The Righteous Shall Rise...

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Round, Surprise reprise

As Joth and the knights march loudly into the mouth of lines of combat the mythic companions one by one launch themselves from the top of the cliff.

Round 1, Beagan is up, and then the cultists


Male Gnome Fallen Paladin 7 / AC 22

Round 1, Init 22

Having just leaped off the ledge, floating down under Serra's spell, the Bunny-mount and Gnome stare down at the assembled cultists as they quickly float to the ground.

Stress: 1d10 ⇒ 2

Spotting what may be a demon, Beagan calls upon his God's protection.

Concentration: 1d20 + 9 ⇒ (2) + 9 = 11

The unfamiliar sensation of riding on Xanthos' back while floating through the air is a rather unfamiliar sensation to the Gnome. He barely holds steady on his mount's back while displaying the symbol flame and sword, invoking the Big R's power.

"शैतान! प्रतिशोध की परी मुझे ढाल होगा" Casts Protection from Evil on himself.

Celestial:
"Demons! The Angel of Vengeance will shield me!"

Shield B/X - 28/29 of 30; PrE - 30/30


Map

Round 1
Beagan Berelcar: 1d20 + 3 ⇒ (19) + 3 = 22
Dretch: 1d20 + 0 ⇒ (19) + 0 = 19
Cultists: 1d20 + 2 ⇒ (15) + 2 = 17
Jurin: 1d20 + 1 ⇒ (10) + 1 = 11
Archers(5): 1d20 + 1 ⇒ (9) + 1 = 10
Knights(30): 1d20 + 1 ⇒ (7) + 1 = 8
Cole Zeff: 1d20 + 3 ⇒ (3) + 3 = 6
Serra Iondri Phaer: 1d20 + 1 ⇒ (4) + 1 = 5
Elyanius Myoch: 1d20 + 0 ⇒ (13) + 0 = 3

Beagan and Xanthos float down, Beagan calling out something in the language of angels.

Round 1, Init 19, 17

Dretches:

dretch 18: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 3 ⇒ (1) + 3 = 4
dretch 19: 1d20 + 6 ⇒ (13) + 6 = 191d4 + 3 ⇒ (3) + 3 = 6
dretch 20: 1d20 + 6 ⇒ (20) + 6 = 261d4 + 3 ⇒ (4) + 3 = 7

dretch 20, possible crit: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 3 ⇒ (2) + 3 = 5

Three exceedingly fine specimens of a dretch surge forward at the sight of the paladins, ripping into the front line. One strikes at a knight to the left, but two others attack the same one, one digging deep into the young knight's chest with his wicked claws.
damage:
Knight 1 of knight group 1:(-4hp)
Knight 2 of knight group 2:(-18)

cimbers:

climbingGroup 1: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 6 ⇒ (3) + 6 = 9
climbingGroup 2: 1d20 + 6 ⇒ (6) + 6 = 121d6 + 6 ⇒ (6) + 6 = 12
climbingGroup 3: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 6 ⇒ (4) + 6 = 10
climbingGroup 4: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 6 ⇒ (1) + 6 = 7

A group of cultists swarm around the edges of the masses. Smaller and lighter than their husky companions, they move quickly even through the nearly entangling vines and attack the army from the ridges.
knight group 3:-9
knight group 4:-7.

Cultists on the ground, melee:

Cultists melee 5: 1d20 + 7 ⇒ (3) + 7 = 101d10 + 4 ⇒ (3) + 4 = 7
Cultists melee 6: 1d20 + 7 ⇒ (4) + 7 = 111d10 + 4 ⇒ (10) + 4 = 14
Cultists melee 7: 1d20 + 7 ⇒ (17) + 7 = 241d10 + 4 ⇒ (9) + 4 = 13
Cultists melee 8: 1d20 + 7 ⇒ (4) + 7 = 111d10 + 4 ⇒ (9) + 4 = 13
Cultists melee 9: 1d20 + 7 ⇒ (20) + 7 = 271d10 + 4 ⇒ (2) + 4 = 6
Cultists melee 10: 1d20 + 7 ⇒ (18) + 7 = 251d10 + 4 ⇒ (4) + 4 = 8
Cultists melee 11: 1d20 + 7 ⇒ (5) + 7 = 121d10 + 4 ⇒ (10) + 4 = 14
Cultists melee 12: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 4 ⇒ (8) + 4 = 12

Cultists melee 9 possible crit: 1d20 + 7 ⇒ (19) + 7 = 261d10 + 4 ⇒ (2) + 4 = 6

knight group 1:-13
knight group 2:-12
knight group 5:-8
knight group 6:-12

Cultists on the ground, archers:

Cultists archer 13: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 61d8 ⇒ 1
Cultists archer 14: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 111d8 ⇒ 6
Cultists archer 15: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 191d8 ⇒ 6
Cultists archer 16: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 221d8 ⇒ 6
Cultists archer 17: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 121d8 ⇒ 3

From further back, a hail of arrows arc over the heads of their companions, raining down into the heart of the knight's phalanx.

arrows: 1d12 ⇒ 4
arrows: 1d12 ⇒ 10

individual cultists near the party:

Cultist near Beagan: 1d20 + 7 ⇒ (13) + 7 = 201d10 + 4 ⇒ (7) + 4 = 11
Cultist near Jurin: 1d20 + 7 ⇒ (14) + 7 = 211d10 + 4 ⇒ (10) + 4 = 14
Cultist near party archer: 1d20 + 7 ⇒ (19) + 7 = 261d8 ⇒ 8
who?: 1d5 ⇒ 11d2 ⇒ 1
Cultist near party readied action: 1d20 + 7 ⇒ (4) + 7 = 111d10 + 4 ⇒ (10) + 4 = 14
Cultist near party readied action: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 4 ⇒ (7) + 4 = 11

Beagan lands near one of the cultists, and he strikes at the gnome with the glowing rune upon his forehead with his glaive, but misses in his excitement.

Jurin too lands near one of the glaive wielding baphomet worshipers. His is luckier, or more skilled than Beagan's, for the blade cuts deep into the Quartermaster. -14hp

An Archer hears the holy call of Vengeance behind him. He twists, targeting the source instinctively. -8hp on Beagan

Two others seem to see the party as they land and ready actions to attack if they move within reach.

Jurin, Archers and Knights are up!

Round 1 continues
Beagan Berelcar: 1d20 + 3 ⇒ (19) + 3 = 22
Dretch: 1d20 + 0 ⇒ (19) + 0 = 19
Cultists: 1d20 + 2 ⇒ (15) + 2 = 17
Jurin: 1d20 + 1 ⇒ (10) + 1 = 11
Archers(5): 1d20 + 1 ⇒ (9) + 1 = 10
Knights(30): 1d20 + 1 ⇒ (7) + 1 = 8
Cole Zeff: 1d20 + 3 ⇒ (3) + 3 = 6
Serra Iondri Phaer: 1d20 + 1 ⇒ (4) + 1 = 5
Elyanius Myoch: 1d20 + 0 ⇒ (13) + 0 = 3


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

The archers and knights rear a bit as the hostility of the attack surprised them. They rally quickly though under the guidance of Jothinra and counter!

The front ranks respond to the attacks upon them, while some heal themselves of some of their injuries.

Paladin Swordsmen:

Sword Group 1: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 (morale) damage: 1d8 + 2 ⇒ (1) + 2 = 3 (-17+7=-10hp) LoH: 2d6 ⇒ (1, 6) = 7 (lay on hands 3/4)
Sword Group 2: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 (morale) damage: 1d8 + 2 ⇒ (3) + 2 = 5 (-30+7=-23hp) LoH: 2d6 ⇒ (4, 3) = 7 (lay on hands 3/4)
Sword Group 3: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 (morale) damage: 1d8 + 2 ⇒ (7) + 2 = 9 (-9hp)
Sword Group 4: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27 (morale) damage: 1d8 + 2 ⇒ (8) + 2 = 10 (-7hp)
Sword Group 4 CRIT THREAT: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28 (morale) damage: 1d8 + 2 ⇒ (7) + 2 = 9

Meanwhile the main force pulls back on their own bows and shoots deeply into the lines of the opposition. Again, some heal themselves a bit as well.

Paladin Archers on the ground:

Archer Group 5: 1d20 + 7 - 4 + 1 ⇒ (17) + 7 - 4 + 1 = 21 (cover, morale) damage: 1d8 ⇒ 8 (-8hp)
Archer Group 6: 1d20 + 7 - 4 + 1 ⇒ (5) + 7 - 4 + 1 = 9 (cover, morale) damage: 1d8 ⇒ 1 (-12+5=-7hp) LoH: 2d6 ⇒ (4, 1) = 5 (lay on hands 3/4)
Archer Group 7: 1d20 + 7 - 4 + 1 ⇒ (4) + 7 - 4 + 1 = 8 (cover, morale) damage: 1d8 ⇒ 8
Archer Group 8: 1d20 + 7 - 4 + 1 ⇒ (19) + 7 - 4 + 1 = 23 (cover, morale) damage: 1d8 ⇒ 5
Archer Group 9: 1d20 + 7 - 4 + 1 ⇒ (12) + 7 - 4 + 1 = 16 (cover, morale) damage: 1d8 ⇒ 6
Archer Group 10: 1d20 + 7 - 4 + 1 ⇒ (4) + 7 - 4 + 1 = 8 (cover, morale) damage: 1d8 ⇒ 2

The archers on the hill take their aim as best they can as they target cultists among the tents.

Paladin Archers on the hill:

Archer Group 11: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17 (cover) damage: 1d8 ⇒ 8
Archer Group 12: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15 (cover) damage: 1d8 ⇒ 5


Map

The knights do their part, unleashing blades and arrows upon the cultists and their dread dretch minions. The archers on the hill strike true, sending arrows into a group in the middle of the field.

details for the knights's attacks:

Sword group 2 (-5 to dretch 1)
Sword group 4 (crit) (-19 to cultists 1)
Archer group 5 (- 8 to Cultists group 3)
Archer group 8(-5 to Cultist group )
Archer group 9 (-6 to Cultist group 1 )
Archer group 11 and 12 (-13 to cultist group 11)


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Round 1

Status:

HP = 34/48
AC/T/FF = 16/11/15 (+1 Combat Expertise)
Weapon Equipped = мировник
Speed = 30'
Arcane Pool = 7/7
Spell-Like Abilities (CL 5th; concentration +4)
. . At will—Feather Fall (self only)
. . 5 minutes/day—Fly (self only)
. . 1/day—Levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 5th; concentration +9):
. . 2nd—glitterdust (DC 16), mirror image, stone discus
. . 1st—acid shocking grasp (M) (2), color spray (DC 15), frostbite, vanish (DC 15)
. . 0 (at will)—brand (DC 14), detect magic, light, prestidigitation
Status Effects = None

Jurin winces as the glaive adds to his many scars, then attempts to return the favor.

