
DM Locke |

Ruhk lands a solid blow on the brigand; but the feral eyed young man, his knotted arm muscles looking like whipcord, still stands.
All map updates here
Reminder of initiative order:
Melee Brigand C (down, bleeding out)
Evenor
Ruhk
Melee Brigand D
Scarfaced Brute
Lockjaw Stoneshield
Bowman A (down, bleeding out)
Melee Brigand B
Kathai Lli
Alendrethala
Inwe
Vestilet
Bowman B
Melee Brigand A
Melee brigand D is up! He puts all his force into swinging his battleaxe at Ruhk.
Attack roll (with power attack):1d20 + 2 ⇒ (15) + 2 = 17
Damage roll (with power attack):1d8 + 6 ⇒ (1) + 6 = 7
He lands a solid blow, but Ruhk is way too tough to fall.

DM Locke |

Scarfaced Brute is up! He takes a 5 foot step, directly in front of Lockjaw, and swings his greatclub with all his might at the stout dwarf!
Attack roll (with power attack):1d20 + 8 ⇒ (1) + 8 = 9
Damage roll (with power attack):1d10 + 9 ⇒ (7) + 9 = 16
Fortunately, his mighty swing misses wildly; it had enough power to fell a small house!
Lockjaw Stoneshield is up!

Lockjaw Stoneshield |

Round 2 Init 11
HP = 13/17
AC = 17
+6 Fort, +1 Ref, -1 Will
Weapon Equipped = Dwarven Waraxe
Speed = 20'
Rage/Day = 8/8
Status Effects = None
"Think yer hard enough?"
Lockjaw Rages and swings at the Scarface brigand with all his force.
Dwarven Waraxe Two Handed Power Attack Raging +6
1d20 + 6 ⇒ (17) + 6 = 231d10 + 12 ⇒ (3) + 12 = 15

Kathai Lli |

HP = 9/9
AC = 19 (plus cover depending on attacker)
+2 Fort, +7 Ref, +1 Will
Weapon Equipped = Crossbow, light
Speed = 20'
Status Effects = None
Kathai will take a 5' step to Q23 and fires on Bowman B from cover
Crossbow: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 ⇒ 6
sorry I'm late to the party guys! I went home ill on friday and the internet at home's been wonky since the storm

DM Locke |

Kathai's bolt strikes the bowman right in the chest. He slumps back against Chauntea's shrine, looking down at the bolt sticking out from him, no doubt questioning his life choices.
He now has 0 hit points, and is staggered. He can take only a single move or standard action (after which, he drops to -1 hp and is dying).
Alendrethala is up next!
@ Matthew Winn, hope you're feeling better!

DM Locke |

Gandal has indicated he might not be able to post with quite as much regularity this week, and left me some standing orders!
Alendrethala blasts the scarfaced brute with an evocation force missile, which unerringly strikes its target!
Force missile damage:1d4 + 1 ⇒ (3) + 1 = 4
The scarfaced brute is now at 0 hit points and is staggered.
Her sister, Inwe, is up!

DM Locke |

Vestilet closes quickly with Melee Brigand D and, with a skillful lateral slash, hews through armor and flesh and drops his foe to the ground, bleeding out.
Melee brigand D is down and dying.
Bowman B is up.
With his last ounce of strength, the bowman targets Evenor.
Attack roll (w/ deadly aim):1d20 + 2 ⇒ (14) + 2 = 16
Damage roll 9w/ deadly aim):1d8 + 2 ⇒ (2) + 2 = 4
His arrow misses, but just narrowly. His last strength spent, the bowman falls and begins to bleed to death.
Bowman B is down.
@ Evenor: not that it matters at the moment, but I can't find your hitpoints anywhere on your character sheet.
Melee Brigand A is up!

Ruhk "The Dandy" |

Can't post later tonight, so I'll post Ruhk's action now in case Evenor doesn't finish the Bandit.
Ruhk swings his axe, takes a firm grip he spits a mouthful of blood on the bandit at his feet before moving over to the last bandit that is a threat and swings at his neck.
Move to K21, Attacking Brigand A
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Evenor |

Evenor moves towards the standing bandit and shouts Drop your weapon or I'm putting an arrow through your eye! as he aims at his head
Intimidate 1d20 + 4 ⇒ (10) + 4 = 14
Move to M22 then attempt to intimidate
Evenor Hp are in the profile under the Status spoiler, I thought they were there already but seems like I forgot them. Currently they are 11 (Max. first level + 1 Con

DM Locke |

Evenor moves closer and attempts to intimidate the bandit, but his attempt is laughed off by the mad reaver.
Ruhks action, as per his previous instruction:
Move to K21, Attacking Brigand A
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
His attack misses, as the madman backs just away from a swift slash from Ruhks battleaxe.
Lockjaw Stoneshield's action is up!

