Bemmer Anvilbrow
|
Bemmer mves up to Wraith and Ironshanks. As he gets there he touches Ironshanks on teh shoulder Torag be with you brother Touch of Good. You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.
| GM Rinaldo |
Not quite gonna do it on those Perception checks.
Bemmer moves up to bestow a blessing upon Ironshanks as they cover Wraith's advance to the rear.
Kalkamedes STR check: 1d20 + 2 ⇒ (14) + 2 = 16
Kalkamedes tugs at the rope holding him back, but doesn't manage to get loose.
Hannar, it is about to be the bandits' turn, do you want to come off delay?
| GM Rinaldo |
Sorry for the delay, busy day today. I will wait until end of round.
So "end of round" is not really meaningful beyond me making sure everyone gets a chance to take their actions. Is there something in particular you are waiting for before you act?
| GM Rinaldo |
The bandit at the far end moves back into the trees to hide. I'll take Perception checks to see where Yellow went.
One bandit slides through the trees and around Ironshanks' reach to try to finish off Wraith, but just as he gets close enough to swing, the dwarf brings his adamantine weapon down, shattering the bandit's mace! Red moves to avoid AoO, but the readied sunder goes off; hardness or not, 19 damage does a light weapon in.
Green vs Ironshanks: 1d20 + 6 ⇒ (9) + 6 = 15
Another moves around to surround Ironshanks, though it does him no good.
Blue vs Ironshanks: 1d20 + 6 ⇒ (6) + 6 = 12
Another comes in for a direct assault on Ironshanks, but his attack goes wide.
==========
DELAY
==========
Hannar
==========
Round 2
==========
Wraith [-13 hp]
-------------
??
-------------
Bemmer
Kalkamedes
-------------
Yellow
-------------
Ironshanks
==========
Round 3
==========
Red [-13hp] {mace destroyed by sunder}
Green
??
Blue
-------------
Moved Ironshanks to just before Red in initiative. Wraith is up! Hannar can come off delay.
Wraith {Gōsutoha ~Ghost Lotus}
|
Taking advantage of the now unarmed bandit, Wraith moves behind him and stabs before he can draw a new weapon.
"This could have been easier. Now you and your friends are going to die."
Masterwork Saigham {PA/Flank}: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 201d6 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13
Ironshanks Magee
|
"Ain't gonna do no good flankin' me fellas if yer swingin' match sticks!" Chortles the Dwarf as he lays waste to the mace. "Give up 'er be reduced ta rubble!" Does he think I can't see 'im? Nummah.
Perception vs Yellow, Darkvision: 1d20 + 10 ⇒ (20) + 10 = 30
| GM Rinaldo |
Wraith moves around the disarmed bandit and runs him through. The bandit hits the ground, bleeding profusely. Red is now unconscious and dying.
Going to wait for Hannar, as there are targets close to him now.
Hannar the Wild
|
Sorry for the delay. Long day on the West Coast.
Perception: 1d20 ⇒ 3
With a smile, Hannar moves forward and casts a spell. A spray of bright colors bursts forth from his hands and hits one of the enemies...
Green needs a Will save (DC=15) vs. Color Spray.
Color Spray Casting Time: 1 standard action
Components: V,S,M (red, yellow, and blue powder or colored sand)
Range: 15 ft. Area: cone-shaped burst Duration: instantaneous; see text Saving Throw: Will negates; Spell Resistance: yes
Description: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.); 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round; 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray.
| GM Rinaldo |
Hannar, I appreciate the spell text, but to avoid clutter feel free to either put it in a spoiler, or just use a link to the PRD in the future. :-)
Green Will: 1d20 + 1 ⇒ (10) + 1 = 11 That's not good.
Unconscious/Blind/Stunned: 2d4 ⇒ (3, 3) = 6
Blind/Stunned: 1d4 ⇒ 4
==========
Round 2
==========
Bemmer
Kalkamedes
-------------
Yellow
-------------
Ironshanks
==========
Round 3
==========
Red [-26hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 0/6 + Blind/Stun/0/4 + Stun 0/1}
??