Cast Brand defensively.

Spellcraft DC 15: 1d20 + 9 ⇒ (4) + 9 = 13

мировник Spell Combat Power Attack Combat Expertise: 1d20 + 7 - 2 - 1 - 1 ⇒ (11) + 7 - 2 - 1 - 1 = 14
мировник Damage Power Attack: 1d6 + 4 + 3 ⇒ (2) + 4 + 3 = 9


Map

Jurin tries to attack the tiefling that assaulted him, but misses with his swing.

Round 1
Beagan Berelcar: 1d20 + 3 ⇒ (19) + 3 = 22
Dretch: 1d20 + 0 ⇒ (19) + 0 = 19
Cultists: 1d20 + 2 ⇒ (15) + 2 = 17
Jurin: 1d20 + 1 ⇒ (10) + 1 = 11
Archers(5): 1d20 + 1 ⇒ (9) + 1 = 10
Knights(30): 1d20 + 1 ⇒ (7) + 1 = 8
Cole Zeff: 1d20 + 3 ⇒ (3) + 3 = 6
Serra Iondri Phaer: 1d20 + 1 ⇒ (4) + 1 = 5
Elyanius Myoch: 1d20 + 0 ⇒ (13) + 0 = 3

Cole, Serra, and Eli are up!


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 1, Init 3

Status:

AC = 19 (Shielded)
HP = 44/44
Weapon Equipped = MW Cold Iron Lucerne Hammer, Good Aligned
Condition(s) = Align Weapon, Shield of Faith, Bull's Strength

Eli manuevers against the tiefling blocking their way. The adrenaline coursing through his veins makes his swing quite inaccurate.

+1 Hammer, Bull's Strength, Power Attack: 1d20 + 7 + 2 - 2 ⇒ (3) + 7 + 2 - 2 = 10 for 1d12 + 4 + 2 + 6 ⇒ (5) + 4 + 2 + 6 = 17 damage

"This won't do. I need to be further down field. Jurin, let's clear some room here."


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 1, Initiative: 6

Status:
AC: 18 (f14/t14)
HP: 41/41 +11 temp
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 52/54
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 10/10
+1, Holy, Cold Iron Blanch Arrows = 5/5
+1, Evil Outsider Slaying (DC20 fort or +50hp damage), Cold Iron Blanch Arrow = 1/1
Conditions = Aspect of the Falcon (2 of 20), Bolstering (3 of 200)
Mythic Power = 4/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 2/3 (standard, bolstering)
Bow Attack Mods: BAB +5, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

Cole draws back his bow and begins to whittle down the hoard - or so he hopes. He starts with the creature before him. If he drops, Cole will take a 5’ step toward him at the end of his round.

Bow (magic, cold iron): 1d20 + 9 + 3 ⇒ (3) + 9 + 3 = 15 (point blank, bolstering, aspect)
damage: 1d8 + 8 + 1 ⇒ (6) + 8 + 1 = 15 (point blank)

Bow (magic, cold iron): 1d20 + 9 + 3 ⇒ (11) + 9 + 3 = 23 (point blank, bolstering, aspect)
damage: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17 (point blank)


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Round 1, Init 5

Serra lands surprisingly softly among the tents and cultists, and happy his mother's magic trick worked the way it should.

Carrying his ranseur in two hands, he enters his soldier's stance...for better to receive the attacks of the cultists and to deliver his own.

"Cole! Get behind me!" Serra says as he moves in front of his grump leader.

Serra takes total defense while we surveys the battlefield.

Serra Stats/Effects:

AC 24: 4 armor + 1 natural +1 dex + 4 shield+4 TD
HP: 44/44

Shield (5 minutes)
Alter Self (18 minutes) (1/3)

dice]1d20+3[/dice] to hit:
dice]2d4+7[/dice] damage;


Map

Round 1, Inits 6,5, 3

Cole drops down from the sky, bringing death for the cultist closest to him.

Serra gets his his legs beneath him and stomps in front of Cole to protect him.

Eli tries to get a swing in on the same one missed by Jurin, but he too misses. The cultist grins and grins at him.

Round 1 Summary

Beagan and Xanthos landed, with the gnome calling down protections upon his friend at the sight of the demons in the cultist's midst.

The knights and cultists clashed, with mixed results on both size. The dretches tore into a couple of cultists as well. The holy archers took aim at the evil below.

Jurin, struck by a glaive as he lands, tries to return it, but misses his target, as does Eli.

Cole drops a cultist and Serra moves into position to protect the archer.

Round 2 Beagan is up!
Beagan Berelcar: 22

Dretch: 19:

dretch 1(-5)

Cultists: 17:

cultists 1:(-30)
Cultists group 3(- 8)
cultist group 11(-13)

Jurin: 11(-14)
Archers(5): 10
Knights(30):8:

knight group 1:(-10hp)
knight group 2:(-23)
knight group 3:(-9)
knight group 4:(-7)
knight group 5:(-8)
knight group 6:(-7)

Cole Zeff: 6
Serra Iondri Phaer: 5
Elyanius Myoch: 3


Male Gnome Fallen Paladin 7 / AC 22

Beagan spurs Xanthos to charge the closest cultist to strike the foe with his lance.

Lance: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 162d6 + 2 ⇒ (4, 5) + 2 = 11

Status:

AC (B) - 19 {21 vs. Evil} (+1 small, +4 chain shirt, +4 shield, +2 Dex, -2 Charge) {+2 P frm Evil}
HP (B) - 45/53

AC (X) - 24 (+2 Dex, +6 natural, Mage Armor +4, Shield +4, -2 charge)
HP (X) - 25/25

Spells - Paladin 1 (1/4), Firey Vengeance - (3/4)
Shield (B) - 27/30
Shield (X) - 28/30
P f Ev (B) - 29/30

dice=Lance]1d20+6;1d6+1[/dice]
dice=Bastard Sword]1d20+6;1d8+1[/dice]

dice=Bite]1d20+5;1d8+3[/dice]
dice=Claw]1d20+5;1d4+2[/dice]
dice=Claw]1d20+5;1d4+2[/dice]

Power Attack
dice=Bite]1d20+4;1d8+6[/dice]
dice=Claw]1d20+4;1d4+4[/dice]
dice=Claw]1d20+4;1d4+4[/dice]


Map

Round 2, Init 19, 17

The dretches and the cultists tear into the front line of the Knights, ripping 6 of them from their mortal coil. In less than 6 seconds, they are left bleeding in a pile beneath the feet of their companions.

Dretches:

dretch 1, claw: 1d20 + 6 ⇒ (2) + 6 = 81d4 + 3 ⇒ (4) + 3 = 7
dretch 1, claw: 1d20 + 6 ⇒ (16) + 6 = 221d4 + 3 ⇒ (2) + 3 = 5
dretch 1, bite: 1d20 + 6 ⇒ (4) + 6 = 101d4 + 3 ⇒ (2) + 3 = 5
dretch 2, claw: 1d20 + 6 ⇒ (7) + 6 = 131d4 + 3 ⇒ (1) + 3 = 4
dretch 2, claw: 1d20 + 6 ⇒ (2) + 6 = 81d4 + 3 ⇒ (1) + 3 = 4
dretch 2, bite: 1d20 + 6 ⇒ (12) + 6 = 181d4 + 3 ⇒ (4) + 3 = 7
dretch 3, claw: 1d20 + 6 ⇒ (4) + 6 = 101d4 + 3 ⇒ (3) + 3 = 6
dretch 3, claw: 1d20 + 6 ⇒ (13) + 6 = 191d4 + 3 ⇒ (2) + 3 = 5
dretch 3, bite: 1d20 + 6 ⇒ (2) + 6 = 81d4 + 3 ⇒ (3) + 3 = 6
dretch 27, claw: 1d20 + 6 ⇒ (1) + 6 = 71d4 + 3 ⇒ (3) + 3 = 6

dretch 1, on knights 2=(-5)
dretch 2 on knights 1= (-7)
dretch 3 on knights 1= (-5)

climbers:

climbingGroup 1: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 6 ⇒ (5) + 6 = 11
climbingGroup 2: 1d20 + 6 ⇒ (5) + 6 = 111d6 + 6 ⇒ (2) + 6 = 8
climbing Group 3 double move
climbingGroup 4: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 6 ⇒ (5) + 6 = 11

climbing group 1 on knights 1=(-11)
climbing group 4 on knights 2=(-11)

Cultists on the ground, melee:

Cultists melee 5: 1d20 + 7 ⇒ (5) + 7 = 121d10 + 4 ⇒ (9) + 4 = 13
Cultists melee 6: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 181d10 + 4 ⇒ (4) + 4 = 8hits on K-2 (-14)
Cultists melee 7: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 181d10 + 4 ⇒ (10) + 4 = 14hits on K-1, (-14)
Cultists melee 8: 1d20 + 7 ⇒ (18) + 7 = 251d10 + 4 ⇒ (4) + 4 = 8not close enough to hit
Cultists melee 9: 1d20 + 7 ⇒ (17) + 7 = 241d10 + 4 ⇒ (1) + 4 = 5hits K-1 (-5)
Cultists melee 10: 1d20 + 7 ⇒ (20) + 7 = 271d10 + 4 ⇒ (7) + 4 = 11hits on Xanthos(-11)
Cultists melee 11: 1d20 + 7 ⇒ (5) + 7 = 121d10 + 4 ⇒ (9) + 4 = 13
Cultists melee 12: 1d20 + 7 ⇒ (15) + 7 = 221d10 + 4 ⇒ (6) + 4 = 10not close enough to hit anything.
Cultists melee 18: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 4 ⇒ (9) + 4 = 13
Cultists melee 19: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 4 ⇒ (4) + 4 = 8not close enough to hit anything.

hits on K-2 (-14)
hits on K-1, (-14)
hits K-1 (-5)
hits on Xanthos(-11)
The Cultists scramble across the field, most doing nothing, but oh when they hit! One slashes into Xanthos, leaving a wicked gash.

