| Geedra Horsebiter |
Geedra giggles as she moves 30' straight toward the hog currently threatening Asgrid. "New trick, new trick," she cackles as she moved forward.
She convulsed and a spider came out of her mouth. She hiccuped and another followed. Eventually, a swarm of the eight legged creatures came pouring out of her mouth and headed straight for the boar.
Cast Vomit Swarm. I love that spell. I am not clear if they can be moved and attack this round, or if I have to wait until next round to direct them. If I can have them swarm the boar this round, I will roll their attack. If not, just apply it to next round.
Damage 1d6 ⇒ 1 plus Fort save DC 11 or suffer 1d2 Str damage. Also Fort DC 11 versus Distraction, so a creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude DC 11 save negates the effect.
| Woodsmoke |
Good holidays for everyone?
Last action, Cara should have been moved 15 feet to the west of her current position on the map, from that point she'll now move 10 feet south for a clear shot of the boar attacking Asgrid.
I seem to have overlooked that, my apologies.
Having lulled one of the boars to sleep, Geedra scampers forward to assist Asgrid, cackling with glee as she unveils a newly acquired spell. Opening her mouth, a horde of spiders pours forth, coalescing into a writhing swarm. A surely unsettling sight to behold. I believe you would not be able to have the swarm attack this round, as you need to use another standard action to direct the swarm to move, which it would need to do to envelop the boar (moving thirty feet puts you with ten feet between you and the boar, which would then be filled by the swarm, but it would still need to move to get it. You are top of the order though so I'll include that at the top of the next round.
Kronek shifts his step and lines up another thrust with his spear. Upon moving into position, Iziamar gives a curt nod before the bloodrager strikes. The thrust is perfectly placed, skewered the boar right in the eye and continuing internally down its length! The pig twitches once before dying promptly.
Cara wheels about the battlefield and fires off another arrow at the boar attacking Asgrid, but the projectile sails just high over the foe.
Asgrid delivers a blow with her handaxe to the boar herself, but a twist from the boar turns it into a glancing blow. The boar lunges forward with another gore attack on the oracle, but it too pushes a sidling strike against her armor.
Iziamar, despite his injures, turns to hobble over and attack the boar, but hesitates due to the sudden eruption of spiders. He nearly drops his spear as the last of them scuttle out of Geedra's mouth.
And then the spiders advance, skittering over the snow and all over the boar. The aggressive grunts the boar was making have turned to panicked, wild squeals, and looks quite ready to flee!
Standard action for Geedra to move the swarm, so she still have a move action left at the start of this round. The boar succeeded its Fort saves, but it is readily apparent that it does not want to be anywhere near this cloud of spiders.
Map (Purple cloud is spiders)
Geedra: 20
Kronek: 17
Asgrid: 17
Cara: 16
Boars: 10
Iziamar: 2
Boar: 1d20 + 3 ⇒ (10) + 3 = 13
Asgrid Axe: 1d20 + 1 ⇒ (12) + 1 = 13
Fort: 1d20 + 6 ⇒ (9) + 6 = 15
Fort: 1d20 + 6 ⇒ (15) + 6 = 21
| Asgrid Hjalterskell |
Asgrid groans and mutters a curse, blood flowing freely from a bad wound in her side. She takes a swipe at the boar with her axe, as much to keep the beast at bay as to hurt it.
Handaxe: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d6 ⇒ 2
Knowledge nature: 1d20 + 5 ⇒ (12) + 5 = 17
HP 17/24
| Cara Shalandrael |
Turning her nose up at spiders that just spewed out of Geedra's mouth, Cara nevertheless moves 10 ft to the west and fires an arrow over the goblin's shoulder at the spider covered boar.
Longbow + PBS - Cover: 1d20 + 7 + 1 - 4 ⇒ (14) + 7 + 1 - 4 = 18
Damage: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
| Geedra Horsebiter |
Geedra is too enthralled moving her spider swarm toward the boar to focus on anything else this round. She cackles gleefully as the spiders did their nasty work on the animal.
| Kronek |
Kronek nods appreciatively to Iziamar, but quickly slides his spear back out of the boar to get ready for the next one. He sees the boar tensing to run, but knowing that it could still be dangerous to villagers, he races into Geedra's spiders to try to put it down.