Blue
-------------
Hannar
Wraith [-13 hp]
-------------
??
-------------
Bemmer is up!
| GM Rinaldo |
Bemmer pulls out a wand and some of Wraith's wounds close up.
Kalkamedes STR check: 1d20 + 2 ⇒ (1) + 2 = 3
Kalkamedes struggles against his rope, but appears to be well tied -- at least for now.
The bandit who had previously disappeared into the trees emerges with a shout, and runs up to attack Ironshanks!
Yellow charge vs Ironshanks: 1d20 + 8 ⇒ (10) + 8 = 18
The dwarf easily dodges the attack, however, leaving the bandit exposed. Yellow is -2 AC for charging.
==========
Round 2
==========
Ironshanks
==========
Round 3
==========
Red [-26hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 0/6 + Blind/Stun/0/4 + Stun 0/1}
??
Blue
-------------
Hannar
Wraith [-13 hp]
-------------
??
-------------
Bemmer
Kalkamedes
-------------
Yellow {-2AC for charge}
-------------
Ironshanks is up!
Ironshanks Magee
|
Ironshanks watches the yellow haired bandit charge out of the underbrush and he hear a solid BANG as the mace deflects harmlessly off his exoskeleton "Hey Nummah, us Dwarves see real gud in the dark. Next time hide bettah!"
With a slice of his axe the man's weapon head falls to the moist night soil.
Sunder: 1H Adamantine Waraxe, Power Attack, Touch of Good: 1d20 + 11 - 2 + 1 ⇒ (12) + 11 - 2 + 1 = 221d10 + 5 + 4 ⇒ (9) + 5 + 4 = 18
"Not sure if yer keepin' track ya bunch of marsh monkey's, but if yer trying ta make money at this then yer doin' a poor job." He takes a step to keep in front of the Ulfen.
| GM Rinaldo |
Ironshanks once more destroys his enemy's weapon, leaving the bandit gaping incredulously at the hilt in his hand.
Red stabilize: 1d20 + 1 ⇒ (3) + 1 = 4
Seeing the damage Ironshanks is causing, the remaining conscious and armed bandit moves over to Wraith, who seems to be an easier target.
Blue vs Wraith: 1d20 + 6 ⇒ (3) + 6 = 9
His overconfidence betrays him, however, as his weapon strikes a tree limb.
==========
Round 3
==========
Hannar
Wraith [-13 hp]
-------------
??
-------------
Bemmer
Kalkamedes
-------------
Yellow {-2AC for charge} {mace destroyed by sunder}
-------------
Ironshanks
==========
Round 4
==========
Red [-27hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 0/6 + Blind/Stun/0/4 + Stun 0/1}
??
Blue
-------------
Hannar and Wraith are up. Everyone can give me perception checks, either sight or hearing if you have bonuses to one or the other.
Ironshanks Magee
|
Perception, Darkvision: 1d20 + 10 ⇒ (3) + 10 = 13
"Where ya goin' fella? Not sure yer gonna like dealin' with that little lady there either..."
Hannar the Wild
|
Perception: 1d20 ⇒ 2
"Time to Burn!"
Hannar points at one of the bandits and a ray of fire bursts forth...
ranged Touch vs. Blue Bandit: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
possible Fire damage vs. Blue Bandit: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Critical confirmation roll: ranged Touch vs. Blue Bandit: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
possible Fire damage vs. Blue Bandit: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
WOW! Critical Threat.
Applied Point-Blank and Precise Shot feats.
Wraith {Gōsutoha ~Ghost Lotus}
|
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Wraith tries to finish the badly damaged bandit.
Masterwork Siagham vs BLUE {PA}: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 131d6 + 4 ⇒ (1) + 4 = 5
Wraith steps over the burnt corpse and moves behind the remaining bandit, plunging her weapon into the man's back.