Cultists on the ground, archers:

Cultists archer 13: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 101d8 ⇒ 8
Cultists archer 14: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 71d8 ⇒ 8
Cultists archer 15: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 131d8 ⇒ 6
Cultists archer 16: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 211d8 ⇒ 5
Cultists archer 17: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 71d8 ⇒ 2

The archers rain more arrows into the melee, but only one finds purchase in knights: 1d12 ⇒ 6 K-6 takes (-5hp)
single cultist 20: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 4 ⇒ (3) + 4 = 7
single cultist 21: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 181d10 + 4 ⇒ (4) + 4 = 8Attacks but misses Beagan
single cultist 22: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 71d10 + 4 ⇒ (8) + 4 = 12 Attacks but misses Cole, around Serra, Serra gets an AoO
single cultist 23: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 4 ⇒ (9) + 4 = 13attacks but misses Serra
single cultist 24: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 4 ⇒ (5) + 4 = 9Attacks but misses Jurin
single cultist 25: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 201d10 + 4 ⇒ (9) + 4 = 13 On Eli, -4 for tent cover, hits! (-13hp)
single cultist 26: 1d20 + 7 ⇒ (16) + 7 = 231d10 + 4 ⇒ (7) + 4 = 11double move, no attack

Serra gets an attack of opportunity as... Several others close on the group, one coming very close to hitting Beagan, another nearly hitting Cole, and a third trying to cave in Serra's skull. One approaches Jurin, but the odd way he grins seems to give him pause, and his glaive flies widely off the mark. Finally, one reaches round one of the ugly tents to strike at Eli, giving him a nasty wound!

specials:
27-30, nothing yet.

possible crit rolls:

melee 10, possible crit: 1d20 + 7 ⇒ (13) + 7 = 201d10 + 4 ⇒ (9) + 4 = 13

Round 2 Jurin, Archers, Knights are up!
Beagan Berelcar: 22
Xanthos: 22 (-11)

Dretch: 19:

dretch 1(-5)

[spoiler=Cultists: 17]
cultists 1:(-30)
Cultists group 3(- 8)
cultist group 11(-13)


Jurin: 11
Archers(5): 10
Knights(30): = 8:

knight group 1:(-49 hp)
knight group 2:(-38) dead?
knight group 3:(-9)
knight group 4:(-19)
knight group 5:(-8)
knight group 6:(-19)

Cole Zeff: 6
Serra Iondri Phaer: 5
Elyanius Myoch: 3 (-13hp)


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 2, Initiative: 8
K1 drops like a stone and lingers at deaths door. K2 withdraws from the field of battle to avoid AoOs. K3 and K4 continue to attack the creatures in front of them. K5 and K6 will move up and into the position vacated by K1 and K2, though not exactly - they’ll try to form a better line with less exposure. K7 moves up to K5’s spot and channels energy to heal all those who have faltered and fallen channel: 2d6 ⇒ (5, 6) = 11 (lay on hands 2/4). K8, 9, and 10 will move up a little and continue firing their bows. Groups 11 and 12 on the hill will continue to fire into available targets.

Seeing the difficulty they find themselves in, nearly everyone also Smites Evil on their target to try and turn the tide of the combat.

Paladin Swordsmen:

Group 1 Stabilize roll 1d20 + 2 ⇒ (2) + 2 = 4 vs DC 21 (-38hp, prone) (lay on hands 3/4)
Group 2 Withdraw (-27hp) (lay on hands 3/4)
Sword Group 3: 1d20 + 7 + 3 ⇒ (14) + 7 + 3 = 24 (morale, smite) damage: 1d8 + 6 ⇒ (8) + 6 = 14 (smite 1/2)
Sword Group 4: 1d20 + 7 + 3 ⇒ (4) + 7 + 3 = 14 (morale, smite) damage: 1d8 + 6 ⇒ (6) + 6 = 12 LoH: 2d6 ⇒ (6, 2) = 8 (lay on hands 3/4) (smite 1/2)
Sword Group 5: 1d20 + 7 + 3 ⇒ (16) + 7 + 3 = 26 (morale, smite) damage: 1d8 + 6 ⇒ (5) + 6 = 11 (smite 1/2)
Sword Group 6: 1d20 + 7 + 3 ⇒ (6) + 7 + 3 = 16 (morale, smite) damage: 1d8 + 6 ⇒ (7) + 6 = 13 LoH: 2d6 ⇒ (5, 3) = 8 (lay on hands 2/4) (smite 1/2)

Paladin Archers on the ground:

Archer Group 8: 1d20 + 7 - 4 + 4 ⇒ (16) + 7 - 4 + 4 = 23 (cover, morale, point blank, smite) damage: 1d8 + 6 ⇒ (5) + 6 = 11 (point blank) (smite 1/2)
Archer Group 9: 1d20 + 7 - 4 + 4 ⇒ (16) + 7 - 4 + 4 = 23 (cover, morale, point blank, smite) damage: 1d8 + 6 ⇒ (8) + 6 = 14 (point blank) (smite 1/2)
Archer Group 10: 1d20 + 7 - 4 + 4 ⇒ (5) + 7 - 4 + 4 = 12 (cover, morale, point blank, smite) damage: 1d8 + 6 ⇒ (7) + 6 = 13 (point blank) (smite 1/2)

Paladin Archers on the hill:

Archer Group 11: 1d20 + 7 - 2 + 2 ⇒ (2) + 7 - 2 + 2 = 9 (cover, smite) damage: 1d8 + 5 ⇒ (7) + 5 = 12 (smite 1/2)
Archer Group 12: 1d20 + 7 - 2 + 2 ⇒ (15) + 7 - 2 + 2 = 22 (cover, smite) damage: 1d8 + 5 ⇒ (6) + 5 = 11 (smite 1/2)


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Round 2

Status:

HP = 34/48
AC/T/FF = 16/11/15 (+1 Combat Expertise)
Weapon Equipped = мировник
Speed = 30'
Arcane Pool = 7/7
Spell-Like Abilities (CL 5th; concentration +4)
. . At will—Feather Fall (self only)
. . 5 minutes/day—Fly (self only)
. . 1/day—Levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 5th; concentration +9):
. . 2nd—glitterdust (DC 16), mirror image, stone discus
. . 1st—acid shocking grasp (M) (2), color spray (DC 15), frostbite, vanish (DC 15)
. . 0 (at will)—brand (DC 14), detect magic, light, prestidigitation
Status Effects = None

Jurin whistles as he continues his attempts to chop down the first cultist.

Brand Defensively

Spellcraft DC 15: 1d20 + 9 ⇒ (20) + 9 = 29

мировник Spell Combat Power Attack Combat Expertise: 1d20 + 7 - 2 - 1 - 1 ⇒ (12) + 7 - 2 - 1 - 1 = 15
мировник Damage Power Attack: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10

мировник Spell Combat Power Attack Combat Expertise Brand: 1d20 + 7 - 2 - 1 - 1 ⇒ (19) + 7 - 2 - 1 - 1 = 22
мировник Damage Power Attack Brand: 1d6 + 4 + 3 + 1 ⇒ (6) + 4 + 3 + 1 = 14

Brand Crit Confirm: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 8 ⇒ (6) + 8 = 14


Map

With their closest companions bleeding out near their feet, SW2 withdraws to keep from joining them. Fresh troops surge up from behind, taking their place, striking true against one of the dretches and several of the smaller agile cultists along the edge. Several in the back move forward, loosing even more arrows into the chaos.
Meanwhile, the archers on the hill take aim at the climbers crawling up to bring the fight to the top of the ridge, injuring several of them. 1 dretch down, one group of climbers down, one group of climbers injured, and one group of melee cultists severely injured

Jurin lays into one like he is chopping steaks for dinner, cleaving deeply into the man’s leg with his second hit.

Round 2, Inits 6,5, 3 Cole, Serra, Eli are up!
Beagan Berelcar: 22

Dretch: 19:

dretch 1:(-29) dying
dretch 2:
dretch 3:

Climbing Cultists: (4 groups, 12 cultists) :

Climbing Group 1:(-44) dying
Climbing Group 2:
Climbing group 3(- 19)
Climbing Group 4:

Melee cultists (9 groups, 27 cultists):
C. Melee group 5: (-25hp)
C. Melee Group 6:
C. Melee Group 7
C. Melee Group 8
C. Melee Group 9
C. Melee Group 10
C. Melee Group 11(-13)
C. Melee Group 12
C. Melee Group 18
C. Melee Group 19

Cultist Archers ( 5 groups, 15 cultists):

C. Archers 13:
C. Archers 14:
C. Archers 15:
C. Archers 16:
C Archers 17:

singles (7 individuals, Single cultist) 20:

Single cultist 21:
Single cultist 22:
Single cultist 23:
Single cultist 24:
Single cultist 25:
Single cultist 26:

Jurin: 11
Archers(5): 10:

Archer 1
Archer 2
Archer 3
Archer 4
Archer 5

Knights(30): 8:

knight group 1:(-38hp)
knight group 2:(-27)
knight group 3:
knight group 4: (-8)
knight group 5:
knight group 6: (-8)
knight group 7:
knight group 8:
knight group 9:
knight group 10:
Cole Zeff: 6
Serra Iondri Phaer: 5
Elyanius Myoch: 3


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Cole surveys his options, and delays for Serra standing in his way. Shift init from 6 to 4.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Round 3, Init 5

Serra defensively casts Haste, targeting Cole, Xanthos, Ser Beagan, Jurin, and himself, (sorry Ely...you're far away).

1d20 + 11 ⇒ (13) + 11 = 24 Concentration vs. DC 21

Haste 1/5:

+1 to hit;
+1 to AC;
+1 to reflex;
+1 attack on full round attack action

Serra Stats/Effects:

AC 21: 4 armor + 1 natural +1 dex + 4 shield+haste
HP: 44/44

Shield (5 minutes)
Alter Self (18 minutes) (1/3)
Haste round 1/5

dice]1d20+3[/dice] to hit:
dice]2d4+7[/dice] damage;


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 2, Initiative: 6->4

Status:
AC: 19 (f14/t15) (+1 for haste applied)
HP: 41/41 +11 temp
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 49/54
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 10/10
+1, Holy, Cold Iron Blanch Arrows = 5/5
+1, Evil Outsider Slaying (DC20 fort or +50hp damage), Cold Iron Blanch Arrow = 1/1
Conditions = Aspect of the Falcon (2 of 20), Bolstering (3 of 200)
Mythic Power = 4/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 2/3 (standard, bolstering)
Bow Attack Mods: BAB +5, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

Cole delays until after Serra, then he 5’ steps back and away to avoid the AoO while he shoots. He starts by targeting 22. If he drops, he changes his aim to 24.