Lockjaw Stoneshield |

Round 3 Init 11
HP = 13/17 + 2
AC = 15
STR 22 CON 22
+8 Fort, +1 Ref, +1 Will
Weapon Equipped = None
Speed = 20'
Rage/Day = 7/8
Status Effects = Raging
Lockjaw continues to froth at the mouth as he attempts to cut the bandits head off.
Dwarven Waraxe Two Handed Power Attack Raging +6
1d20 + 6 ⇒ (8) + 6 = 141d10 + 12 ⇒ (3) + 12 = 15

DM Locke |

Lockjaw's well aimed blow almost decapitates the Reaver! He's down and bleeding out fast, his blood staining the trampled ground where he fell.
That's all the enemies in the immediate vicinity! Congratulations on your first victory as a team. However, one of the brigands escaped to the north, past the houses, where there appears to be a great fire burning......
Everyone gets 182 XP!
What would you like to do now?

Lockjaw Stoneshield |

Lockjaws rage subsides as the last visible foe goes down, and he begins to decapitate the fallen bandits, starting with the scarred one.
I don't think Lockjaw saw the final bandit flee towards the fire or he'd chase. As it is he begins hacking off heads with his axe, not bother with coup de grace since they're all dying anyway.

DM Locke |

Nekat eagerly trots out from his hiding spot, chirruping and purring as he headbutts Alendrethala, and does circles around her legs.
I'm going to assume that Lockjaw has decapitated the two closest targets so far - scarfaced brute and melee brigand A - that leaves four dead or dying - melee brigands C and D, and bowmen A and B. Melee brigand D appears to have bled out in the interim, so three dying targets remain, though they have only moments of life left themselves. A successful heal roll (DC 15), cure wounds spell or positive energy channel can stabilize them.
Though the burning houses are producing much smoke, you can still see the large plume of smoke from the bonfire, perhaps 50 feet past the northernmost house.

Kathai Lli |

Evenor turns towards Kathai Little shadow, you want to come with me to investigate what is going on in that bonfire while the rest search the village?
Kathai finishes sliding a replacement bolt into her crossbow and aims at an empty wall to see if it needs any adjustement from wear. Satisfied, she clicks the safety (her own carpentry based design) and throws it over her shoulder. She smiles a childish, yet wickedly impish grin.
"Why... are we still... standing here? There's work to be done."
She slips off into the shadows, working her way towards the bonfire. Like before, she works to angle her movements to be more visible from the rear, so that Evenor doesn't lose sight of her.
1d20 + 10 ⇒ (15) + 10 = 25

Inwë Lossëhelini |

Don't know if it's possible, but if you could link the current map in the campaign info tab, then we wouldn't have to search through the posts for the map link...which can be challenging when posting on phone.
Inwe rushes towards Ruhk and Prisoner B. "If we can make sure that none of the other savages are close by, we could all gather around this prisoner, and I could call for some of the divine light of my moonlit goddess to provide healing for us all". "Please if you are injured gather around for a healing prayer"!
1d6 ⇒ 5 CPE
Don't want to accidentaly heal someone who might jump up and kill us.

Lockjaw Stoneshield |

Lockjaw finishes his blood work then moves near enough to Inwë to be healed.
"What's that fire over there? More bandits?"
After his wounds close he rushes off towards the bonfire, looking for more scum to slay.

DM Locke |

Is everyone moving north to investigate the bonfire, then? If so, place yourselves on THIS MAP no higher than row 32.
Leaving the hamlet behind you, you proceed towards what appears to be a giant bonfire beyond. When it comes into sight, a horrid sight awaits you. A huge fire burns unnaturally scarlet, fuelled by the bodies of the villagers, whose remains are being fed into the flames by six skeletons with charred black bones.
To the east of the fire stands a tall, starkly handsome woman in chain mail, enamelled a deep, blood red. On her black tabard is the same, 5 tentacled symbol each of the brigands in the village wore - the signet of Garagos. At her feat, his skull crushed, lies the brigand who had fled north.
Were you looking for this coward? Garagos tolerates no weakness in his followers, no respite from battle. He has paid with his life. She sneers, seeing Vestilet and Inwe. Followers of weak Gods! Know that all Tethyr will be consecrated in the name of the Reaver, and there shall be no place for those who protect weaklings and fools!
She regards you all with a sneering smile, arrogant and without fear. Have any of you some last words, before I sacrifice your still beating hearts to the God of Battle?