I think I can only move 20 feet which will mean entering the swarm. IIRC the saves and damage would be on Geedra's turn.
Attack: 1d20 + 10 ⇒ (20) + 10 = 30
Confirm: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 14 ⇒ (8) + 14 = 22
Extra Damage if Confirmed: 1d8 + 14 + 1d8 + 14 ⇒ (7) + 14 + (1) + 14 = 36
| Woodsmoke |
While Asgrid fends off the arachnid-blanketed boar, Cara and Kronek move in for the kill. Just as an arrow sails through the fray to bury itself in the bucking porcine, Kronek drives his spear straight through the boar's side. It squeals again as the spiders continue their avalanche of bites and drops over, thudding heavily into the snow. The spiders ravage the corpse for a few more moments before phasing away from this world.
Iziamar grunts, allowing his pain to grip him now that the battle is over. He collapses backwards onto the snow, clutching the terrible wound the boar gave him. Blood runs in rivers between his clutching fingers, spattering the snow in crimson. The final boar breathes deeply nearby, still asleep.
| Kronek |
"Asgrid, can you save him!?! I'll take care of the last boar."
Coupe de grace: 3d8 + 46 ⇒ (7, 8, 5) + 46 = 66
| Cara Shalandrael |
Cara moves swiftly through the snow to administer first aid on the severely injured Iziamar. Pressing her hands against his wounds, she manages to slow his bleeding. "We should invest in bandages." She remarks as she waits for Asgrid to apply magical healing.
Heal check (first aid): 1d20 + 2 ⇒ (13) + 2 = 15
| Geedra Horsebiter |
"If Asgrid am not got spells, Geedra have potion to give human. Make feel better and stop blood. Group have pig roast tonight," Geedra says smiling, discussing a multitude of topics in one quick burst.
| Woodsmoke |
Kronek swiftly and bloodily dispatches the last of the boars, gutting the pig while it sleeps. As Iziamar lies in the snow clutching his wound, Cara and Asgrid move over to administer aid to the poor man while Geedra offers...encouragement. Between the two of them, Cara and Asgrid are able to stave off the smith's bleeding and patch him up well enough to move. He is rather stoic during the ordeal, showing the pain only in flinches in his face but otherwise not making a noise. His wife Tula is more vocal, obviously fearful for her husband's life. Nadya joins in, having recovered her handaxe, and does her best to console Tula as she snatches up the torch and breathes life back into it.
Helping Iziamar up, he collectively gives the group a long, slow nod to show his thanks. Tula is overjoyed to see him able to stand and embraces him before turning to the rest of you. "Thankful, thankful, thankful!" she exclaims, her grasp on the common tongue tenuous at best. Tears still stain her eyes but they seem to be ones of happiness now.
After a bit of exchange in Skald, you learn that the pair were heading over to the White Weasel to acquire a supply of tea when the boars suddenly plowed through the snow down the street and attacked. They have never seen such creatures before, and thought them to be monstrous allies of the witches. You are able to explain that they are mere wild beasts but nonetheless were likely brought here indirectly by the witches through the portal. Even this seems to spook them, but Geedra's constant attestations to their deliciousness when cooked seems to pique their interest. Having saved their lives, however, the couple insists that the meat belong to you.
Nadya remarks, "Whatever we do with them, best get them somewhere else while we can. Doesn't look like that scuffle drew anyone else out of their homes, but if Birgit or either of them from the White Weasel find out, they are going to make sure this meat goes to supply the Pale Tower. Maybe we should drag them away somewhere. Or if we have enough time I can get a sled. Won't be able to hide all this blood, but that won't matter much if no one knows what happened. Or maybe it's not all worth the trouble and we just leave them here."
You can figure out what you want to do with this situation, but I'll continue as well.