Bow 1 (magic, cold iron): 1d20 + 9 + 0 ⇒ (10) + 9 + 0 = 19 (point blank, bolstering, aspect, haste, cover)
damage: 1d8 + 8 + 1 ⇒ (2) + 8 + 1 = 11 (point blank)

Bow 2 (magic, cold iron): 1d20 + 9 + 0 ⇒ (19) + 9 + 0 = 28 (point blank, bolstering, aspect, haste, cover)
damage: 1d8 + 8 + 1 ⇒ (4) + 8 + 1 = 13 (point blank)

Bow 2 CRIT THREAT (magic, cold iron): 1d20 + 9 + 0 ⇒ (9) + 9 + 0 = 18 (point blank, bolstering, aspect, haste, cover)
damage: 2d8 + 16 + 2 ⇒ (5, 8) + 16 + 2 = 31 (point blank)

Bow Hasted (magic, cold iron): 1d20 + 9 + 0 ⇒ (17) + 9 + 0 = 26 (point blank, bolstering, aspect, haste, cover)
damage: 1d8 + 8 + 1 ⇒ (6) + 8 + 1 = 15 (point blank)

He shouts at Serra as his shots ring true, "Well done good sir knight! I feel quite on fire!"


Map

Serra casts carefully, bringing a speed to his companion’s movements.
Cole makes good use of it, all three of his arrows sinking deeply into their target, dropping him (22) where he stands.

Eli is still up


Kastor:
The boy peeks out as Serra casts valiantly in mid combat. "Good spell, Sir!" No more than that encouragement does he offer, though, so overwhelmed is he by the horrible fighting going on about him.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 2, Init 3

Status:

AC = 19 (Shielded)
HP = 31/44
Weapon Equipped = +1 Cold Iron Lucerne Hammer (Good Aligned), +1 Adamantine Morningstar
Condition(s) = Align Weapon, Shield of Faith, Bull's Strength

Eli presses his attack, hoping to free up a corridor around the tents. Drawing the adamantine morningstar for close quarters fighting, he steps up to the teetering tiefling. "Make way..."

+1 Morningstar, Bull's Strength: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 for 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7 damage


Map

Round 2 Summary
Beagan and Xanthos charged but failed to hit one of the singletaries.
The knights and the cultists to the north dance, with one group of knights falling, one group of knights retreating, and several groups advancing. Two sets channeled, saving the lives of their friends on the ground, and healing those that retreated. Others attacked, taking out a group of climbers on the side, and wounding another group of melee cultists on the front line, as well as taking out a dretch.
Jurin lays into one like he is chopping steaks for dinner, cleaving deeply into the man’s leg with his second hit.
Serra casts carefully, bringing a speed to his companion’s movements.
Cole makes good use of it, all three of his arrows sinking deeply into their target, dropping him (22) where he stands.
Eli uses his morning star to clear the path, dropping single 24.

Round 3, Inits 22 Beagan is up!
Beagan Berelcar: 22

Dretch: 19:

dretch 1:(-30) dying
dretch 2:
dretch 3:

Climbing Cultists: (4 groups, 12 cultists) :

Climbing Group 1:(-45) dying
Climbing Group 2:
Climbing group 3(- 19)
Climbing Group 4:

Melee cultists (9 groups, 27 cultists):
C. Melee group 5: (-25hp)
C. Melee Group 6:
C. Melee Group 7
C. Melee Group 8
C. Melee Group 9
C. Melee Group 10
C. Melee Group 11(-13)
C. Melee Group 12
C. Melee Group 18
C. Melee Group 19

Cultist Archers ( 5 groups, 15 cultists):

C. Archers 13:
C. Archers 14:
C. Archers 15:
C. Archers 16:
C Archers 17:

singles (7 individuals, Single cultist) 20:

Single cultist 21:
Single cultist 22: (-40hp) dying
Single cultist 23:
Single cultist 24: (-33hp)dying
Single cultist 25:
Single cultist 26:

Jurin: 11
Archers(5): 10:

Archer 1
Archer 2
Archer 3
Archer 4
Archer 5

Knights(30): 8:

knight group 1:(-38hp)
knight group 2:(-27)
knight group 3:
knight group 4: (-8)
knight group 5:
knight group 6: (-8)
knight group 7:
knight group 8:
knight group 9:
knight group 10:

Serra Iondri Phaer: 5
Cole Zeff: 4
Elyanius Myoch: 3


Male Gnome Fallen Paladin 7 / AC 22

Frustrated that the demons moved forward, no doubt to chew on the allied Paladin knights, the Gnome wants to surge forward.

"డెమన్స్ పిరికివ్యక్తులు మీ నిజమైన శత్రువులు ఇక్కడ ఉన్నాయి"

Celestial:
Cowardly demons! Your are afraid of your true enemies, back here!"[/b]

However, seeing his ineffectual charge and Xanthos' wound, he thinks better and turns his attention back. He spears his quickly moving lance back at a cultist on the hill.

Attack on Climbing Group 5
Lance: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 151d6 + 1 ⇒ (1) + 1 = 2
Lance (Haste): 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 231d6 + 1 ⇒ (4) + 1 = 5

Xanthos steps towards Serra, and next to an enemy.

Full attack on Climbing Group 5

Power Attack, Haste
Bite: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 211d8 + 6 ⇒ (1) + 6 = 7
Claw: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 111d4 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 101d4 + 4 ⇒ (1) + 4 = 5
Bite (Haste): 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 131d8 + 6 ⇒ (3) + 6 = 9

Status:

Equipped- Lance

AC (B) - 22 {24 vs. Evil} (+1 small, +4 chain shirt, +4 shield, +2 Dex, +1 Haste) {+2 P frm Evil}
HP (B) - 45/53

AC (X) - 27 (+2 Dex, +6 natural, Mage Armor +4, Shield +4, +1 Haste)
HP (X) - 14/25

Spells - Paladin 1 (1/4), Firey Vengeance - (3/4)
Shield (B) - 26/30
Shield (X) - 27/30
P f Ev (B) - 28/30


Male Gnome Fallen Paladin 7 / AC 22

check: 1d2 ⇒ 2


Map

Round 3 Summary
Beagan and Xanthos attack climbing group 5, taking a decent bite out of them.

Round 3, Init 19, 17

Dretches:

dretch 2, claw: 1d20 + 6 ⇒ (2) + 6 = 81d4 + 3 ⇒ (2) + 3 = 5
dretch 2, claw: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 3 ⇒ (1) + 3 = 4
dretch 2, bite: 1d20 + 6 ⇒ (4) + 6 = 101d4 + 3 ⇒ (3) + 3 = 6
dretch 3, claw: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 3 ⇒ (1) + 3 = 4
dretch 3, claw: 1d20 + 6 ⇒ (20) + 6 = 261d4 + 3 ⇒ (1) + 3 = 4
dretch 3, bite: 1d20 + 6 ⇒ (18) + 6 = 241d4 + 3 ⇒ (1) + 3 = 4
dretch 27, claw: 1d20 + 6 ⇒ (20) + 6 = 261d4 + 3 ⇒ (3) + 3 = 6
dretch 27, claw: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 3 ⇒ (3) + 3 = 6
dretch 27, bite: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 3 ⇒ (2) + 3 = 5
possible crit, dretch 3 claw: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 3 ⇒ (4) + 3 = 7

Dretch 2 on K-5= 4
Dretch 3 on K-6= 11
Dretch 27 double moves, no hits

climbers:

climbingGroup 2: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 6 ⇒ (6) + 6 = 12
climbing Group 3: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 6 ⇒ (3) + 6 = 9
climbingGroup 5: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 6 ⇒ (4) + 6 = 10

Climbing group 2 on K-6= 12
Climbing group 3 climbs to the top, no attack
Climbing group 5 climbs sideways, no attack

Cultists on the ground, melee:

Cultists melee 5: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 4 ⇒ (2) + 4 = 6
Cultists melee 6: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 231d10 + 4 ⇒ (3) + 4 = 7
Cultists melee 7: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 91d10 + 4 ⇒ (5) + 4 = 9
Cultists melee 8: 1d20 + 7 ⇒ (6) + 7 = 131d10 + 4 ⇒ (1) + 4 = 5
Cultists melee 9: 1d20 + 7 ⇒ (14) + 7 = 211d10 + 4 ⇒ (10) + 4 = 14
Cultists melee 10: 1d20 + 7 ⇒ (20) + 7 = 271d10 + 4 ⇒ (10) + 4 = 14
Cultists melee 11: 1d20 + 7 ⇒ (5) + 7 = 121d10 + 4 ⇒ (4) + 4 = 8
Cultists melee 12: 1d20 + 7 ⇒ (9) + 7 = 161d10 + 4 ⇒ (9) + 4 = 13
Cultists melee 18: 1d20 + 7 ⇒ (7) + 7 = 141d10 + 4 ⇒ (1) + 4 = 5
Cultists melee 19: 1d20 + 7 ⇒ (2) + 7 = 91d10 + 4 ⇒ (6) + 4 = 10
possible crit 6: 1d20 + 7 ⇒ (17) + 7 = 241d10 + 4 ⇒ (10) + 4 = 14
possible crit 10: 1d20 + 7 ⇒ (3) + 7 = 101d10 + 4 ⇒ (10) + 4 = 14

Melee 5 on K-6 misses
Melee 6 on K-4: (-21 hp) crit confirms
Melee 7 on misses
Melee 8 on misses
Melee 9 on can’t reach, no hits
Melee 10 on possible crit, does not confirm: (-14) on Xanthos
Melee 11 on no target
Melee 12 on no target
Melee 18 on 1d2: 1 = 1, does not hit.
Melee 19 on no target
Cultists on the ground, archers:

Cultists archer 13: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 191d8 ⇒ 4, who?: 1d10 ⇒ 10
Cultists archer 14: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 101d8 ⇒ 3 who?: 1d10 ⇒ 1
Cultists archer 15: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 191d8 ⇒ 2 who?: 1d10 ⇒ 8
Cultists archer 16: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 211d8 ⇒ 2 who?: 1d10 ⇒ 10
Cultists archer 17: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 211d8 ⇒ 3 who?: 1d10 ⇒ 8

Cultists archer 13 on 10 (-4hp)
Cultists Archer 14 on 1 no hit
Cultist Archer 15 on 8 (-2hp)
Cultist Archer 16 on 10 (-2hp)
Cultist archer 17 on 8 (-3hp)

single cultist 20: 1d20 + 7 ⇒ (4) + 7 = 111d10 + 4 ⇒ (9) + 4 = 13
single cultist 21: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 121d10 + 4 ⇒ (5) + 4 = 9
single cultist 22: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 41d10 + 4 ⇒ (6) + 4 = 10
single cultist 23: 1d20 + 7 ⇒ (14) + 7 = 211d10 + 4 ⇒ (7) + 4 = 11
single cultist 24: 1d20 + 7 ⇒ (17) + 7 = 241d10 + 4 ⇒ (3) + 4 = 7
single cultist 25: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 231d10 + 4 ⇒ (4) + 4 = 8
single cultist 26: 1d20 + 7 ⇒ (14) + 7 = 211d10 + 4 ⇒ (8) + 4 = 12

specials:
27-30, nothing yet.

