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With a sinking feeling, Hon moves along side Brask (T61). "Whichever target you pick, so will I. I will remain as stealthly as possible." stealth 1d20 + 6 + 5 ⇒ (2) + 6 + 5 = 13 (+6 skill,class,dx +5 elvencloak) If it wasn't for the footprints in the snow, his condensing exhalation and his almost whisper, you might've thought the moving snowshadow learned how to speak. Hon's shrug conveys his acknowledgement of Brask's much more successful attempt at stealth.

Thograt Ironheart |

Thograt moves up behind Big Mug V62 takes out a copper piece and casts a spell. A shroud of darkness 40' in diameter falls over the group.
School evocation [darkness]; Level antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2
CASTING
Casting Time 1 standard action
Components V, M/DF (bat fur and a piece of coal)
EFFECT
Range touch
Target object touched
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

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Hon will continue to advance in a stealthy manner and delay firing crossbow until one of the scouts gives an alert. Of course, this may be immediately following Thograts dome of darkness. If so, Hon lets fly a bolt. "As my cousin Knuckles always says "Waste'em with my crossbow!"" crunch
(+1 BAB, +1 Dex,+1 Feat)
Crit Autoroll1d20 + 3 ⇒ (18) + 3 = 21; Damage 1d10 ⇒ 5
Bolts 20 (4 cartridges of 5 bolts)
1:5 1st cartridge.
If not, eh who am I kidding? Let fly the missile of miss!

Chainmail |

The crossbow flies wide, and its passage is not noticed in the biting wind. Khazad advances with the darkened raiders.
The mounted sentries drop low in the saddle, one rushing to the horse pen. The other mounted sentry rushing to the center of the camp while flinging a sunrod out to where Kib's dancing lights are. Magnum and Kragg are slighly illuminated by dim light, but have not been noticed. The sentry not under cover by the horse pen runs and opens the gate.

Chainmail |

Some sleeping figures rush out into the open, they are not armored, but they are armed. Both groups pick out the unmistakable silhoutte of two dwarves. A curious development. Kragg has difficulty running in the snow, but makes it as far as he can unnoticed.
A= awakened on the map, D = Dwarf
Round 2
Brask 19 <---
Big Mug 19
Kib 14
Magnum 13
Thograt 11
Hon 10
Khazad 10
Sentries 9
Ninni 7
Kragg 5
Sleepers 5

Magnum tE |

Magnum and Kib creep further forward. Big Mug actually gets ahead of Brask moving quickly and fairly quietly keeping the banner low. He is leading the dwarf team like a good bannerman should.
Map updated. No one is noticed yet.
Round 2
Brask 19
Big Mug 19
Kib 14
Magnum 13
Thograt 11 <--
Hon 10 <--
Khazad 10 <--
Sentries 9
Ninni 7
Kragg 5
Awakened 5

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Hon dodges left away from the globe of darkness and sprints through the dark twilight to L57 (Runx3). He lands prone, pausing to catch his breath and aims for the space between the horses and tents. He awaits for men to moves towards cavalry.
Round 3 prep and crunch
If target presents himself (he'll go for soft targets first, then sentries if spotted)
Crossbow,repeating heavy: 1d20 + 3 ⇒ (12) + 3 = 15; Damage 1d10 ⇒ 8
(+1 BAB, +1 Dex,+1 Feat)
Crit Autoroll1d20 + 3 ⇒ (3) + 3 = 6; Damage 1d10 ⇒ 10
1st cart 3:5
Bolts 20 (4 cartridges of 5 bolts each)
Move action reset crowbow.

Khazad Grimglaive |

"Dwarves? I don't wanna be killing my kinsmen! I hope they're not enslaved?!"
Khazad runs until the edge of the magical darkness, then drops prone to avoid being detected, and tries to understand what the dwarves are doing in the company of humans who are following them.
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
I'm not sure where the darkness ends; I suppose roughly S 57 is where Khazad ends up.

Chainmail |

Round 2
Brask 19
Big Mug 19
Kib 14
Magnum 13
Thograt 11
Hon 10
Khazad 10
Sentries 9
Ninni 7
Kragg 5 <----
Awakened 5
One sentry on foot opens the horse pen and the mounted sentry rushes in and grabs a string of about four horses. The two partially concealed sentries toss two burning torches. One two the north and one to the south of the camp. Both land far away from the two groups.
Kragg notes both groups are still undiscovered.

Kragg Stoneheart |

Kragg will continue his advance forward by running to v29. He will attempt to stay in the shadows but knows that in all likelihood he will be spotted as he gets closer. stealth 1d20 + 9 - 20 ⇒ (1) + 9 - 20 = -10 Hopefully they still don't see due to the darkness, but they will definitely hear me.