There is enough room to move up without provoking. Did not want to confuse things on the map with an arrow if I was not actually going to be able to move.
Masterwork Siagham vs YELLOW {PA/Flank}: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 201d6 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14
| GM Rinaldo |
Hannar has had enough, and a beam of fire shoots from his hands and engulfs the bandit attacking Wraith. The bandit is clearly unhappy with the situation, badly burned but still standing.
Wraith tries to capitalize on the surprise fire, but her weapon bounces off the bandit's leather armor.
==========
Round 3
==========
Bemmer
Kalkamedes
-------------
Yellow {-2AC for charge} {mace destroyed by sunder}
-------------
Ironshanks
==========
Round 4
==========
Red [-27hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 1/6 + Blind/Stun/0/4 + Stun 0/1}
??
Blue [-14hp]
-------------
Hannar
Wraith [-13 hp]
-------------
Blue is still standing; Yellow is up but currently unarmed. Bemmer appears to have noticed something, and he is up!
Bemmer Anvilbrow
|
Bemmer will draw his warhammer as he moves into the trees beyond Wraith.
I am not 100% sure where the movement was, so if you could move me please GM. If I find an enemy I will swing, attack roll below just incase.
masterwork warhammer: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Confirm?: 1d20 + 4 ⇒ (19) + 4 = 23 Extra Damage: 2d8 + 2 ⇒ (2, 5) + 2 = 9
| GM Rinaldo |
Bemmer notices movement in the trees and goes to investigate. He finds two more bandits trying to sneak up on the group, and manages to get the jump on them instead! He brings his hammer down and nearly crushes the skull of one of them.
Yowie! 18 damage does not feel good. Added Pink and Black to the map; Pink took Bemmer's hit and is barely standing.
Kalkamedes STR check: 1d20 + 2 ⇒ (9) + 2 = 11
Kalkamedes continues to "walk", completely unaware of the battle around him, or that he isn't making any progress.
The bandit Ironshanks recently disarmed steps around his magically unconscious comrade and takes a new weapon. Yellow takes a 5' step to get out of Ironshanks' reach, then picks up Green's weapon.
==========
Round 3
==========
Ironshanks
==========
Round 4
==========
Red [-27hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 1/6 + Blind/Stun/0/4 + Stun 0/1} {weapon taken by Yellow}
Pink [-18hp]
Black
Blue [-14hp]
-------------
Hannar
Wraith [-13 hp]
-------------
Bemmer
Kalkamedes
-------------
Yellow
-------------
Ironshanks is up!
Ironshanks Magee
|
Ironshanks follows and does his best to reduce another weapon to match sticks. "I can do this all night fella. How 'bout you just drop yer coin pouch and take off into the wood. I won't rat you out to yer buddies here ok?"
Sunder: 1H Adamantine Waraxe, Power Attack: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 161d10 + 5 + 4 ⇒ (4) + 5 + 4 = 13
| GM Rinaldo |
Ironshanks steps up to destroy yet another weapon, but this time does not manage to connect.
Red stabilize: 1d20 + 1 ⇒ (14) + 1 = 15
The two bandits who Bemmer caught sneaking through the woods move in tandem, as if with practice, nimbly slipping between the trees to flank the dwarf. Black takes a 5' step then readies an attack; Pink takes a 5' step and attacks, so both get flanking. Yes, they are taking 5' steps in difficult terrain. :-)
Black vs Bemmer: 1d20 + 8 ⇒ (12) + 8 = 20damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (2) = 11
Pink vs Bemmer: 1d20 + 8 ⇒ (1) + 8 = 9
11 damage to Bemmer.
The remaining bandit facing Wraith swings again, hoping to end the elusive ninja.
Blue vs Wraith: 1d20 + 6 ⇒ (2) + 6 = 8
His swing goes wide.