possible crit rolls:

melee 10, possible crit: 1d20 + 7 ⇒ (20) + 7 = 271d10 + 4 ⇒ (1) + 4 = 5

Round 3, Inits 19, 17
Beagan Berelcar: 22=(-8)
Xanthos: (-11)(14)=(-25)

Dretch: 19:

dretch 1:(-29) dying
dretch 2:
dretch 3:

Climbing Cultists: (4 groups, 12 cultists) :

Climbing Group 1:(-44) dying
Climbing Group 2:
Climbing group 3(- 19)
Climbing Group 5: (-12hp)

Melee cultists (9 groups, 27 cultists):
C. Melee group 5: (-25hp)
C. Melee Group 6:
C. Melee Group 7
C. Melee Group 8
C. Melee Group 9
C. Melee Group 10
C. Melee Group 11(-13)
C. Melee Group 12
C. Melee Group 18
C. Melee Group 19

Cultist Archers ( 5 groups, 15 cultists):

C. Archers 13:
C. Archers 14:
C. Archers 15:
C. Archers 16:
C Archers 17:

singles (7 individuals, Single cultist) 20:

Single cultist 21:
Single cultist 22: (-39hp) dying
Single cultist 23:
Single cultist 24: (-33hp)
Single cultist 25:
Single cultist 26:

Jurin: 11
Archers(5): 10:

Archer 1
Archer 2
Archer 3
Archer 4
Archer 5

Knights(30): 8:

knight group 1:(-38hp)
knight group 2:(-27)
knight group 3:
knight group 4: (-8)(-21)=-29
knight group 5:
knight group 6: (-8)(-11)(-12) =-31
knight group 7:
knight group 8:
knight group 9:
knight group 10:

Serra Iondri Phaer: 5
Cole Zeff: 4
Elyanius Myoch: 3


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 3, Initiative: 8
K1 prone, and underfoot, simply heals themselves. K2, having withdrawn, heals themselves further. K3, 4, 5, and 6 all press their attacks, some while healing themselves. K8, and 10 press their archery attacks, while K7 and K9 channel energy. Group 11 drops their bows and engages the climbers with drawn swords. Meanwhile K12 continues to fire their bows at the enemy below.

Paladin Swordsmen:

Group (-38+15channel+5layonhands=-18hp, prone) LoH: 2d6 ⇒ (3, 2) = 5 (lay on hands 2/4)
Group 2 Withdraw (-27+15channel+6layonhands=-6hp) LoH: 2d6 ⇒ (2, 4) = 6 (lay on hands 2/4)
Sword Group 3: 1d20 + 7 + 3 ⇒ (1) + 7 + 3 = 11 (morale, smite) damage: 1d8 + 6 ⇒ (3) + 6 = 9 (smite 1/2)
Sword Group 4: 1d20 + 7 + 3 ⇒ (13) + 7 + 3 = 23 (morale, smite) damage: 1d8 + 6 ⇒ (3) + 6 = 9 (-29+15channel+7layonhands=-7hp) LoH: 2d6 ⇒ (1, 6) = 7 (lay on hands 2/4) (smite 1/2)
Sword Group 5: 1d20 + 7 + 3 ⇒ (10) + 7 + 3 = 20 (morale, smite) damage: 1d8 + 6 ⇒ (7) + 6 = 13 (smite 1/2)
Sword Group 6: 1d20 + 7 + 3 ⇒ (6) + 7 + 3 = 16 (morale, smite) damage: 1d8 + 6 ⇒ (6) + 6 = 12 (-31+15channel+5layonhands=-11hp) LoH: 2d6 ⇒ (2, 3) = 5 (lay on hands 1/4) (smite 1/2)

Paladin Archers on the ground:

Archer group 7 channel: 2d6 ⇒ (4, 4) = 8 (lay on hands 0/4)
Archer Group 8: 1d20 + 7 - 4 + 4 ⇒ (10) + 7 - 4 + 4 = 17 (cover, morale, point blank, smite) damage: 1d8 + 6 ⇒ (8) + 6 = 14 (point blank) (smite 1/2)
Archer group 9 channel: 2d6 ⇒ (2, 5) = 7 (lay on hands 2/4)(smite 1/2)
Archer Group 10: 1d20 + 7 - 4 + 4 ⇒ (12) + 7 - 4 + 4 = 19 (cover, morale, point blank, smite) damage: 1d8 + 6 ⇒ (2) + 6 = 8 (point blank) (smite 1/2)

Paladins on the hill:

Sword Group 11: 1d20 + 7 - 2 + 2 ⇒ (3) + 7 - 2 + 2 = 10 (cover, smite) damage: 1d8 + 5 ⇒ (5) + 5 = 10 (smite 1/2)
Archer Group 12: 1d20 + 7 - 2 + 2 ⇒ (20) + 7 - 2 + 2 = 27 (cover, smite) damage: 1d8 + 5 ⇒ (4) + 5 = 9 (smite 1/2)
Archer Group CRIT THREAT 12: 1d20 + 7 - 2 + 2 ⇒ (8) + 7 - 2 + 2 = 15 (cover, smite) damage: 2d8 + 10 ⇒ (2, 8) + 10 = 20 (smite 1/2)


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Round 4, Init 5

AoO@5:
1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 to hit: (haste)
2d4 + 7 ⇒ (2, 3) + 7 = 12 damage;

Attack@5: (5's step back)
1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 to hit: (haste)
2d4 + 7 ⇒ (3, 1) + 7 = 11 damage;

Haste Attack@5:
1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 to hit: (haste)
2d4 + 7 ⇒ (2, 4) + 7 = 13 damage;

Serra activates the power of his ranseur (1/3).

Haste 2/5:

+1 to hit;
+1 to AC;
+1 to reflex;
+1 attack on full round attack action

Serra Stats/Effects:

AC 23: 4 armor + 1 natural +1 dex + 4 shield+1 haste+2 ranseur
HP: 44/44

Shield (5 minutes)
Alter Self (18 minutes) (1/3)
Haste round 1/5

dice]1d20+3[/dice] to hit:
dice]2d4+7[/dice] damage;


Map

The knights and cultists continue to clash, with healing and bleeding on both sides. Joth continues to rally the men. A second dretch goes down while the third is injured.
A group of climbing cultists make the top of the hill, only to be cut down by the waiting knights.
A second group unwisely tries to reach Serra, only to be cut down as well.

Round 3 Cole, Jurin and Eli are up, followed by Beagan at the top of Round 4
Beagan Berelcar: 22=(-8)
Xanthos: (-11)(14)=(-25)

Dretch: 19:

dretch 1:(-29) dying
dretch 2: (-12)(-14)=(-26) dying
dretch 3: (-8)

Climbing Cultists: (4 groups, 12 cultists) :

Climbing Group 1:(-44) dying
Climbing Group 2:
Climbing group 3(- 19)(-9)=(-28)
Climbing Group 5: (-12hp)

Melee cultists (9 groups, 27 cultists):
C. Melee group 5: (-25hp)
C. Melee Group 6: (-9)(-13)
C. Melee Group 7
C. Melee Group 8
C. Melee Group 9
C. Melee Group 10
C. Melee Group 11(-13)
C. Melee Group 12
C. Melee Group 18
C. Melee Group 19

Cultist Archers ( 5 groups, 15 cultists):

C. Archers 13:
C. Archers 14:
C. Archers 15:
C. Archers 16:
C Archers 17:

singles (7 individuals, Single cultist) 20:

Single cultist 21:
Single cultist 22: (-39hp) dying
Single cultist 23:
Single cultist 24: (-33hp)
Single cultist 25:
Single cultist 26:

Jurin: 11
Archers(5): 10:

Archer 1
Archer 2
Archer 3
Archer 4
Archer 5

Knights(30): 8:

knight group 1:( -38+15channel+5layonhands=-18hp, prone)
knight group 2:( -27+15channel+6layonhands=-6hp)
knight group 3:
knight group 4: ( -29+15channel+7layonhands=-7hp)
knight group 5: (-4)
knight group 6: (-31+15channel+5layonhands=-11hp)
knight group 7:
knight group 8:
knight group 9:
knight group 10:

Serra Iondri Phaer: 5
Cole Zeff: 4
Elyanius Myoch: 3


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 3, Init 3

Status:

AC = 19 (Shielded)
HP = 31/44
Weapon Equipped = +1 Morningstar, +1 Cold Iron Lucerne Hammer
Condition(s) = Align Weapon, Shield of Faith, Bull's Strength

Eli stalks past the fallen tiefling, dropping the morningstar for now. He knits his brows, examining the cluster of tieflings further down field. He seeks out something that will knock them off balance so the rest of his team can move further in. He summons a blast of light he hopes affects creatures of the darkness.

Inspired Spell, 10' Radius Burst of Radiance, 1d4 ⇒ 4 rounds of Blindness, or Dazzled with DC 16 Reflex Save. 5d4 ⇒ (1, 4, 1, 2, 4) = 12 damage to Evil creatures, no save.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 3, Initiative: 4

Status:
AC: 19 (f14/t15) (+1 for haste applied)
HP: 41/41 +11 temp
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 46/54
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 10/10
+1, Holy, Cold Iron Blanch Arrows = 5/5
+1, Evil Outsider Slaying (DC20 fort or +50hp damage), Cold Iron Blanch Arrow = 1/1
Conditions = Aspect of the Falcon (3 of 20), Bolstering (4 of 200)
Mythic Power = 4/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 2/3 (standard, bolstering)
Bow Attack Mods: BAB +5, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

Cole steps up next to Serra but targets a cultist out in the open to start (target melee 20, if he falls, 23 possibly with cover depending on that tiny corner of tent).

”Careful Beagan there’s one trying to sneak up on you!”

Bow 1 (magic, cold iron): 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32 (point blank, bolstering, aspect, haste)
damage: 1d8 + 8 + 1 ⇒ (3) + 8 + 1 = 12 (point blank)

Bow 1 CRIT THREAT (magic, cold iron): 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28 (point blank, bolstering, aspect, haste)
damage: 2d8 + 16 + 2 ⇒ (8, 4) + 16 + 2 = 30 (point blank)

Bow 2 (magic, cold iron): 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19 (point blank, bolstering, aspect, haste)
damage: 1d8 + 8 + 1 ⇒ (6) + 8 + 1 = 15 (point blank)

Bow Hasted (magic, cold iron): 1d20 + 9 + 4 ⇒ (5) + 9 + 4 = 18 (point blank, bolstering, aspect, haste)
damage: 1d8 + 8 + 1 ⇒ (5) + 8 + 1 = 14 (point blank)


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Round 3

Status:

HP = 34/48
AC/T/FF = 16/11/15 (+1 Combat Expertise) (+1 Haste)
Weapon Equipped = мировник
Speed = 30'
Arcane Pool = 7/7
Spell-Like Abilities (CL 5th; concentration +4)
. . At will—Feather Fall (self only)
. . 5 minutes/day—Fly (self only)
. . 1/day—Levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 5th; concentration +9):
. . 2nd—glitterdust (DC 16), mirror image, stone discus
. . 1st—acid shocking grasp (M) (2), color spray (DC 15), frostbite, vanish (DC 15)
. . 0 (at will)—brand (DC 14), detect magic, light, prestidigitation
Status Effects = None

Jurin sees a cultist trying to sneak away and points at him.