Ruhk "The Dandy" |

Ruhk's face twitches a lot as he gazes at Inwe, it is almost like he is trying to smile, and eventually he gives up and instead gives her a nod in gratitude.
"Let's tie the prisoner up and move on, we can claim him on the return path."
M34 looks good to place Ruhk in.
Ruhk regards the woman right back, scratches his chin and then spits on the ground.
"Just this, as Gargaros fell to Tempus, so shall you fall to me."

Kathai Lli |

S32
*twang* comes the response as Kathai's bolt fires from the shadows
Crossbow: 1d20 + 3 ⇒ (20) + 3 = 23 Herolab seems to think I can get a +2 bonus for using both hands on a light crossbow. I don't recall that rule, but if it's true I'll happily take the bonus
Damage: 1d6 + 0 ⇒ (1) + 0 = 1
Sneak Attack: 1d6 ⇒ 1

DM Locke |

Okay, with Kathai's crossbow attack we have entered combat!
@ Kathai - you can shoot a light crossbow with one hand, albeit at a -2 penalty. Using two hands is considered to be the standard mode of use
Kathai lets her crossbow do the talking with the evil cleric, unfortunately, while it hits, it fails to confirm the crit and falls to the ground, doing only 2 points of damage, and blowing her cover.
No surprise round! Initiative rolls:
Alendrethala: 1d20 + 3 ⇒ (3) + 3 = 6
Inwe: 1d20 + 2 ⇒ (19) + 2 = 21
Evenor: 1d20 + 4 ⇒ (15) + 4 = 19
Lockjaw: 1d20 + 1 ⇒ (5) + 1 = 6
Ruhk: 1d20 + 3 ⇒ (10) + 3 = 13
Vestilet: 1d20 + 1 ⇒ (11) + 1 = 12
Kathai: 1d20 + 4 ⇒ (20) + 4 = 24
Evil Cleric: 1d20 ⇒ 16
Skeleton A: 1d20 + 6 ⇒ (3) + 6 = 9
Skeleton B: 1d20 + 6 ⇒ (14) + 6 = 20
Skeleton C: 1d20 + 6 ⇒ (4) + 6 = 10
Skeleton D: 1d20 + 6 ⇒ (20) + 6 = 26
Skeleton E: 1d20 + 6 ⇒ (13) + 6 = 19
Skeleton F: 1d20 + 6 ⇒ (13) + 6 = 19
Unknown Form A: 1d20 + 6 ⇒ (20) + 6 = 26
Unknown Form B: 1d20 + 6 ⇒ (13) + 6 = 19

DM Locke |

Order of Initiative:
Skeleton D
Unknown Form A
Kathai Lli
Inwe
Skeleton B
Skeleton E
Skeleton F
Unknown Form B
Evenor
Evil Cleric
Ruhk
Vestilet
Skeleton C
Skeleton A
Alendrethala
Lockjaw
Link to map is HERE and on the Campaign Info page
I'll wait for all the PCs to be placed before the fun begins.

Kathai Lli |

@ Kathai - you can shoot a light crossbow with one hand, albeit at a -2 penalty. Using two hands is considered to be the standard mode of use
That's what I thought. Herolab must default to one-handed then. yeah, now that I take the time to actually do the math, I've been short-changing myself. +4 Dex. Now I feel dumb. Derp.

Kathai Lli |

Total Edit, now that Evenor is right next to me
Ok, so I'm about to head off from work and the nets been spotty at home, so here's my action. There are several options
Option A: If there is an enemy in melee with her, she will draw her short sword, taking a 5' step to put her in flanking with Evenor. It won't do her much good against skeletons, but it should at least help him. She will forego an attack for total defense
Option B: 5' step back to Evenors right, reload crossbow, and fire at the cleric.
Crossbow: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 ⇒ 6
Sneak Attack: 1d6 ⇒ 4
HP = 9/9
AC = 19 (23 Total Defense)
+2 Fort, +7 Ref, +1 Will
Weapon Equipped = Light Crossbow, +5 (1d6)
Speed = 20'

Ruhk "The Dandy" |

I'm off to bed, so I'll also post Ruhk's possible actions now.
Option A: Cast True strike and move into melee.
Option B: If in melee already, 5' step back and cast True strike.
Option C: If in melee and unable to take a 5' step, just plain attack.