After dealing with the boars, Iziamar and Tula return home and you all return to Nadya's cabin to finally get some rest. Before bedding down, Kronek leaves out his old hat on the table in hopes to appease Hatch, and Asgrid puts out a small sample of some foodstuffs she managed to acquire at the storehouse. Sleep takes you all hard after such a long and trying day, and being in a comfortable environment for once is a pleasant change of pace.
Morning comes with yet another commotion. You are stirred awake by a pounding at the door, and gruff voices yelling outside in Skald.
"Open up, by the order of the Pale Tower! We're looking for outsiders! It's said they came into town with you, Trader! These are wanted criminals, you hear! Open up if you value your home and safety! We've already rounded up your other conspirators in the square!"
Nadya was already halfway running to the door a second after the voices started. She puts her back to it and looks out onto the common room that houses you all, an exasperated look on her face. She mouths a word. Well?!
| Geedra Horsebiter |
Geedra grins, drawing her index finger along the front of her throat, clearly indicating that she was in favor of a quick and decisive end to these soldiers of the Pale Tower. She waited for a response before she began producing spiders from her mouth again.
| Cara Shalandrael |
Cara will help move the boars if that is the consensus, but would otherwise just leave them where they died to avoid any unpleasantness for the villagers, despite the good meat.
* * *
Later in the morning, Cara sighs as the knocking erupts from the door, and murmurs to the others, "We should flee and head to the tower immediately to avoid any unpleasantness for Nadya's family, unless you have someone safe to hide them? If that is the case, we should defeat them, then head to the tower while her family moves to safety."
| Asgrid Hjalterskell |
Asgrid definitely helps tend to Iziamar after the fight with the boars. She also lays on hands and channels some healing magic. Cast cure light wounds at least once, more if called for.
---
After the fight, Asgrid suggests butchering the boars and gifting the meat to the townsfolk. "They all certainly look like they could do with a good meal. And it might generate some good will."
---
When the soldiers knock at the door, Asgrid turns to Geedra and whispers. "Did Fox ever teach you any charm magic? Any way to magic them to leave us alone?"
| Kronek |
Kronek also agrees with butchering the boars and giving the meat to the village.
At the house, he suggests "I don't think we should make things worse for Nadya and the village, let's slip out the back instead of fighting them. If it looks like they will catch us, let's try your sleep tricks Geedra."
| Cara Shalandrael |
"If they already suspect Nadya, I do not know if our escape will make a difference to her and her family. Either way, I do not think it wise to fight inside of her home. We should go out the back."
| Kronek |
"You might be right. Let's start by getting out." Kronek will lead the way out the back while making sure there isn't a guard there too.
| Asgrid Hjalterskell |
Asgrid grabs up her gear and heads for the back door, summoning Grugkt as she goes.
Ok, let's go! GM, how many CLW spells does it take to heal Iziamar? Just so I know how many spell slots Asgrid has left. I've added a few rolls below, use as many as needed.
Cure light wounds: 1d8 + 2 ⇒ (6) + 2 = 8
CLW: 1d8 + 2 ⇒ (2) + 2 = 4
CLW: 1d8 + 2 ⇒ (6) + 2 = 8
CLW: 1d8 + 2 ⇒ (5) + 2 = 7
| Woodsmoke |
The first two heals have him to full, but you can consider your spell slots refreshed for current events, as you all received a full night's rest.
Nadya nods to the back door and you move as quickly through the cabin as stealth will allow, discussing in whispers tactics for dealing with the guards. As soon as you reset the back door into its frame behind you, the sound of the front door opening is apparent, and you can make out Nadya's exchanges with the pale tower retinue.
Nadya replies. "I don't know anything about fugitives. I did come across a group of waylaid merchants from the Kodar Mountains. Driven north by a storm. Brought them here for a spot of rest, and they moved on."
"Is that so? Merchants, eh? Well, I hear that they are still in town and if they are who you say they are, they won't mind answering a few questions. Men, search the cabin."
You hear the ruffling and rummaging around next; doors opening and the like. The cabin isn't but a few rooms, so the search is brief. You hear Orm and Mojli from within, protesting.
"Found a couple of pups in here," one of the guards calls.
Nadya's voice replies, stern. "Don't lay a hand on my children."
"Now, now, Nadya...Don't go making threats that history has shown you can't back up."
