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5th step to blue enemy
Dragall hits with his greataxe the blue enemy.
"Eat this brother!"
to hit: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d12 + 3 ⇒ (2) + 3 = 5
Blazing Blades damage: 1d4 ⇒ 2

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Stabilize: 1d20 + 2 - 7 ⇒ (7) + 2 - 7 = 2
Kara decides that bleeding is the best course of action right now.
HP -8, Dying

ScorchedOne |

Talondreal misses the orc, and they resume their onslaught.
Red Attack: 1d20 + 5 ⇒ (8) + 5 = 13 Miss
Green Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Green Confirm: 1d20 + 5 ⇒ (20) + 5 = 25 Ouch.
Kasai Damage: 3d12 + 12 ⇒ (2, 4, 3) + 12 = 21 Whew, lucky time to roll low dice.
Blue Attack: 1d20 + 5 ⇒ (5) + 5 = 10 Miss
The orcs of red and blue hue miss their quarry, but the orc of traditional green tint cleaves nearly through poor Kasai. And he needs to make a will save.
Talondreal
Kara
Enemies
Rizzok
Kasai
Dragall

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Dragall hits again with his greataxe the blue enemy.
to hit: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d12 + 3 ⇒ (12) + 3 = 15
Blazing Blades damage: 1d4 ⇒ 4

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Will save: 1d20 + 3 ⇒ (1) + 3 = 4
A failed will save, and I'm unconscious and dying...
Bardic Performance: 14/15
Kasai collapses to the ground from the mighty greataxe blow.
Stabilization Check: 1d20 - 4 + 2 ⇒ (8) - 4 + 2 = 6

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Stabilize: 1d20 + 2 - 8 ⇒ (6) + 2 - 8 = 0
Kara feels strongly that by bleeding enough, she may force her enemies to slip and fall and break their necks. It seems foolproof, and the little flying fairy minotaurs sing a happy tune of agreement...
HP -9, Dying, and wants to borrow the GM's d20 next time.

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Not if the GM's magic d20 has anything to say about it. :-)

ScorchedOne |

Another will save, Talondreal.
Rizzok has at this point decided discretion is the better part of valor, believing that if orcs are going to attack them on this routine journey, perhaps he would be better served back at town.
The orc Talondreal had assaulted falls, but his kin are none too pleased with this result!
The green orc of massive strength approaches Talondreal while the blue one keeps its assault up on Dragall.
Attack Talondreal: 1d20 + 5 ⇒ (10) + 5 = 15
Attack Dragall: 1d20 + 5 ⇒ (5) + 5 = 10
Neither one of them seem capable of landing a blow however, and thus the fighting continues.
Talondreal
Kara
Enemies
Rizzok
Kasai
Dragall

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Dragall hits again with his greataxe the orc.
to hit: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d12 + 3 ⇒ (11) + 3 = 14
"Take that!"

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Stabilization: 1d20 - 5 + 2 ⇒ (6) - 5 + 2 = 3
Bardic Performance: 14/15

ScorchedOne |

Will give Rizzok until this afternoon to post, otherwise will continue to bot as needed for this fight.
Dragall similarly strikes down his foe, and sets his eyes on the last remaining opponent.
Dragall, a will save if you please.

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From the woods, Rizzok pulls out his wand and attempts to heal his wounds.
Use Magic Device: 1d20 + 10 ⇒ (12) + 10 = 22
Cure Light: 1d8 + 1 ⇒ (1) + 1 = 2

ScorchedOne |

perhaps, but just sleep and not dying.
Talondreal does not believe the orcs pose a threat, and perhaps to him they do not, but the remaining orc decides that Talondreal isn't a threat any longer and goes after Dragall.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d12 + 4 ⇒ (9) + 4 = 13
A telling blow, that is, if Dragall doesn't believe his ally's words and thinks these are real creatures... well are they or aren't they?
Only a will save will tell... otherwise everyone may go.

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Feeling like he's no longer in imminent danger of death, Rizzok, moves to flank the remaining orc.
Attack: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Damage: 1d4 - 1 + 1d6 ⇒ (3) - 1 + (6) = 8

ScorchedOne |

It does help, to the tune of +4 which I was adding once you said it, but even that's not enough to overcome their perceived solidity.
With that the last orc is felled (the axe swing, not the sneak attack which missed) and you feel that danger has passed. Two of your number still rest on the ground, with wounds which certainly look real.

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Dragall goes to Kara and uses his wand of clw on her.
clw: 1d8 + 1 ⇒ (5) + 1 = 6
And then do the clw to Kasai
clw: 1d8 + 1 ⇒ (1) + 1 = 2

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Kara breathes easier but still does not wake up.

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Kasai's bleeding seems to have subsided, but he remains unconscious.

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Assuming someone does so...
Kara awakes with a start and looks to her shoulder, where she expects to see a rather large and bloody javelin embedded deeply in the flesh. Finding not even a rip in her dress, nor any bloodstains, she looks confused for a moment.
Illusions! It was all illusions!
She claps her hands excitedly.
Oh, I simply must learn some of those! That was very effective!
If she's traumatized by her slow dance with Death, she doesn't show it. Brushing the dirt off her clothes, she says,
Now, who is responsible for sending those illusions? Did we find them yet?

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Wait, I'm alive? But I had feared...it was like...no, don't worry about that. You're alive, and you're an adventurer; get up and adventure!
Kasai shakes his head and stands.
"Quite an impressive bit of magic, that was! What excitement!"

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That was a most interesting use of magic. the paladin says.
Spellcraft 1d20 + 3 ⇒ (4) + 3 = 7 to see if he knows what spell might have been used.

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Partially for his own benefit, and partially for the benefit of his companions, Kasai tries to ease the mood by singing quietly as the walk. The tune would be familiar to most, but sounds somehow different coming from Kasai.

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Yes, let us move on...to Adventure!

ScorchedOne |

You follow the map to the best of your abilities make a survival check. Travelling most of the day you find it getting dark and feel that you will need to rest, as the crypt seems further than a day's walk. You can try to keep going through the night which would require saves to be made or can rest for the night with another survival to find a suitable campsite.

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"I haven't spent much time in the wilderness, but I'm happy to help follow the map if people want me to!"
Survival (to aid, probably: 1d20 ⇒ 1 Or not...
Second Survival if necessary: 1d20 ⇒ 6 Well, I'm not much help...

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I think we should head that way.
Survival, Aid Another: 1d20 + 1 ⇒ (11) + 1 = 12

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This is really sad if the sheltered, naive, highborn wizard is our best tracker.