==========
Round 4
==========
Hannar
Wraith [-13 hp]
-------------
Bemmer
Kalkamedes
-------------
Yellow
-------------
Ironshanks
==========
Round 5
==========
Red [-28hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 2/6 + Blind/Stun/0/4 + Stun 0/1} {weapon taken by Yellow}
Pink [-18hp]
Black
Blue [-14hp]
-------------
Hannar and Wraith are up!
Wraith {Gōsutoha ~Ghost Lotus}
|
Something about the bandits having Wraith and the priest outnumbered forces the ninja to focus. With silent efficiency, she whips the weapon across the neck of the blue armored brigand before spinning and burying it deep into the chest of the recent arrival. Blood fountains from the first man's throat, proof that the artery has been severed. Her leg snaps out, slamming the thin metal rod all the way into the light-skinned bandit. Only the well-worn leather grip remains visible.
Saigham {PA/Flurry} vs BLUE: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 4 ⇒ (1) + 4 = 5
Saigham {PA/Flurry} vs PINK: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 4 ⇒ (4) + 4 = 8
CONFIRM vs BLUE: 1d20 + 5 ⇒ (6) + 5 = 111d6 + 4 ⇒ (3) + 4 = 7
CONFIRM (GM REROLL) vs BLUE: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 211d6 + 4 ⇒ (3) + 4 = 7
CONFIRM vs PINK: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 4 ⇒ (3) + 4 = 7
She turns towards the last of the trio, "Run, before I fall upon you like a storm."
The kick is just for roll play on the (presumed) critical.
| GM Rinaldo |
Wraith: That seems like a good use of a reroll. Double crit!
Hannar: Once he attacked, Black was visible to you, but with concealment. Fortunately, Magic Missile doesn't care. :-)
Silent but brutal, Wraith takes down two bandits in rapid succession, their bodies slumping to the ground in a pool of blood. She whispers a promise to the third, as Hannar sends a pair of magical bolts into him.
Pink is *dead*. Blue is unconscious and bleeding. Yellow and Black are still standing and Yellow has re-armed himself. Initiative blocks have collapsed, and now Bemmer can act.
| GM Rinaldo |
Bemmer bruises the bandit behind him with a strong swing of his hammer.
Kalkamedes STR check: 1d20 + 2 ⇒ (20) + 2 = 22
Suddenly, Kalkamedes tugs hard, and pulls his leash free!
On 1, the hook end pulled free; on 2, it came untied from him: 1d2 ⇒ 2
The rope is still attached to the tree, and Kalkamedes is FREE!!!! ;-)
He begins walking forward, going past one of the bandits.
Blue AoO : 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d6 + 3 ⇒ (6) + 3 = 9
Yellow vs Ironshanks: 1d20 + 6 ⇒ (18) + 6 = 24
The bandit near Ironshanks takes a swing, but his weapon merely bounces off the dwarf's armor.
==========
Round 4
==========
Ironshanks
==========
Round 5
==========
Red [-28hp] {unconscious/bleeding} {mace destroyed by sunder}
Green {Unc/Blind/Stun 2/6 + Blind/Stun/0/4 + Stun 0/1} {weapon taken by Yellow}
Black [-9hp]
Blue [-26hp] {unconscious/bleeding}
-------------
Hannar
Wraith [-13 hp]
Bemmer [-11hp]
Kalkamedes [-9hp]
-------------
Yellow
-------------
Ironshanks is up! Kalkamedes is injured but marching along.
Wraith {Gōsutoha ~Ghost Lotus}
|
Waith is only at -8. Bemmer healed her for 5 points in Round 2
Ironshanks Magee
|
"Oh now that ain't very nice! Can'cha see that fella is a sleep walker?" He hacks out at the weapon yet again, then hurries after his charge before he escapes.
Sunder: 1H Adamantine Waraxe, Power Attack: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 131d10 + 5 + 4 ⇒ (9) + 5 + 4 = 18
Hack then move 20' provoking if he's still got a weapon/aoo left.
| GM Rinaldo |
Need to retcon - see discussion thread. Blue is unconscious, therefore did not AoO Kalkamedes. Ironshanks, you can redo your turn since the attack on Blue was not necessary.
