3 + 2 = 14
Attack Longbow Rapid Shot: 1d20 + 11 - 2 - 2 ⇒ (20) + 11 - 2 - 2 = 27 Ignor cover from one ally.
Damage: 1d8 + 2 + 1 + 3 + 2 ⇒ (2) + 2 + 1 + 3 + 2 = 10
Attack Longbow Rapid Shot: 1d20 + 11 - 2 - 2 ⇒ (4) + 11 - 2 - 2 = 11 
Damage: 1d8 + 2 + 1 + 3 + 2 + 1d8 + 2 + 1 + 3 + 2 ⇒ (6) + 2 + 1 + 3 + 2 + (3) + 2 + 1 + 3 + 2 = 25
Erond put two in the enemy in front of him

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Trox puts an end to the second donkey rat, clearing the way for Erond and Corwin to advance and start peppering the ogrekin in missiles.
Round 2: (Bold may act) 
Skarn (29 dmg)
Hucker Graul (28 dmg)
René
Erond
Trox
Reynard  (+2 AC/Save Ward from Rene, Barkskin, Bull’s Strength, and Shield)
Cordwin  
Druamin 
Inspire courage: +3 to attack, +3 damage a +3 morale bonus on saving throws against charm and fear effects.

| Druamin | 
 
	
 
                
                
              
            
            Does the blank red box that is on the map represent Hucker Graul? I assume so.
Druamin stares at ogrekin with a deadly look. "We're coming for you, you know." He raises his right leg in the air then brings it down with a thunderous stomp. A ripple surges across the floor, magically only affecting the ogre.
Thunderstomp at Hucker: 1d20 + 10 ⇒ (20) + 10 = 30 Per Thunderstomp spell the modifiers are level and WIS modifier. It is a CMB Trip attempt so against the ogre's CMD.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            @Druamin - this is correct.
The ogrekin loses his balance and falls. Reynard takes the opportunity to get in anoth hit.
Skarn is up, top of round 3. René will delay unless we hear from him shortly.

| René Treize | 
 
	
 
                
                
              
            
            Not wanting to get in people's way and seeing that things seemed to be well in hand, René just sauntered forward a bit.
 
	
 
     
     
     
	
 