Grum Bakison |
Hit: 1d20 + 8 ⇒ (15) + 8 = 23
Dmg with fire: 2d4 + 1d4 + 10 ⇒ (4, 1) + (1) + 10 = 16
Grum gave what was either a smile or snarl and leapt to the attack. So glad was he not to face a hail of arrows that he didn’t even waste time with verbal banter. Flaming sword in hand, combat began.
Aerel Truthseeker |
Aerel draws back once more, but hesitated to fire with the bugbear so close to Grum.
Flavor: I have Precise Shot, but don’t want to intrude on Grum’s fun. To that end:
The elf decides to ready a shot. If Grum falls or steps back, Aerel will shoot the bugbear.
Readied shot: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 ⇒ 8
Benedict the Clever |
"Grum! We are a TEAM! Attack and step back!"
Grum does get +1 to hit and damage from the flag.
Benedict moves, and readies to attack if the bugbear comes within reach.
+1 Warhammer, Bull's Strength, Flag: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
Damage: 1d8 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13
DM Stalwart |
Scarvinious snarls as Benedict refuses to let Grum get baited into a one-on-one fight. He takes a few steps forward, but sees the trap laid out for him. Instead of racing in headlong, he rumbles, "You're the Phaendaran rabble that blew up the bridge right? I'm not going to put you on my tent, I'm going to fly your skin as my flag as I kill every single one of you!"
Intimidate (Benedict), studied target: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Benedict the Clever |
Okay, shaken for 2 rounds I think.
"Archers! Come about and target this coward with bow and wand!"
Benedict uses Total Defense (AC 30).
Grum Bakison |
Grum wanted nothing more than to charge in. Only these cowards filled him with arrows when he tried just that. So he stood in the path of the bugbear, ready to fight.
Ready an attack
Aerel Truthseeker |
It appears that William and Aerel may not have line-of-sight to the melee. And I don't know what the range is on that wand. Anyway, it might be time for the archers to either swing around to the 'north' side of the camp or head down the stairs to the first landing.
"William, what do you think? Should one of us circle around to get a shot down there or at least have a broader field of fire if another threat shows up? I hate standing back if the others might benefit from someone watching their backs."
DM Stalwart |
Yeah, William, you'll have to move to get another shot with the wand.
With his foes not approaching or fleeing and the archers moving around to get shots on him again, Scarvinious snorts and steps up to strike at Benedict. The readied attacks go off.
Melee: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
His attack rings off Benedict's mail while Scarvinious take some hits in return.
Grum Bakison |
Hit: 1d20 + 8 ⇒ (17) + 8 = 25
With fire: 2d4 + 1d4 + 10 ⇒ (2, 2) + (2) + 10 = 16
With the foe having finally stepped out, Grum leapt to the attack with flaming sword in hand. If the enemies had fought him honorably he’d have returned it. But they filled him with arrows, so they were just all going to have to die.
Aerel Truthseeker |
Aerel nods. As he follows the human archer, he transfers arrows from the quiver in his hand to the one on his back where drawing them is more natural.
He looks around as they move, watching for new threats.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
Benedict the Clever |
Did you move the icon for the bugbear (Scarvinious)? I'd like to be able to 5' step to flank him. Also, +1 to hit and damage for Grum due to the flag!
Benedict strikes at the bugbear.
Warhammer, Bull's Strength, Flag: 1d20 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 13
Not that flanking matters with rolls like that.
Benedict the Clever |
I think the Trip attempt should be a bit higher. +4 BAB, +3 Str, +1 Weapon (since it is a Trip weapon), +1 Flag, +1 Weapon Focus = +10 bonus. An 18 probably still isn't enough, though.
DM Stalwart |
That's right; much better roll, still not enough.
Grum hits Scarvinious hard, but Benedict's and Amkarang's attacks are ineffective. The bugbear grits his teeth as he shifts his attacks to Grum.