Chainmail |

The dwarves crept closer and closer, but finally Kragg was approaching a huddled sentry when he is heard by the sentry and one of the bleary dwarves stumbling out of the tent.
The sentry tosses a bottle of alchemists fire at Kragg from point blank range. 1d20 ⇒ 21d6 ⇒ 6 It misses, but silhouettes Kragg even with his cloak.
The dwarf says as he rushes toward Kragg with a greataxe and long winter wool underwear, "That is one of Stonecrusher's favorites. He's trying to sneak up on us."
Many of the human's just awaken rush into the pen to get horses, some advance on Kragg, and some are just stumbling from their tent. A third grizzly dwarf stumbles out of bead in his winter underclothes with an axe and shield.
The southern team is unnoticed. Kragg's spontaneous distraction has them occupied.
Round 3
Brask 19 <----
Big Mug 19
Kib 14
Magnum 13
Thograt 11
Hon 10
Khazad 10
Sentries 9
Ninni 7
Kragg 5
Awakened 5

Brask Alpsbane |

"Be a shame ta be late ta tha party, eh lads." He says more to himself than anyone else.
Brask moves up to S53 Takes aim a the mounted sentry at P38 and lets fly an arrow.
Arrow1: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Damage: 1d8 ⇒ 7
Ooo. I bet he's hurtin' now!
Brask's 18 words: "FORM UP, WEDGE FORMATION CENTERED ON BIG MUG! MEET UP WITH THA OTHERS AN' CAPTURE THA TRAITORS!"
His battle cry:"'OW MANY O' 'EM CAN WE MAKE DIE!"

Khazad Grimglaive |

"Bloody renegades, raising weapons on your own kin! I'll have you begging for mercy!"
Aloud Khazad says nothing, not to break cover while the enemies are occupied. He gets up again, panting, and rushes to Kragg's help, trying to overtake Big Mug and stay in front of him.
one move action to stand up, another move action to run in heavy armor on difficult terrain - 20*3/2 = 30. Khazad ends up at T53 by my count.

Thograt Ironheart |

Thograt chants summoning a glowing war hammer of force that appears in front of the mounted sentry near the fire. The hammer lashes out swinging at the mans head.
Cast spiritual weapon. The hammer appears in P39 and attacks MS2.
Attack roll 1d20 + 5 ⇒ (19) + 5 = 24 Damage if hit: 1d8 + 1 ⇒ (3) + 1 = 4
School evocation [force]; Level cleric/oracle 2, inquisitor 2; Domain war 2
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect magic weapon of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
Summary
Weapon is a form favored by deity and has same threat range and critical multiplier as normal weapon of its type.
Strikes as a spell, not a weapon, so no DR.
Attack: BAB + Wis modifier.
Damage: 1d8 force damage +1 per three caster levels (maximum +5 at 15th level).
Makes one attack first round or any round it changes targets otherwise gets attacks per round based on your BAB.
Attacks from casters direction and can not flank or help others flank.
Caster must use a move action to change targets else it continues attacking original target.
Spell resistance might dispel it.
DESCRIPTION
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has Spell Resistance, you make a caster level check (1d20 + caster level) against that Spell Resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows:
chaos (battleaxe)
evil (light flail)
good (warhammer)
law (longsword)

Kibibblepep Sparkle Eye |

I'm still a bit confused about what's going on. Kib had been readying an action to cast Grease under the horses which had been approaching, (and I had thought were almost on us) but now there seems to be none anywhere near us.
As much as he might prefer otherwise, Kib scurries forward to stay near the human, his only ally nearby.

Kragg Stoneheart |

I think you were confused with the southern contingent. We were approaching the lone sentry while themounted sentry was further south. The mounted sentry by us went to the horse paddock and has been trying to light the area up.

Magnum tE |

Magnum targets the horse pen and throws the hammer.
Can't believe this
The light hammer tumbles and lands well short of the pen as Magnum botches an easy throw. The hammer smacks down on the ground not more than 20' in front of him and a deafening roar from the heavens and ground seem to shake the very earth in a 60' radius casting powdered snow into the sky like a huge mist.
DC 20 FORT save or stunned for 2 rounds including Kragg, Magnum and Kib.
The blast envelopes the northern group and the main camp and Magnum has managed to stun himself with the cast of his hammer. The hammer returns directly to Magnum's hand, but as he is stunned he can't grab it and it drops behind him into the snow. 2 dwarves, 5 of the waking horsemen and 2 dwarves are stunned too.Unfortunately Kib and Kragg need DC 20 Fort saves or stunned for 2 rounds too.
The southern group is unaffected as well as the horses and men by the corral. The entire camp is covered with a fine snowy mist equivalent to the spell obscuring mist.

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Actions cut and pasted from spoiler above. I added some embellishment but the numbers remain the same.
Stealth1d20 + 6 + 5 ⇒ (12) + 6 + 5 = 23 Entrusting in the darkness and elven cloak, he becomes one with the snow.
Slowly kneeling, Hon eases his breath as he targets one of the newly awakened humans rushing for the horses. The target area between the tents and corral is dense with human and horseflesh. A quiet mumble to himself The challenge? Can I get a two-fer. Pin the human to the horse...
If target presents himself (he'll go for soft targets first, then observers if spotted)
Crossbow,repeating heavy: 1d20 + 3 ⇒ (12) + 3 = 15; Damage 1d10 ⇒ 8
(+1 BAB, +1 Dex,+1 Feat)
Crit Autoroll1d20 + 3 ⇒ (3) + 3 = 6; Damage 1d10 ⇒ 10
1st cart 3:5
Bolts 20 (4 cartridges of 5 bolts each)
Move action reset crowbow.
He listens and watches, Lets identify the ringleader. perception 1d20 + 6 ⇒ (18) + 6 = 24

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Crap. They've got a wizard in there. Which one are you... Come out come out wherever you are... In a quiet little singsong, as he loses track of his target in the swirling snow, he lets fly at the last known position.
1d100 ⇒ 85 Obscuring Mist chance to hit/miss.