You cannot see inside, but you can almost feel Nadya's restrained fury rippling through the walls separating you.
"Anyway, didn't think you'd be dumb enough to stash away your guests in your own cabin. Come on now, Sergeant Voltane is in the square. He'll have words with you. Come quietly and cooperate, and no harm will come to your home. Or your children."
A few moments of silence before Nadya speaks. "Fine, I'll speak with him. Boys, momma will be back soon, stay inside."
"Oh, don't worry, I'll leave a man here to make sure nothing happens to them." The lead guard's voice again - dripping with a sneer. Nadya doesn't have much room to protest, however, and the sounds of boots and the shutting of a door are followed by relative quiet from within.
You hear Nadya speaking with a man, and then the sounds of rummaging and ruffling. Orm and Mjoli's voice join in, followed by Nadya's one more, in a stern tone. After a few more exchanges, footsteps lead to the front of the house and the door closes.
Following that, you can hear screams from the square, reminiscent of the previous night's events, for it is Tula's voice piercing the air once more. Her words are frantic.
You can peek around the side of the house and in the relatively clear conditions, can make out the square. A group of human guards in dull grey mail, helms, and dark blue vestments have secured the area, and Iziamar has been lashed to a wooden post that has been erected just in front of the statue in the middle of the square. All the townsfolk seem to be gathered in a group, looking on. Two guards hold Tula as she tries to be free of them.
Nadya is on the path ahead of the cabin leading to the square, escorted by two other uniformed guards.
| Asgrid Hjalterskell |
Quickly rushing through the ritual that would summon Grugkt back to this plane, Asgrid's eyes go wide at the interchange back in the house. She turns to translate for the others, but nothing comes out apart from gibberish in Aklo. A look of consternation passes across her face, as she points in the house and runs a finger across her throat, and then points her finger towards Nadya.
Assuming that she can speak and perform the summoning ritual at the same time. Will take one minute to summon Grugkt. Thanks for the reminder that this was happening the following day from the boar attack.
| Geedra Horsebiter |
"Asgrid am want us to kill Nadya? No, that strange. Maybe humans am try to kill Nadya. Group need to save Nadya.". Geedra turns the corner to get a better look at what's happening in the front of the house. Geedra starts her Sleep spell at the two guards holding Nadya.
| Cara Shalandrael |
"Agreed, but we should also rescue Iziamar, I worry that their fair treatment of me has lead to their current predicament. This is undoubtedly a trap, but we were making plans for the pale tower anyway." Cara murmurs to the others as she readies her bow to rescue the friendly townfolk.
| Kronek |
Kronek nods, "I'll deal with the one inside. Then join the rest of you in the square." With that, he opens the back door and disappears back inside.
Stealth: 1d20 + 1 ⇒ (15) + 1 = 16
| Woodsmoke |
The plan is set in motion. Kronek will take care of the pale tower man inside Nadya's cabin while the other three get Nadya clear of the other two, and then all will convene in the square for a showdown with the retinue of guards.
Kronek reenters the cabin and the soft closing of the door sets things in motion as the rest of you skirt around the house to close in on Nadya's escort.
Go ahead and roll initiative and post actions for your definite surprise round. I will get a map up tomorrow, but Nadya and the two guards with her are simply about fifty feet away from the cabin walking down the twenty-foot wide path. Guard inside the cabin failed to notice Kronek's reentry.
Perception: 1d20 ⇒ 5
| Kronek |
Initiaive: 1d20 + 1 ⇒ (6) + 1 = 7
If Kronek can pull off a surprise round charge, he will go ahead and do that. I'm sure he's got the movement for it. More a question of whether he'd have a clear path.
Free action to rage.
Charge: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Damage: 1d8 + 14 ⇒ (6) + 14 = 20
| Cara Shalandrael |
Initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Cara will try to surprise one of the guards with an arrow, but instead will surprise herself when the arrow somehow lands behind her.
