| Astor Evisthan |
Astor was packing up his part of camp when all the action happened. Shaking off the surprise, he grabs for his new bow and arrows and makes for the side of the gate opposite of Damien.
"How bad is it man? Did you see them?" Astor asks with genuine concern for his comrade. He notches and arrow and waits for the next command, still not ready to be a leader.
| Damien "Wet" Winters |
Damien grunts sharply as the arrow is drawn from him. Spiting the blood from his mouth he nods to Jerrid, "Good! These fools are used to playing on small defenseless parties. I'd wager some will surrender or flee if the rest of us charge them."
| Damien "Wet" Winters |
What was wrong with the platform that could be fixed in six seconds? The Sheriff is lazy as all hell :P
Are there any sounds from the bandits outside? Shouting, ect?
Perception: 1d20 + 6 ⇒ (1) + 6 = 7 Sigh...
| Leoven. |
I am not sure about the scale og the battlemap
If Leoven can reach Damien in a single movement then he heals him with leoven´s domain spell
CLW: 1d8 + 2 ⇒ (3) + 2 = 5
If not, Leoven double moves to be close to the gate.
| Janna - The Storm Maiden |
Janna goes to help with the platform, she reallyis of no use inside the walls with no enemies readily in her line of fire.
| Jerrid Kinslarn |
Jerrid climbs the wall then pops his head over the top. Just to make sure the archers notice him. Then he jumps over and drops to the ground. Prone. Unfortunately the deep gnome doesn't notice his left finger claws cannot twist out of the top posts of the stockade, so he tumbles down in a heap, his shoulder bearing the brunt of the impact.
Acrobatics over wall and down to the ground 1d20 + 7 ⇒ (2) + 7 = 9. Lethal damage for a deliberate 10ft bad fall (1d6 ⇒ 1). Non lethal damage for bad first two feet (1d6 ⇒ 3). Prone AC 24
| Astor Evisthan |
Astor also goes to help with the platform if needed, planning to look over the top of the wall and pick off any bandits he can see.
| Damien "Wet" Winters |
Straightening from Leovan's healing, Damien unbars the door once more, "Right you lot, hold till we get the go ahead then Leo kicks the door open and the rest of us charge the f%+@ers! Aim for their right side if they have one, give our archers a clear shot at the left. Send these chicken s!~+s packing, you hear me!"
Move Action : Unlock door
Standard Action : Begin Inspire Courage
Buffs: Inspire Courage : +1 Atk/Dam, +1 vs fear
| Kevezyat Faen |
"I concur, Damien, the last thing these brigands will be expecting is a sortie." Kevezyat says with a grim smile on her face. Turning her head to Sam "It would appear that our industrious deputy has mended the platform, Sam, those of us to bring the fight to the brigands could do with all of the ranged assistance you could bear."
With that , Kevezyat bring her sword down from its harness and nods to Leoven "When you are ready.".
| DM Grimmy |
Jerrid climbs the wall then pops his head over the top. Just to make sure the archers notice him. Then he jumps over and drops to the ground. Prone. Unfortunately the deep gnome doesn't notice his left finger claws cannot twist out of the top posts of the stockade, so he tumbles down in a heap, his shoulder bearing the brunt of the impact.
Acrobatics over wall and down to the ground 1d20+7. Lethal damage for a deliberate 10ft bad fall (1d6). Non lethal damage for bad first two feet (1d6). Prone AC 24
Jerrid needs a climb check as well since he acts before the platform is repaired.
Climb: 1d20 + 4 ⇒ (12) + 4 = 16
Success!
| DM Grimmy |
Round 1 Brigands:
Delayed Turn
The brigand leader holds up three fingers and points to Jerrid.
Three of their number advance to the fallen gnome, drawing rapiers as they cross the road.
Brigand 2
Aid+Flanking: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Brigand 3
Rapier+Aid+Flanking: 1d20 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13
Brigand 4
Rapier+Aid+Flanking: 1d20 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13
They all fail to connect with the wily deep gnome.
| Samduc Dawnbringer |
Sam delays, but will move outside as soon as the doors are opened.