Ironshanks Magee
|
Nope I'm good. I wasn't reading closely enough and thought yellow made the AOO. I attacked yellow's weapon anyhow and missed.
| GM Rinaldo |
Alrighty then!
Red stabilize: 1d20 + 1 ⇒ (8) + 1 = 9
Blue stabilize: 1d20 + 1 ⇒ (16) + 1 = 17
The remaining bandit next to Bemmer and Wraith decides he has seen enough, and he disappears into the woods. Withdraw action; Black is just off the map to the north with improved cover from the thick woods.
==========
Round 5
==========
Hannar
Wraith [-8 hp]
Bemmer [-11hp]
Kalkamedes [-9hp]
-------------
Yellow
-------------
Ironshanks
==========
Round 6
==========
Green {Unc/Blind/Stun 3/6 + Blind/Stun/0/4 + Stun 0/1} {weapon taken by Yellow}
Red [-29hp] {unconscious/bleeding} {mace destroyed by sunder}
Blue [-26hp] {unconscious/stable}
Black [-9hp]
-------------
Hannar, Wraith, and Bemmer are up!
Hannar the Wild
|
Hannar points to the bandit standing near him and a ray of fire streaks forth....
ranged Touch vs. Yellow: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
possible Fire damage vs. Yellow: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Hannar them moves closer to the others.
| GM Rinaldo |
Bemmer: Black withdrew, so you can't attack him.
Ironshanks: Yes, no damage to Kalkamedes.
Hannar burns the last remaining bandit before moving up to join the rest.
Need a turn from Wraith, and a do-over from Bemmer. ;-)
Wraith {Gōsutoha ~Ghost Lotus}
|
Waith runs up to confront the yellow clad brigand, unsheathing the blade from her back as she moves. "You have two options. One, you leave this man asleep and disappear into the woods with the other coward. Two, you try to wake him or harm us and we come at you like the Gates of Hell opened. Think it over carefully. Do you really want this to be the night your life ends? No last meal, no comfort in the arms of a woman...not even a grave. Is that really how you pictured it?"
Her eyes glance down to the slumbering bandit. "He'll be fine. If you stand down and flee, he will live to see another sunrise." She allows the moonlight to dance across the elven writing on the blade. "Just leave. We have other obligations this evening. No one else needs to die."
Intimidate: 1d20 + 2 ⇒ (19) + 2 = 21
Masterwork Elven Curve Blade {PA}: 1d20 + 6 ⇒ (16) + 6 = 221d10 + 6 ⇒ (4) + 6 = 10
| GM Rinaldo |
Wraith can plainly see the fear in the last bandit's eyes. He drops his weapon and slowly backs away.
Unless anyone objects to letting him leave, Yellow will run away and combat is over. I'll give you time to make that call.
Ironshanks Magee
|
Yup, Ironshanks is not a killer and is busy with snorejob.
"You heard the Lady, get yer arse runnin kid!" He hollers towards yellow.
CMB vs Kalkamedes when necessary: 1d20 + 7 ⇒ (17) + 7 = 24
Wraith {Gōsutoha ~Ghost Lotus}
|
Wraith watches the man run off into the night before sheathing her weapon and running to assist Ironshanks.
CMB (aid): 1d20 + 4 ⇒ (11) + 4 = 15
| GM Rinaldo |
As the last bandit runs, you quickly recover control of your ward and prepare to continue.
Do any healing or other after-combat actions, then I will proceed to the next encounter.
Wraith {Gōsutoha ~Ghost Lotus}
|
Wraith offers up her wand to Bemmer for help with her wounds.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Ironshanks Magee
|
Ironshanks gives Kalkamedes a full nelson while Hannar reattaches the lead rope. "Make sure that knot is good n tight this time. Dunno who tied the last one but it pulled out at a bad time." He says grunting as he fights with the snoring man.