Comp Longbow: 1d20 + 7 ⇒ (1) + 7 = 8
| Woodsmoke |
Sorry I'm a bit late with this - map proved somewhat difficult to compile (and I'm right in the middle of this east coast blizzard!). I ended up doing thins a little bit different with this map - the provided map of Waldsby has 20-ft squares on the map so regridding it to 5-ft made things a bit small for portraits for your characters, so I gave you each a simple colored block. Cara is blue, Geedra is Green, Asgrid is Yellow and Grugkt blue-grey, Kronek is purple. Nadya is red, while the enemy guards are dark red. The guard captain is black. The townsfolk gathered in the square are pink, and Iziamar and Tula are light blue. Finally, i outlined Nadya's cabin in orange. I put a key on the map as well for reference.
Kronek, for your charge attack were you intending to charge the man in the house or was that for the men down escorting Nadya? Wouldn't be able to charge the man in the house but you'd likely be able to charge the escorts next round but first you need to take care of the man inside, unless you want to change your course of action.
I'll clear up Kronek's action and wait a bit more for an Asgrid post and then post the round's events.
Map
Initiative:
Cara: 23
Guards: 11
Geedra: 7
Kronek: 7
Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
| Asgrid Hjalterskell |
Initiative: 1d20 ⇒ 11
Can I change Asgrid's action to summon Grugkt to instead swap for a summon monster I spell to summon a celestial eagle? Otherwise Asgrid would be tied up for 10 rounds, compared to a full round action to summon the eagle.
Assessing the situation, Asgrid makes some changes on the fly. She twists her summoning magic, calling to another plane from that where Grugkt resides. She senses his disappointment from across the void and she tries to send him reassurance that they will be reunited soon. She calls for another ally, one that perhaps will not be hindered by the snow.
When eagle arrives, Asgrid will send it at the soldiers guarding Nadya. If possible, will have it appear just over one of the guards so that it gets in full attack; otherwise it just makes one talon attack. For her part, Asgrid will Stealth for the moment, so as not to give away the group's presence.
Stealth: 1d20 ⇒ 13
Eagle talon #1: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d4 ⇒ 1
Eagle talon #2: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d4 ⇒ 1
Eagle bite: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d4 ⇒ 2
| Kronek |
Kronek, for your charge attack were you intending to charge the man in the house or was that for the men down escorting Nadya? Wouldn't be able to charge the man in the house but you'd likely be able to charge the escorts next round but first you need to take care of the man inside, unless you want to change your course of action.
I'm after the one in the house. I think I got back into the house with the Stealth check. Since I can't charge, I'll just move up to him with my move action. Or if I'm close enough to attack, just take -2 off my charge and use that for the attack.
| Cara Shalandrael |
Asgrid, not sure if it'll make a difference here, but it's just a standard action for a Summoner to cast Summon Monster.
| Woodsmoke |
You guys were out back during Nadya's exchange with the guards for at least a minute, so you had time to summon Grugkt then. If you'd like to still summon the eagle for your surprise round action, you can certainly do so. Though whether or not Grugkt is present affects things - a summoner can use their summon monster ability as a standard action, but can only use this if the eidolon is not present. Using summon monster as a spell would be a full round action, usable whether or not Grugkt is present. I'll assume Grugkt is present for now sicne you did have the time to summon him before the battle, in which case the summon monster spell will go off at the start of your turn in Round 1. If you'd rather not have Grugkt summoned, you can summon the eagle as a standard action during the surprise round, but it would only be able to appear about halfway between you and Nadya/guards as it is a short range spell. It could then use a move action of its own in the surprise round to cover the distance, and attack on Round 1 proper.
Attempting to catch the guards unawares, you set into motion. Cara fires off an arrow , but an uncharacteristic fumble causes the arrow to slip out of the bow and disappear into the snow just a few feet ahead. Fortunately, the shot is errant enough that it doesn't alert anyone to your presence.
Asgrid intones a spell, using her powers as a summoner to conjure forth an ally for the celestial beastlands. Again, assuming Grugkt is here so a full round action cast for now.
Likewise, Geedra begins a spell of her own, attempting to drag the enemy guards into an enchanted slumber.