Delay until after door opened. Reset Sam's initiative to just before the triggering action (opening door).
Sam moves to flank with the downed gnome and help him out.
Move two squares left and one up std=attack with flank--I assume moving around a hard corner does not provoke.
A single, small dagger stabs at the bandit between Sam and Jerrid, but Sam is unable to connect.
flank/damage: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 121d3 + 1d6 ⇒ (2) + (1) = 3
| Leoven. |
Holy Thyr, holy Thyr, holy Thyr... Say leoven while he waits prepares his spell. Then he overcome his fear and start reciting the verses to deliver the holy power of his deity (bless. Everyone have a +1 to attk and damage)
Then he kick the door leaving the road free for her fellow party members...and the brigands.
| Damien "Wet" Winters |
It's actually only a +1 to attack rolls not damage but we appreciate the assistance none the less Leo :)
Can you open the door any further than that? Though it does beg the question of what happens to the bandit?
| Janna - The Storm Maiden |
after helping to finish making the battle platform usable, the whole time Janna wishing she had her flight ability back like she did at the Academy. Janna scurries up the ladder to the platform.
taking stock of the situation. Janna takes notice of the bandit leader. she figures taking him out just might cause the others to flee or surrender.
Her voice echos in the wind. like an approaching storm, surrender, your efforts are futile. the storms fury is upon you.
and a bolt of lightning is unleashed at the leader
ranged touch: 1d20 + 1 + 3 ⇒ (7) + 1 + 3 = 11
damage if that hits: 1d6 + 2 ⇒ (3) + 2 = 5
burn the Action point to take a second shot
and a second bolt is also unleashed
ranged touch: 1d20 + 1 + 3 ⇒ (9) + 1 + 3 = 13
damage if that hit: 1d6 + 2 ⇒ (4) + 2 = 6
| Janna - The Storm Maiden |
Second one hit!
first hit in all of my games combined today
| Kevezyat Faen |
Round 1
Move Action: Kevezyat advances to confront the brigand leader
Standard Action: Attack!
As the bandit leader cringes from the impact of Jenna's lightning, Kevezyat brings her greatsword to bear!
Attack 1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26 Crit Threat!
Crit Confirm 1d20 + 5 + 1 + 1 ⇒ (13) + 5 + 1 + 1 = 20 Confirmed....I think
Damage 2d6 + 3 + 1 ⇒ (2, 4) + 3 + 1 = 10 + If Crit Confirmed 2d6 + 3 + 1 ⇒ (1, 6) + 3 + 1 = 11
Current Enhancements
Inspire courage +1 Att, +1 Damage
Bless +1 Att
| Vhillish Quarrelwick |
Round 2
Vhillish follows Janna up to the platform (Move Action), then picks out a target (furthermost Bandit) and lets fly with his arbalest;
Arbalest: 1d20 + 6 + 1 + 1 ⇒ (11) + 6 + 1 + 1 = 19
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Buffs: Inspire Courage & Bless
| Jerrid Kinslarn |
EDITED for SNEAK ATTACK DM Brigand 2 hit Jerrid (if he flanks). I didn't expect melee attacks. AC16 from those rapiers, AC24 from arrers! Not sure how they are flanking from their current positions but maybe they have something tricksy?
Jerrid feels it go shady from danger above and his eyes widen at the three men's approach. The left shoulder throbs with the dull pain his poor attempt to tumble down caused. In fact he burns with the embarrassment of his fall. Then the rapier strikes into his leg, the thigh screams with pain.
Poor excuse for a burglar, I am. Well let's get it done. Who are these people?
Then the decision is made. He attempts to cast his favourite new spell, hoping that his laboured rolling, dodging and flicking fingers will put off the obvious casting. Jerrid takes care to concentrate harder despite the agony, rather than get hit - he will sacrifice the illusion.
Concentration check 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21, vanish spell cast!
The little gray gnome disappears. Jerrid wants to get up but he just can't, however no one can see the terrible smile playing on his lips.
"Surrender or die without your kidneys!" he whispers out loud.