Brask Alpsbane |

Round 4
"Dammit Kibble!"
Brask doesn't try and find any targets in the blast area, instead he moves up and over 20 feet to get closer to the corral. He calmly takes aim at the sentry at the gate. His arrow flies straight and true.
He thinks about giving further orders, but he trusts the others to do what needed to be done.
Move to Q55
Attack: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Crit Confirm: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Damage: 3d8 ⇒ (6, 1, 3) = 10
if no crit then only 6 damage
-----------------------------
Miss chance, just in case. (1-20 misses)
1d100 ⇒ 20...really, that just happened.

Chainmail |

Fort for Kib 1d20 ⇒ 17
Brask puts a lethal shot into the mounted sentry and he falls to the ground. The others in the corral mount up and head out into the snow towards Hon's hiding place with javelins and lances.
Two of the newly mounted bring a string of horses outside the corral for the others. The disappear into the fine, misty snow stirred up by the huge thunderclap of the hammer.

Kibibblepep Sparkle Eye |

That's for the great fort roll boss. And Brask, whatchootalkinbout?? My poor Kib has just been an innocent (and almost completely useless) bystander so far...you need to blame that $$@%#$ human, see, Kib told you they're just trouble.

Brask Alpsbane |

Brask doesn't know that. :D
For all he knows you just put that there just to spite him. That said, I'm kinda liking the vitriolic buds angle this is taking between Brask and Kib, if that's okay with you.

Chainmail |

Round 3
Brask 19
Big Mug 19
Kib 14 <--
Magnum 13 stunned
Thograt 11 <---
Hon 10 <---
Khazad 10 <--
Sentries 9
Ninni 7
Kragg 5
Awakened 5
As Kragg and Kib missed the save by one they are stunned a single round. Kib and Kragg are ready to act now having served their stun. Note, everything in your hands is now on the ground at your feet.

Chainmail |

Now, for the bad news.
The stunned Kragg watches a burly dwarf dressed in undergarments with a big mug of beer stitched on them and a pair of boots stalk out of the mist with a greataxe. "Human-hugger, you are going down." The stunned Kragg watches him put his axe between Kragg's legs and easily trips him. CM to trip1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27
"Surrender and you live."
One of the sentries with a rapier threatens the fallen Kragg too.

Kibibblepep Sparkle Eye |

Ah, well, in that case...
Recovering from the stunning blast, Kib squats and picks up his dagger and then scurries forward 10' through the snow, his short legs having a tough time of it.
Moved

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Getting a wee bit too hot. Ignore the little snow mound in the dark. You can't see me... Hon hunkers down, lowers himself prone with crossbow aimed towards the cavalry. He delays action until sentries have passed.
stealth 1d20 + 6 + 5 ⇒ (7) + 6 + 5 = 18

Khazad Grimglaive |

I think the last move action wasn't accounted for. If running is not possible, Khazad has moved 10' forward last turn, and starts at T57.
Khazad makes his way forward, eventually overtaking Thograt. "Keep'em focused on that hammer mate, so that they don't notice us"
Double move 20' forward, ending at T53 for sure this time.

Kragg Stoneheart |

Going for delay tactics until someone else can get here.
Just waking up from being stunned, Kragg is surprised to see a dwarf standing in front of him holding his axe. Not sure if this is real or not, Kragg gets thrown to the ground. Realizing that this is indeed real, Kragg knows that this dwarf is the only real threat if he can delay another round. In that round the alchemist's fire will be out and the humans won't be able to see Kragg that well. If KIb could pull some fancy magic to blind the dwarf then Kragg would be back in the midst of the fighting.
Sense motive on the human huggers line 1d20 + 1 ⇒ (2) + 1 = 3 Not sure why he is calling us human-huggers since he is the one with the humans. I know we were with the caravan but surprised that they would know it was us riding in the wagons.
Who're you callin me a human-hugger? You're travelin with humans: the pot callin the kettle black.
Kragg will keep his hands up even though he doesn't say surrender.
If the dwarf does grab the Urgrosh Kragg will be ready to stand up. Hopefully the Dwarf will have both hands full and not be able to take an AOO.

Kibibblepep Sparkle Eye |

Ah! Thanks for the reminder Kragg, I was thinking that all of Kib's spells had a range of 25' or less, but forgot to double check the range of blindness. Still possible for a retcon DM?

Kibibblepep Sparkle Eye |

ok, thanks boss
Suddenly recalling that he does have something which might help Kragg out in this situation, Kibibblepep reaches into his scroll case and pulls out a scroll.