Kronek, having stealthily reentered the cabin, glides up quietly behind the guard, who is absent-minded in ruffling through some belongings of Nadya's family. He does not appear to have noticed the kellid's arrival. A moment later, he does indeed notice the tip of a boar spear suddenly having sprouted forth from his chest. He turns his head to the side, barely getting a glimpse of the bloodrager out of the corner of his eyes before a syrupy curtain of blood runs out of his mouth.
He dead weights onto the spear, nearly wrenching it from Kronek's hands, but he tugs it out of the slain guard. Orm and Mjoli look out from the adjoining room and come running in. "Kronek! Kronek! Stop the bad men!"
Onto Round 1 Proper. No real map changes.
Initiative:
Cara: 23
Guards: 11
Asgrid: 11
Geedra: 7
Kronek: 7
| Kronek |
Kronek puts a finger to his lips, "Orm and Mjoli, quiet and stay here. I need to go help your mother."
If the guard is dead, Kronek will go to the front door and open it. Pretty sure that is two move actions unless I am within 5 feet of the door. If I am within 5 feet of the door, I will open it and then use a move action to move up to the closest guard by Nadya. If the guard inside is not dead, I will keep attacking. All this assumes not too much changes on the guards turn.
| Cara Shalandrael |
Cara steps forward and fires off two arrows at the closest guard escorting Nadya.
I forget if there are movement penalties here, if Cara can move 5 ft. to the west without spending a move action, she will do so.
Comp Longbow 1 + PBS - RS: 1d20 + 7 + 1 - 2 ⇒ (19) + 7 + 1 - 2 = 25
Damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Comp Longbow 2 + PBS - RS: 1d20 + 7 + 1 - 2 ⇒ (8) + 7 + 1 - 2 = 14
Damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
| Woodsmoke |
Whoops, I meant to include that in the last post.
Round 1
Cara fires off two arrows in quick succession at the guards. The first plants itself neatly in a guard's back, punching through his mail. The second looks as though it is going to veer off course, but the sudden movement of the man after being shot puts him in the path of the second projectile which finds a new home in his kidney. He falls over a moment later. Second shot a neat hit due to his flatfootedness and shield being stowed, nice!
The second guard looks wildly this way and that, taking a moment to figure out what just happened. His eyes sweep from his fallen ally back to the cabin, spotting you. Nadya, however, is quicker to respond to the situation, and as the man begins to slide his sword out of his scabbard and opens his mouth to yell, she is on him, wrapping an arm around his mouth. Her wrestling match is short lived as Geedra's sleep spell discharges, making the man go limp and sink into the snow, sound asleep. Nadya looks a bit sluggish for a second as well, but shakes off it off. Not that you were intending to have Nadya in the radius of the spell but I figured her sudden action entering the man's square would subject her to it; she passed though.
Ahead in the square, the attention of the other guards seems to be directed to the crowd, and they have not yet noticed what is happening down the lane.
Kronek appears out of the building and rejoins everyone.
What next? Battle is technically over and since others haven't noticed you, you have some more time to prepare and act. We can keep the same initiative rolls if you'd like for the next group.
Will: 1d20 ⇒ 8
1d20 ⇒ 16
| Geedra Horsebiter |
Geedra sneaks around to the front side of the building and gets a look at the scene in front of her. How many guards were left, where were they, and how would she best attack them?
| Cara Shalandrael |
"Can Grugkt be summoned from afar?" Cara asks as she assesses the battlefield, "If we can flank them from two sides, they'll be less likely to react effectively or hurt the hostages."
| Kronek |
"A good plan if you can do it Asgrid. He and I would work well together up close with the remaining guards."
| Asgrid Hjalterskell |
GM - thanks, if it is possible then I will keep to my original action and summon Grugkt.
Grugkt can stray up to 100 feet away (well, 10,000 feet really with reduced effectiveness), so don't see any reason why Grugkt can't appear on the far side of the group around Tula and Iziamar, or even in the midst of them. I guess only depends if GM rules that Grugkt has already appeared by this point - on the map, Grugkt is right next to me.
Asgrid is intent on summoning forth an eagle when Grugkt's consciousness interposes himself again. Grugkt! She focuses on sending the eidolon to where he can throw himself into the fray.