Melee, twf, st: 1d20 + 11 - 2 + 2 ⇒ (1) + 11 - 2 + 2 = 12
Damage: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Melee, twf, st: 1d20 + 11 - 2 + 2 ⇒ (6) + 11 - 2 + 2 = 17
Damage: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Melee, twf, st: 1d20 + 6 - 2 + 2 ⇒ (11) + 6 - 2 + 2 = 17
Damage: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
But his swings are completely off-target, and the furious orc easily evades his swings.
Aerel Truthseeker |
William and Aerel are moving toward the stairs. How many rounds do they need to reach the landing?
Grum Bakison |
Hit: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 2d4 + 1d4 + 10 ⇒ (3, 2) + (2) + 10 = 17
Against the flurry of blows coming his way, Grum was forced on the defensive. He parried we dodged, but was unable to make an effective return.
Benedict the Clever |
@GM, could you update the bugbear's position on the map? I think he moved towards Grum and I would like to step into flanking.
@Grum, you also get +1 to hit and damage from the flag.
Benedict steps into a flank and attacks Scarvinious, cracking the bugbear across the head with a solid blow.
"This is for Phaendar, beast!"
+1 Warhammer, Bull's Strength, Flag: 1d20 + 8 + 2 + 1 ⇒ (19) + 8 + 2 + 1 = 30 +2 if flanking is possible
Damage: 1d8 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15
Amkarang the Unsinkable |
Amkarang grunts, his previous attempt not working out. However, he tries again to wrap the chain around Scarvinious' ankle and pull it out from under him.
Trip: 1d20 + 10 ⇒ (11) + 10 = 21
DM Stalwart |
Amkarang's attempt to trip the bugbear is again thwarted by Scarvinious' defenses, though this time Benedict manages to land a blow.
With seething hatred, the bugbear redoubles his attacks against the human foe who struck him.
Melee, twf, st: 1d20 + 11 + 2 - 2 ⇒ (12) + 11 + 2 - 2 = 23
Damage: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Melee, twf, st: 1d20 + 11 + 2 - 2 ⇒ (18) + 11 + 2 - 2 = 29
Damage: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Melee, twf, st: 1d20 + 6 + 2 - 2 ⇒ (20) + 6 + 2 - 2 = 26
Damage: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Confirm: 1d20 + 11 + 2 - 2 ⇒ (9) + 11 + 2 - 2 = 20
Damage: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9
This time, he finally lands a pair of savage blows against the banner-wielder. You're up!
William Grove |
Finally where he can see the bugbear, William yells out "Let him have it!" and lets two arrows fly.
Mwk. Comp. Longbow (+2 Str) RS 1: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Mwk. Comp. Longbow (+2 Str) RS 2: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Benedict the Clever |
"Grum, you've got him!"
Benedict readies to attack and 5' step south after Grum's attack (so he can provide flanking to Grum for his attack, and then to Amkarang for his attack).
Attack, Bull's Strength, Flag, Flanking, Defensively: 1d20 + 8 + 2 + 1 + 2 - 4 ⇒ (2) + 8 + 2 + 1 + 2 - 4 = 11
AC 27 due to Fighting Defensively with the ranks in Acrobatics.
Aerel Truthseeker |
Aerel comes up alongside William and also lets fly with two more arrows.
Attack with Rapid Shot: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
Damage: 1d8 ⇒ 5
Attack with Rapid Shot: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
Damage: 1d8 ⇒ 2
19 arrows fired from my quiver, transferred 18 from Benedict's quiver. 19 points of hp damage, 1 point of CON damage.
Amkarang the Unsinkable |
Amkarang snarls, "Bastard!" He then swings the hammer at Scarvinious, trying to hit the enemy leader. He misses.
Attack: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Wow, did Amkarang just forget how to use a meteor hammer?
DM Stalwart |
I forgot something: Benedict needs to save against poison -- DC 13 or take 1 point of Con damage
Botting Grum: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 2d4 + 1d4 + 10 ⇒ (4, 2) + (2) + 10 = 18
Confirm: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 2d4 + 10 ⇒ (1, 2) + 10 = 13
Current damage: 57
Scarvinious takes another shot from Grum, but twists so his armor absorbs a large part of the damage. A pair of arrows, one each from William and Aerel, graze him, but the beefy bugbear weathers the assault.