"Too early to leave this party."

One quick defense spell later and he closes in.

Mirror Image for 1d4 + 1 ⇒ (3) + 1 = 4


Male Gnome Fallen Paladin 7 / AC 22

Round 4, Init 22

Feeling his mount waver underneath him, Beagan calls upon Ragathiel and lays his hands on Xanthos, remaining wary of the Tieflings around him.

Concentration: 1d20 + 9 ⇒ (5) + 9 = 14 CLW Spell Fails.

Beagan calls upon the Herald to help protect him as he tries to heal his mount...
Surge: 1d6 ⇒ 1 (1 use of Mythic Power)

The Gnome is shaken, simply clutching at his lance after failing to help his faithful comrade.

The still staggered Xanthos defends himself. Total Defense - AC 31

Status:

Xanthos is staggered

Equipped- Lance

AC (B) - 22 {24 vs. Evil} (+1 small, +4 chain shirt, +4 shield, +2 Dex, +1 Haste) {+2 P frm Evil}
HP (B) - 45/53

AC (X) - 27 (+2 Dex, +6 natural, Mage Armor +4, Shield +4, +1 Haste)
HP (X) - 0/25

Mythic Power - 3/4

Spells - Paladin 1 (1/4), Firey Vengeance - (2/4)
Shield (B) - 25/30
Shield (X) - 26/30
P f Ev (B) - 27/30


Map

Round 3/begin round 4 summary cont) Jurin casts a defensive spell and mocks a sneaky cultist as he tries to sneak away. Eli brings a light to bear, blinding and burning some evil cultists. Cole calls out a warning to Beagan, then drops one cultist with two arrows to his throat and sinks two more into his companion, leaving him barely standing. Beagan tries to heal the staggered Xanthos, even going so far as to call upon barely understood reserves of Iomedae’s grace. Even so, the battle leaves him shaken and the spell does not go off.

Dretch:

dretch 3, claw: 1d20 + 6 ⇒ (18) + 6 = 241d4 + 3 ⇒ (2) + 3 = 5
dretch 3, claw: 1d20 + 6 ⇒ (19) + 6 = 251d4 + 3 ⇒ (2) + 3 = 5
dretch 3, bite: 1d20 + 6 ⇒ (18) + 6 = 241d4 + 3 ⇒ (3) + 3 = 6

The remaining dretch, with no other opponent within striking distance, cannot resist the chance to feast on the knights beneath his feet. -16 hp to Knight group 1

climbers:

climbingGroup 2: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 6 ⇒ (5) + 6 = 11

Climbing group 2 tries to damage the knights closest, but can’t seem to get through their well regimented protections.

Cultists on the ground, melee:

Cultists melee 5: 1d20 + 7 ⇒ (13) + 7 = 201d10 + 4 ⇒ (3) + 4 = 7
Cultists melee 6: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 221d10 + 4 ⇒ (8) + 4 = 12
Cultists melee 7: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 81d10 + 4 ⇒ (6) + 4 = 10
Cultists melee 8: 1d20 + 7 ⇒ (11) + 7 = 181d10 + 4 ⇒ (9) + 4 = 13
Cultists melee 9: 1d20 + 7 ⇒ (14) + 7 = 211d10 + 4 ⇒ (4) + 4 = 8
Cultists melee 10: 1d20 + 7 ⇒ (11) + 7 = 181d10 + 4 ⇒ (9) + 4 = 13

Melee 5 hits on K-5 (-7hp to K-5)
Melee 6 hits on K-4: (-8 hp)
Melee 7 misses
Melee 8 hits on K-3(-13)
Melee 9 blinded
Melee 10 blinded
cultist archer group:

Cultists archer: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 41d8 ⇒ 4, who?: 1d10 ⇒ 2

Cultists archer misses

single cultist 20: 1d20 + 7 ⇒ (8) + 7 = 151d10 + 4 ⇒ (2) + 4 = 6
single cultist 21: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 51d10 + 4 ⇒ (9) + 4 = 13
single cultist 23: 1d20 + 7 ⇒ (5) + 7 = 121d10 + 4 ⇒ (8) + 4 = 12
single cultist 25: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 111d10 + 4 ⇒ (7) + 4 = 11

Single cultist 20 misses Xanthos
Single cultist 21 blinded/dazzled
Single cultist 23 moves up on Cole (provokes an AoO from Serra)
Single cultist 25 steps back and attacks but misses Jurin

Round 4 cont. Jurin, Knights are up!
Dretch: 19 (-8hp)
Climbing Cultist 2:19

Melee cultists:
C. Melee group 4(-13)
C. Melee group 5: (-25hp)
C. Melee Group 6: (-9)(-13)
C. Melee Group 8
C. Melee Group 9:(-5)
C. Melee Group 10: (-5)

Cultist Archer:
singles (7 individuals, Single cultist) 20:

Single cultist 20: (-12)(-30) dead
Single cultist 21: (-5)
Single cultist 23: (-29)
Single cultist 25:

Jurin: 11
Knight Archers
Knights(30): 8:

knight group 1: (-18hp)
knight group 2: (-6hp)
knight group 3: (-13)
knight group 4: ( -7hp)(8hp)
knight group 5: (-4)(-7)
knight group 6: (-31+15channel+5layonhands=-11hp)

Serra Iondri Phaer: 5
Cole Zeff: 4
Elyanius Myoch: 3
Round 5
Beagan Berelcar: 22=(-8)
Xanthos: (-11)(14)=(-25)


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 4, Initiative: 8
Once again, the knights smite their new opponents, all except group 1. K1 heal themselves, but otherwise cannot act reasonably - though they call to their friends for aid however no one can reach them this round. K2 moves up on climbing group 2 and tries to stop them. K3 steps up and attacks melee group 8. K4 and K5 also attack group 8. K6 attacks climbing group 2. Finally the archers (K7) attack their counterparts (cultist archers) trying to end their rain of arrows.

Paladin Swordsmen:

Group 1 (-34+5=-29hp, prone) LoH: 2d6 ⇒ (4, 1) = 5 (lay on hands 1/4)
Sword Group 2: 1d20 + 7 + 3 ⇒ (3) + 7 + 3 = 13 (morale, smite) damage: 1d8 + 6 ⇒ (1) + 6 = 7 (lay on hands 2/4) (smite 0/2)
Sword Group 3: 1d20 + 7 + 3 ⇒ (7) + 7 + 3 = 17 (morale, smite) damage: 1d8 + 6 ⇒ (4) + 6 = 10 (-13hp) (smite 0/2)
Sword Group 4: 1d20 + 7 + 3 ⇒ (13) + 7 + 3 = 23 (morale, smite) damage: 1d8 + 6 ⇒ (2) + 6 = 8 (-8hp) (lay on hands 2/4) (smite 0/2)
Sword Group 5: 1d20 + 7 + 3 ⇒ (17) + 7 + 3 = 27 (morale, smite) damage: 1d8 + 6 ⇒ (8) + 6 = 14 (-7hp) (smite 0/2)
Sword Group 6: 1d20 + 7 + 3 ⇒ (7) + 7 + 3 = 17 (morale, smite) damage: 1d8 + 6 ⇒ (7) + 6 = 13 (lay on hands 1/4) (smite 0/2)

Paladins on the hill:

Archer Group 7: 1d20 + 7 - 2 + 2 ⇒ (10) + 7 - 2 + 2 = 17 (cover, smite) damage: 1d8 + 5 ⇒ (7) + 5 = 12 (smite 0/2)


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Round 4

Status:

HP = 34/48
AC/T/FF = 16/11/15 (+1 Combat Expertise) (+1 Haste)
Weapon Equipped = мировник
Speed = 30'
Arcane Pool = 7/7
Spell-Like Abilities (CL 5th; concentration +4)
. . At will—Feather Fall (self only)
. . 5 minutes/day—Fly (self only)
. . 1/day—Levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 5th; concentration +9):
. . 2nd—glitterdust (DC 16), stone discus
. . 1st—acid shocking grasp (M) (2), color spray (DC 15), frostbite, vanish (DC 15)
. . 0 (at will)—brand (DC 14), detect magic, light, prestidigitation
Status Effects = Mirror Image (4), Haste

Looking to deal with the cultist quickly, Jurin casts another spell and attacks.

Swift to spend one arcane point and gain Arcane Accuracy. Power Attack, Combat Expertise, Haste. Cast Shocking Grasp Defensively, Spell Combat.

Shocking Grasp, Defensive DC 17: 1d20 + 9 ⇒ (10) + 9 = 19

мировник: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

мировник Haste: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 + 7 ⇒ (6) + 7 = 13

мировник Shocking Grasp: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Acid: 5d8 ⇒ (7, 6, 4, 4, 4) = 25

Haste Crit Confirm: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d6 + 7 ⇒ (6) + 7 = 13

Shocking Grasp Crit Confirm: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Acid: 5d8 ⇒ (7, 5, 3, 7, 4) = 26


Map

Round 5 summary cont)
Beagan tries to heal the staggered Xanthos, even going so far as to call upon barely understood reserves of Iomedae’s grace. Even so, the battle leaves him shaken and the spell does not go off.

The knights do terrible damage to the cultist, dropping another large group of them and injuring others. Even the archers suffer, their counterparts arrows sinking deeply.

Meanwhile, the quartermaster overcooks his target, shocking, slicing, and dousing what’s left in acid. There is very little left when the culinarywhirlwind is done. Wow…just wow!

Round 5 Serra,Cole and Eli are up, followed by Beagan!
Dretch: 19 (-8hp)
Climbing Cultist 2:19 (-13)

Melee cultists:

C. Melee group 4(-13)
C. Melee group 5: (-25hp)
C. Melee Group 6: (-9)(-13)
C. Melee Group 8 (-10)(-8)(-14) dying
C. Melee Group 9:(-5)
C. Melee Group 10: (-5)

Cultist Archer: (-13)
singles (7 individuals, Single cultist) 20:

Single cultist 20: (-12)(-30) dead
Single cultist 21: (-5)
Single cultist 23: (-29)
Single cultist 25:

Jurin: 11
Knight Archers
Knights(30): 8:

knight group 1: (-18hp)
knight group 2: (-6hp)
knight group 3: (-13)
knight group 4: ( -7hp)(8hp)
knight group 5: (-4)(-7)
knight group 6: (-31+15channel+5layonhands=-11hp)

Serra Iondri Phaer: 5
Cole Zeff: 4
Elyanius Myoch: 3
Round 6
Beagan Berelcar: 22=(-8)
Xanthos: (-11)(14)=(-25)


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Round 4

With his foe so close to he and Cole, Serra 5' steps back, drawing the wand from his belt.