If possible have Grugkt appear in the square just to the left of the captain. If not then Grugkt will just move up through the snow. Grugkt will roar and try to intimidate the captain first before attacking.
Grugkt Intimidate 1d20 + 4 ⇒ (13) + 4 = 17
Grugkt slam 1d20 + 4 ⇒ (6) + 4 = 10
damage 1d10 + 4 ⇒ (6) + 4 = 10
Asgrid wordlessly moves up through the snow. As she goes she unlimbers her light crossbow and fits a bolt to the device.
Move as far as she can and load crossbow.
| Woodsmoke |
We will say grugkt was summoned when you first got out of the house, but in the meantime with your preparations you instructed him to loop around the square for a flanking attack.
You regroup with Nadya, who was at first given a bit of a start when the one man suddenly went down, but is quite relieved now. She nods to you in thanks and takes the longsword of the sleeping man, giving him a quiet death with it for the trouble as she runs the sharp edge across his throat. "No turning back now." She looks ahead into the square and tightens her grip on the sword and you all move forward to encounter the bulk of the tower guards.
As you draw nearer to the square you can hear what is going on and make get a better view of it. They have Iziamar lashed to a pole atop a small pile of kindling. The nearest guard to him is holding a roaring torch, glaring fiendishly at the smith. Though a restrained Tula cries and screams and tries to break free of her captors, Iziamar is silent and stoic, unwilling to give these men the pleasure. He has been stripped of most of his clothes and assaulted already, by the looks of it. His skin is bluing from the cold.
The captain, a helmeted man in a long blue cape and a close-cropped beard, marches around the square, flailing about with his longsword to emphasize his diatribe.
"We know these fugitives are here. Is this how to respond to the benevolence of Nazhena Vasilliovna, who lets you all live here out of her kindness? Protecting these enemies of the jadwiga?"
The couple who own the White Weasel are standing away from the rest of the villagers, nearer to the guards. They look absolutely pleased with himself, grinning at the entire scene.
"Your village heroine is being rounded up as we speak. If the sight of your smith ravaged before you won't change your minds, perhaps the sight of her will."
One village cries out from the crowd. "We don't know who they are, they left we said!"
"Silence is bad enough you scum, but these endless lies are worse.!" The captain turns back to Iziamar and approaches him. "All you must do is split your lips and speak the truth, you know. What's that, too cold? Soldier, our blacksmith here has a case of the chills. Warm him up."
At that, the torch bearer takes another step to Iziamar and brings the torch closer, waving it before the man's face before slowly dipping it down towards the kindling. Tula screams.
The scene is interrupted by a blur of grey-white. Grugkt leaps into the square and lands with a shower of snow just short of the captain, and bellows an otherworldly roar. The captain nearly topples over from the sudden appearance, and the soldiers around him scramble to respond to the situation.
Since Grugkt did have to move into the square in the surprise round I allowed the intimidate check but not the attack (would have missed regardless). Captain is shaken for 1 round.
You all get a surprise round. I've moved you forward on the map so you'll start the battle from that position. I have Grugkt's action, obviously, and Asgrid's move is documented, so everyone else give me a surprise around action. For simplicity's sake we will use the same initiative, so Cara you can give me a Round 1 action as well since you move before the enemies.
Map (forgot to take last-round Nadya and her two escorts off the map further back on the path but just ignore them)
Initiative:
Cara: 23
Guards: 11
Asgrid: 11
Geedra: 7
Kronek: 7
| Cara Shalandrael |
Cara shifts through the snow for a better position from which to fire, then shoots two arrows at the closest guard.
Comp Longbow 1 + PBS - RS: 1d20 + 7 + 1 - 2 ⇒ (11) + 7 + 1 - 2 = 17
Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Comp Longbow 2 + PBS - RS: 1d20 + 7 + 1 - 2 ⇒ (15) + 7 + 1 - 2 = 21
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Surprise action: Move to square northeast of Kronek.
Round 1 action: Full attack with Rapid shot. If the first arrow takes out the guard, switching to next closest target, although Point-Blank Shot may not be applicable.