Having bloodied one enemy, he keeps pressing his attack on Benedict.
Melee, twf, st: 1d20 + 11 - 2 + 2 ⇒ (1) + 11 - 2 + 2 = 12
Damage: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Melee, twf, st: 1d20 + 11 - 2 + 2 ⇒ (9) + 11 - 2 + 2 = 20
Damage: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Melee, twf, st: 1d20 + 6 - 2 + 2 ⇒ (6) + 6 - 2 + 2 = 12
Damage: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
The press of enemies around him clearly has him distracted from making effective attacks.
You're all up!
Benedict the Clever |
Fort Save: 1d20 + 5 ⇒ (14) + 5 = 19
I count 57 damage on Scarvinious since Grum's hit of 4/29 at 2:16 pm, but in the post just before that one you indicated he took some damage from readied actions.
Grum is +4 BAB, +4 Str, +1 from MW (done here by the witch), +1 Flag, and +2 Flanking for +12 to hit. With Furious Focus, no penalty on the Power Attack. So does 20 confirm his crit?
Grum's damage is +6 Str, +6 PA, +1 Arcane Strike, and +1 Flag for +14 per hit. So should have done 12 more over 3 hits. He's been forgetting the increased PA amount and the Flag (the flag bonus I noted after each of his attacks).
Benedict the Clever |
"DIE!!"
Benedict drops his defensive posture and goes all-out attacking, trying to end this beast.
Attack, Bull's Strength, Flag, Flanking: 1d20 + 8 + 2 + 1 + 2 ⇒ (20) + 8 + 2 + 1 + 2 = 33
Confirm: 1d20 + 8 + 2 + 1 + 2 ⇒ (4) + 8 + 2 + 1 + 2 = 17
Damage: 1d8 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11
Wish I had some form of reroll feat or ability for that crit...
Edit: and Grum is away with no Internet until the 22nd. So we are botting him again. He's at +12 to hit and +14 damage.
William Grove |
William sighs out, "Is he ever going to go down?" as he fires two more arrows at the bugbear.
Mwk. Comp. Longbow (+2 Str) RS 1: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24 Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Mwk. Comp. Longbow (+2 Str) RS 2: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26 Damage: 1d8 + 2 ⇒ (7) + 2 = 9
DM Stalwart |
Botting Grum: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 2d4 + 14 ⇒ (2, 3) + 14 = 19
Grum swings and misses in his attempt to get the kill.
Scarinious spins away from the the strike and raises his blades for another attack, but then Benedict slams his hammer into the bugbear's gut and William puts two arrows into his chest. There's a glimmer of shock in the warcamp leader's eyes before they glaze over. He then collapses to the ground, dead.
Combat over, but what do you do next? There's the rest of the camp to explore.
Aerel Truthseeker |
Aerel slaps William on the back. "You've a fantastic talent with that bow. Some of my brethren would claim you must be part elf." He smiles, "I find that I generally don't like the ones that say things like that, actually. Do you want to split the arrows we have remaining or do you still have plenty?"
Assuming William heads down the stairs: "Do you suppose we should keep a lookout in case any hobgoblins return to the camp while we are looking around? What do you think, Benedict?"
Benedict the Clever |
Benedict, badly wounded, gasps for breath.
"A couple of these archers used healing potions. Maybe they all had them and there are some we can recover. William, great shooting! Can you help identify potions?"
He looks warily in the direction of the wolf-pen. "I don't know why they didn't use them, or what other reserves they have. Healing first."
He drinks his last potion of CLW (had 3, gave 2 to Grum). CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Then he checks the bodies of Scarvinious, the other bugbears, and the archers. He's not going to taste any vials that Scarvinious had, due to the leader's poison use, but any others he will (if allowed) Take 10 on Perception for an 18.
"Good point, Aerel. We have Sir Kingston running about. But we need William for item identification and you for traps. Grum, can you go up to the tower? You can be near Sir Kingston, and slaughter any bands that come out of the woods. Heal up first with another potion."
Because the player is away for a bit.