"Khaz-MOOK! Serra fires the wand at Cultist #23.

2d4 + 2 ⇒ (2, 4) + 2 = 8 Force damage. (WoMM3: 5/11 left)


Map

Round 5 summary cont
Jurin casts a defensive spell and mocks a sneaky cultist as he tries to sneak away. Eli brings a light to bear, blinding and burning some evil cultists. Cole calls out a warning to Beagan, then drops one cultist with two arrows to his throat and sinks two more into his companion, leaving him barely standing. Beagan tries to heal the staggered Xanthos, even going so far as to call upon barely understood reserves of Iomedae’s grace. Even so, the battle leaves him shaken and the spell does not go off.
The knights do terrible damage to the cultist, dropping another large group of them and injuring others. Even the archers suffer, their counterparts arrows sinking deeply.
Meanwhile, the quartermaster overcooks his target, shocking, slicing, and dousing what’s left in acid. There is very little left when the culinary whirlwind is done. Wow…just wow!
Serra, tired of putting up with the man’s presence, drops single cultist #23 into a pile at Cole’s feet, clearing the archer’s path.

Round 5 cont. Cole, Eli are up, followed by Beagan and Xanthos at the top of round 6!
Dretch: 19 (-8hp)
Climbing Cultist 2:19 (-13)

Melee cultists:

C. Melee group 4(-13)
C. Melee group 5: (-25hp)
C. Melee Group 6: (-9)(-13)
C. Melee Group 8 (-10)(-8)(-14) dying
C. Melee Group 9:(-5)
C. Melee Group 10: (-5)

Cultist Archer: (-13)
singles (7 individuals, Single cultist) 20:

Single cultist 20: (-12)(-30) dead
Single cultist 21: (-5)
Single cultist 23: (-29)
Single cultist 25:

Jurin: 11
Knight Archers
Knights(30): 8:

knight group 1: (-18hp)
knight group 2: (-6hp)
knight group 3: (-13)
knight group 4: ( -7hp)(8hp)
knight group 5: (-4)(-7)
knight group 6: (-31+15channel+5layonhands=-11hp)

Serra Iondri Phaer: 5
Cole Zeff: 4
Elyanius Myoch: 3
Round 6
Beagan Berelcar: 22=(-8)
Xanthos: (-11)(14)=(-25)


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 4, Initiative: 4

Status:
AC: 19 (f14/t15) (+1 for haste applied)
HP: 41/41 +11 temp
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 45/54
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 10/10
+1, Holy, Cold Iron Blanch Arrows = 5/5
+1, Evil Outsider Slaying (DC20 fort or +50hp damage), Cold Iron Blanch Arrow = 1/1
Conditions = Aspect of the Falcon (3 of 20), Bolstering (4 of 200)
Mythic Power = 4/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 2/3 (standard, bolstering)
Bow Attack Mods: BAB +5, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

”Nice take down Jurin! Damn man your a fine one for the blade. Nice shot Serra, way to clear a path.” Cole begins to have hope that the combat might turn their way. Until he rounds the corner and sees all the cultists still between him and the knights.

He takes a shot at Melee group 10.

Bow 1 (magic, cold iron): 1d20 + 9 + 0 ⇒ (19) + 9 + 0 = 28 (point blank, bolstering, aspect, haste, cover)
damage: 1d8 + 8 + 1 ⇒ (3) + 8 + 1 = 12 (point blank)

Bow 1 CRIT THREAT (magic, cold iron): 1d20 + 9 + 0 ⇒ (15) + 9 + 0 = 24 (point blank, bolstering, aspect, haste, cover)
damage: 2d8 + 16 + 2 ⇒ (6, 5) + 16 + 2 = 29 (point blank)

He grins like a maniac as his arrows find purchase.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Round 5, Init 3

Status:

AC = 19
HP = 31/44
Weapon Equipped = +1 CI Lucerne Hammer
Condition(s) = Align Weapon, Shield of Faith, Bull's Strength

Eli trails Cole, intent on suppressing the tieflings' actions. "Careful, Cole! They can overwhelm in numbers!"

Cast Sound Burst into same Cluster. 1d8 ⇒ 2 damage, and Fortitude Save v DC 16 to avoid being stunned.


Male Gnome Fallen Paladin 7 / AC 22

Round 5, Init 22

As a disabled Xanthos tries to defend himself, the effort of weaving away from attacks is more than he can take and he drops to the ground. -1/25 hp

As his mount falls, the shaken Gnome attempts to land on his feet.
Ride: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25

Calling upon the Big R', attempts to lay his hands on Xanthos again. Casts CLW defensively.
"বিগ আর 'দোয়া তোমার দাস আরোগ্য হতে পারে!"

Celestial:
"May the blessings of the Big R' heal thy servant!"

Concentration: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
CLW: 1d8 + 3 ⇒ (4) + 3 = 7 (Xanthos - 6/25 hp)

A rather growling, pissed-off battle bunny stands and lunges at the nearest cultist. (Provokes AoO, AC 27 - 4 prone AC 23)

Bite (X): 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 91d8 + 6 ⇒ (2) + 6 = 8

Status:

Equipped- Lance

AC (B) - 22 {24 vs. Evil} (+1 small, +4 chain shirt, +4 shield, +2 Dex, +1 Haste) {+2 P frm Evil}
HP (B) - 45/53

AC (X) - 27 (+2 Dex, +6 natural, Mage Armor +4, Shield +4, +1 Haste)
HP (X) - 6/25

Spells - Paladin 1 (1/4), Firey Vengeance - (1/4)
Shield (B) - 24/30
Shield (X) - 25/30
P f Ev (B) - 26/30


Map

(Round 4 summary)
The knights do terrible damage to the cultist, dropping another large group of them and injuring others. Even the archers suffer, their counterparts arrows sinking deeply.
Meanwhile, the quartermaster overcooks his target, shocking, slicing, and dousing what’s left in acid. There is very little left when the culinary whirlwind is done. Wow…just wow!
Serra, tired of putting up with the man’s presence, drops single cultist #23 into a pile at Cole’s feet, clearing the archer’s path.
Cole, his way cleared by Serra’s well placed shot follows up with one of his own. So well placed is it that it takes out several of the cultists with one, almost divinely inspired shot.
If any of the cultists in that cluster were hanging on to their misbegotten lives, Eli soon shows them the error of their way, a light burst of mind blowing sound sending them on the way. Down goes group 10.
Round 5 Summary now?
Xanthos falls only to be healed by his faithful friend. He wakes understandably grumpy and tries to stand. The cultist tries to take advantage of his move to his feet, but can’t get through the wolfbunny’s thick bunny hide. Xanthos tries to bite the Cultist, but he can’t quite make it work; his powerful jaws snapping shut on nothing but air.
AoO on Xanthos: 1d20 + 7 ⇒ (12) + 7 = 191d10 + 4 ⇒ (2) + 4 = 6
Round 5, Init 19-13

Dretch:

dretch 3, claw: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 181d4 + 3 ⇒ (4) + 3 = 7
dretch 3, claw: 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 121d4 + 3 ⇒ (2) + 3 = 5
dretch 3, bite: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 301d4 + 3 ⇒ (3) + 3 = 6
dretch 3, bite: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 251d4 + 3 ⇒ (3) + 3 = 6

The dretch chuckles in a wet gurgly glee as it leans over the men of group one. His broad lips spread in a smile and then he begins pulling their heads off one by one, with tooth and claw. Whatever prayers they may have made would be their last.

climbers:

climbingGroup 2: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 6 ⇒ (2) + 6 = 8

Climbing group 2 tries to damage the knights closest, but can’t seem to get through their well regimented protections.

Cultists on the ground, melee:

Cultists melee 5: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 4 ⇒ (2) + 4 = 6
Cultists melee 6: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 101d10 + 4 ⇒ (3) + 4 = 7
Cultists melee 7: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 131d10 + 4 ⇒ (9) + 4 = 13
Cultists melee 8: 1d20 + 7 ⇒ (2) + 7 = 91d10 + 4 ⇒ (5) + 4 = 9
Cultists melee 9: 1d20 + 7 ⇒ (4) + 7 = 111d10 + 4 ⇒ (10) + 4 = 14

The melee cultists in pitched combat with the heart of the still battling paladins seem to lose heart; their blows weaken and they can't seem to hit a thing.
cultist archer group:

Cultists archer: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 161d8 ⇒ 7, who?: 1d10 ⇒ 5

Cultists archer misses as well and begins eying the river behind them. Facing their commanders makes them hesitate, but facing the suddenly turning tide of battle makes them consider it briefly.
single cultist 20: 1d20 + 7 ⇒ (5) + 7 = 121d10 + 4 ⇒ (1) + 4 = 5
single cultist 21: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 61d10 + 4 ⇒ (10) + 4 = 14

The single cultists closest to the group also seem rattled, each in turn missing their attacks.

Round 5 cont. Jurin, Knights are up!
Dretch: 19 (-8hp)
Climbing Cultist 2:19 (-13)

Melee cultists:

C. Melee group 4(-13)
C. Melee group 5: (-25hp)
C. Melee Group 6: (-9)(-13)
C. Melee Group 8 (-10)(-8)(-14) dying
C. Melee Group 9:(-5)

Cultist Archer: (-13)
singles (7 individuals, Single cultist) 20:

Single cultist 20: (-12)(-30) dead
Single cultist 21: (-5)
Single cultist 23: (-29)
Single cultist 25:

Jurin: 11 (-10 or no damage)
Knight Archers
Knights(30): 8:

knight group 1: (-18hp)
knight group 2: (-6hp)
knight group 3: (-13)
knight group 4: ( -7hp)(8hp)
knight group 5: (-4)(-7)
knight group 6: (-31+15channel+5layonhands=-11hp)

Serra Iondri Phaer: 5
Cole Zeff: 4
Elyanius Myoch: 3
Round 6
Beagan Berelcar: 22=(-8)
Xanthos: =22 (-19)


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 5, Initiative: 8
K1 dies, breathing in their last breath the foul fumes of demon spawn. K2 attacks the climbing group 2. K3 heal themselves a bit and swing on melee group 8. K4 also attacks melee group 8 hoping to drop them. K5 also attacks group 8, though if they’re down, they switch to melee group 4. K6 attacks climbing group 2, or melee group 4 if they’re down. K7 continue to focus on the enemy archers.

Paladin Swordsmen:

Sword Group 2: 1d20 + 7 + 3 ⇒ (13) + 7 + 3 = 23 (morale, smite) damage: 1d8 + 6 ⇒ (3) + 6 = 9 (lay on hands 2/4) (smite 0/2)
Sword Group 3: 1d20 + 7 + 3 ⇒ (13) + 7 + 3 = 23 (morale, smite) damage: 1d8 + 6 ⇒ (7) + 6 = 13 (-13+5=-8hp) LoH: 2d6 ⇒ (4, 1) = 5 (lay on hands 3/4) (smite 0/2)
Sword Group 4: 1d20 + 7 + 3 ⇒ (20) + 7 + 3 = 30 (morale, smite) damage: 1d8 + 6 ⇒ (1) + 6 = 7 (-8hp) (lay on hands 2/4) (smite 0/2)
Sword Group 4 CRIT THREAT: 1d20 + 7 + 3 ⇒ (9) + 7 + 3 = 19 (morale, smite) damage: 1d8 + 6 ⇒ (5) + 6 = 11
Sword Group 5: 1d20 + 7 + 3 ⇒ (2) + 7 + 3 = 12 (morale, smite) damage: 1d8 + 6 ⇒ (8) + 6 = 14 (-7hp) (smite 0/2)
Sword Group 6: 1d20 + 7 + 3 ⇒ (8) + 7 + 3 = 18 (morale, smite) damage: 1d8 + 6 ⇒ (1) + 6 = 7 (lay on hands 1/4) (smite 0/2)

Paladins on the hill:

Archer Group 7: 1d20 + 7 - 2 + 2 ⇒ (11) + 7 - 2 + 2 = 18 (cover, smite) damage: 1d8 + 5 ⇒ (8) + 5 = 13 (smite 0/2)


Map

(Round 5 summary)

Xanthos falls only to be healed by his faithful friend. He wakes understandably grumpy and tries to stand. The cultist tries to take advantage of his move to his feet, but can’t get through the wolfbunny’s thick bunny hide. Xanthos tries to bite the Cultist, but he can’t quite make it work; his powerful jaws snapping shut on nothing but air.
The dretch eats K1, every other cultist becomes faint of heart.

Round 5

The knights, perhaps emboldened by the cultists’ failure of heart, bring their holiest fury to bear. They fall in droves, until only a few remain standing on the front lines.
The paladins on the hill flare with righteous fury as well, raining death upon their Cultist targets.

Round 5 cont. Jurin, Serra, Cole and Eli are up!
Dretch: 19 (-8hp)

Melee cultists:

C. Melee group 5(-30)
C. Melee Group 9:(-5)

Cultist Archer: (-13)(-13)=(-26)
singles (7 individuals, Single cultist) 20:

Single cultist 20: (-12)(-30) dead
Single cultist 21: (-5)
Single cultist 23: (-29)
Single cultist 25:

Jurin: 11 (-10 or no damage)
Knight Archers
Knights(30): 8:

knight group 1: (-18hp)
knight group 2: (-6hp)
knight group 3: (-13+5=-8hp)
knight group 4: ( -7hp)(8hp)
knight group 5: (-4)(-7)
knight group 6: (-31+15channel+5layonhands=-11hp)

Serra Iondri Phaer: 5
Cole Zeff: 4
Elyanius Myoch: 3
Round 6
Beagan Berelcar: 22=(-8)
Xanthos: =22 (-19)


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Round 5, Init 5

With a blur of speed, Serra untethers from time and aasimarish grace takes over, he blurs from one side of the battlefield to the next. -1 mythic power point.

When he tethers to time again, he strikes at group #9 with flank.

1d20 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11 to hit: (haste, flank, mythic)
2d4 + 7 ⇒ (1, 3) + 7 = 11 damage;

1d20 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14 to hit: (haste, flank, mythic)
2d4 + 7 ⇒ (3, 2) + 7 = 12 damage;

Haste:
1d20 + 3 + 2 + 1 ⇒ (17) + 3 + 2 + 1 = 23 to hit: (haste, flank, mythic)
2d4 + 7 ⇒ (1, 2) + 7 = 10 damage;

Serra's ranseur blurs as he strikes.

Haste 4/5:

+1 to hit;
+1 to AC;
+1 to reflex;
+1 attack on full round attack action

Serra Stats/Effects:

AC 21: 4 armor + 1 natural +1 dex + 4 shield+1 haste
HP: 44/44

Shield (5 minutes)
Alter Self (18 minutes) (1/3)
Haste round 1/5

dice]1d20+3[/dice] to hit:
dice]2d4+7[/dice] damage;


|| Per +8 | Fort +10 Ref +3 Will +6 | BAB +6 | CMB +8 | CMD 21 || Human Magus 7 (Hexcrafter)/Champion 1

Round 5

Status:

HP = 34/48
AC/T/FF = 16/11/15 (+1 Combat Expertise) (+1 Haste)
Weapon Equipped = мировник
Speed = 30'
Arcane Pool = 6/7
Spell-Like Abilities (CL 5th; concentration +4)
. . At will—Feather Fall (self only)
. . 5 minutes/day—Fly (self only)
. . 1/day—Levitate (self only)
Magus (Hexcrafter) Spells Prepared (CL 5th; concentration +9):
. . 2nd—glitterdust (DC 16), stone discus
. . 1st—acid shocking grasp (M), color spray (DC 15), frostbite, vanish (DC 15)
. . 0 (at will)—brand (DC 14), detect magic, light, prestidigitation
Status Effects = Mirror Image (4), Haste

The quartermaster runs across the field, licking his lips and cackling.

"Come here demon. Come to me!"

Double move, plus 30' for Haste.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Round: 5, Initiative: 4

Status:
AC: 19 (f14/t15) (+1 for haste applied)
HP: 41/41 +11 temp
Weapon Equipped = Composite (+2) Long Bow, darkwood, +1, adaptive
Cold Iron Arrows = 43/54 (2 misses)
Silver Blunt Arrows = 20/20
Cold Iron, Adamantine Blanch Arrows = 20/20
Cold Iron, Ghost Salt Arrows = 10/10
+1, Outsider Bane, Cold Iron Blanch Arrows = 10/10
+1, Holy, Cold Iron Blanch Arrows = 5/5
+1, Evil Outsider Slaying (DC20 fort or +50hp damage), Cold Iron Blanch Arrow = 1/1
Conditions = Aspect of the Falcon (5 of 20), Bolstering (6 of 200)
Mythic Power = 3/4 (immed., d6)(swift, decisive strike)
Ranger Focus = 2/2 (ex, swift, +4 attack/damage)
Child of the Crusade = 1/1 (free, reroll failed save to be demonically possessed or incapacitated)
Silver Dragon Scale = 2/3 (standard, bolstering)
Bow Attack Mods: BAB +5, Dex +4, Bow +1, Weapon Focus +1, Rapid Shot -0, Deadly Aim -2
Bow Damage Mods: Composite Bow +3, Bow +1, Deadly Aim +4
Spells (caster level 2, concentration +4)
Level 0 (DC 12) Create Water (1/1)
Level 1 (DC 13) Aspect of the Falcon, Keep Watch

Cole takes a 5’ step and is rewarded by a clear shot at melee single 21. So he takes it. If melee single 21 drops, he takes the rest of his shots at melee group 9 (though at a -4 to hit for cover - at least).

Bow 1 (magic, cold iron): 1d20 + 9 + 4 ⇒ (12) + 9 + 4 = 25 (point blank, bolstering, aspect, haste)
damage: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16 (point blank)

Bow 2 (magic, cold iron): 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28 (point blank, bolstering, aspect, haste)
damage: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17 (point blank)

Bow Hasted (magic, cold iron): 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32 (point blank, bolstering, aspect, haste)
damage: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17 (point blank)

Bow Hasted CRIT THREAT (magic, cold iron): 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22 (point blank, bolstering, aspect, haste)
damage: 2d8 + 16 + 2 ⇒ (3, 5) + 16 + 2 = 26 (point blank)

Cole's voice rings out on the battlefield, "Serra, take those creatures out! Hit them again!"

He uses his mythic powers to grant Serra a free swing at +1 to hit and bypassing all DR*

Decisive Strike:
As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn.


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Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Divine Round

Inspired by something he cannot define,
a soul pushing earthquake, no doubt or remorse,
assail him, propel him with demon crushing force,
In his mind he's still fighting, slashing with his blade,
He's still hoping that his memories won't fade,
Because he's dodging and slashing and fighting with force,
He's fighting and riding for the sound of Cole's voice.

1d20 + 3 + 2 + 1 + 1 ⇒ (3) + 3 + 2 + 1 + 1 = 10 to hit;
2d4 + 7 ⇒ (2, 2) + 7 = 11 damage.


Map

( Round 5 Summary)
Xanthos falls only to be healed by his faithful friend. He wakes understandably grumpy and tries to stand. The cultist tries to take advantage of his move to his feet, but can’t get through the wolfbunny’s thick bunny hide. Xanthos tries to bite the Cultist, but he can’t quite make it work; his powerful jaws snapping shut on nothing but air.
The dretch eats K1, every other cultist becomes faint of heart.
The knights, perhaps emboldened by the cultists’ failure of heart, bring their holiest fury to bear. They fall in droves, until only a few remain standing on the front lines.
The paladins on the hill flare with righteous fury as well, raining death upon their Cultist targets.
Jurin rushes towards the dretch, though who looks hungrier is open to debate.
Cole’s first and second arrows tear through another group of cultists, dropping two with each arrow, leaving nothing but a mess. His third, hasted arrow knocks single melee 21 back 10 feet and pins his dead carcass to one of the tents.
His voice rings with mythic power as he calls out to inspire Serra. Serra, for his part, swells with divine inspiration, but somehow cannot seem to make it matter.
Round 5, Init 19-13

Round 5 cont. Eli, then Beagan and Xanthos are up!
Dretch: 19 (-8hp)

Melee cultists:

C. Melee group 5(-30)

Cultist Archer: (-13)(-13)=(-26)
Jurin: 11 (-10 or no damage)
Knight Archers
Knights(30): 8:

knight group 2: (-6hp)
knight group 3: (-13+5=-8hp)
knight group 4: ( -7hp)(8hp)=-15hp
knight group 5: (-4)(-7)=-11
knight group 6: (-31+15channel+5LoH=-11hp)

Serra Iondri Phaer: 5
Cole Zeff: 4
Elyanius Myoch: 3
Round 6
Beagan Berelcar: 22=(-8)
Xanthos: =22 (-19)

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