Aerel Truthseeker |
Healing would be smart. After several rounds of not finding me, they forgot how to miss. I have two potions on my sheet, so I will consume those.
CLW 2x: 2d8 + 2 ⇒ (6, 3) + 2 = 11
Much better. Character sheet updated to reflect current inventory and hit points.
"The leader's tent seems like an good place to start in case we are interrupted before we finish."
Perception to search the tent: 1d20 + 11 ⇒ (13) + 11 = 24 an additional +2 vs traps
William Grove |
William is silent for a moment, "Thank you. I'm nothing special, I just did what needed done. I can detect magical auras and attempt to identify anything we find. If we drag the leader here over to the others I can detect magic on all of them at once and then we can search other areas. I'll try to identify any potion immediately to see if they are healing ones as we need those." He counts his arrows and says "I've only 13 arrow left out of the 40 I started with. We may pick up a few of the ones that missed, but we need to scrounge what we can from the dead archers."
Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15
Spellcraft: 1d20 + 9 ⇒ (2) + 9 = 11
Spellcraft: 1d20 + 9 ⇒ (14) + 9 = 23
Not sure how many spellcraft we will need for potions, I'm +9 if we need to roll more.
DM Stalwart |
Grum agrees, and takes a position at the watch tower. Good idea
William quickly sees that much of the leader's gear radiates magic. Both his short swords and his spiked studded leather are magical, along with two flasks. Two other vials he possessed of a greenish substance do not radiate magic.
William discovers one potion is of cure moderate wounds, but the other eludes him. The armor interestingly is +1 spiked light fortification studded leather.
Aerel Truthseeker |
I assume either the search of the leader’s tent was fruitless or you will get to that post later.
Aerel keeps an eye out for ammunition and bows, in particular, as he looks around the camp, if only to arm their allies.
Benedict the Clever |
Benedict looks around.
"Let's finish clearing the camp."
Assuming the 3 minute duration of Bull's Strength and Cat's Grace has run out.
He takes the healing potion that Scarvinious had (he is still down quite a bit) and checks the other potion.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
He takes his warhammer and shield and moves towards the unexplored area of the camp.
"Let's go in formation. Amkarang, with me; William and Aerel backing us up. William, have the wand ready. I don't want any prolonged fights."
Who's got what left for healing? I think Amkarang has 2 CLW and 1 CMW (didn't use any); William has 5 CLW (didn't use any); and Grum and Benedict both have 1 CMW (with Benedict just getting the 1 from Scarvinious).
Benedict the Clever |
Sure, let's search the tent. We could try to clear the rest of the camp while my 3-minute potions are still going, but that might be pushing it, and they served their purpose in helping me take down the boss.
Benedict stands guard outside with Amkarang while William and Aerel search.
DM Stalwart |
The interior of the hut is well-appointed in furs and solid, dark furnishings. It's actually quite clean and tidy for a bugbear occupant. Along with the furniture of a bed, desk, small table and a large basin for bathing, there is a stocked weapon rack, a box next to his bed, and three locked chests.
The weapon rack contains six longswords, three short swords, two scimitars, a whip and a large wooden shield, all of exceptional make. The box contains a shaving kit, five blocks of soap, two stiff-bristled brushes, and three vials of deodorizing agent.
The chests are unlocked with a key found on Scarvinious' body. One contains 750 sp and 480 gp; the second has pouches containing 150 gp of semiprecious gemstones and nine potions; the third chest contains a collection of personal items looted from Phaendar. While most of the trinkets and odds and ends likely belonged to villagers who are now dead, two objects are of note. One is an elegantly embroidered scarf (a Varisian family heirloom called a kapenia) that you recognize as something Jet used to wear, and the other is a set of silver charms on rings that Rhyna used to differentiate her potion bottles.
William Grove |
William casts detect magic and examines everything. He then tries to identify the potions.
Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20
Spellcraft: 1d20 + 9 ⇒ (17) + 9 = 26
Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28
Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25
Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21
Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
Upon noticing Jet and Rhyna's things he says "We should get those two items back to their owners. It would be nice to get the rest to back to someone as well but I don't know there are any next of kin to get things too."