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Nightkit keeps one hand with it's fingers wrapped around Kalkamedes rope harness while making sure he's not going to hurt himself. She's also looking a little wistful.
Whenever you're ready guys she says.

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"Thanks, Leon," Grigory says, tucking the wand away for safe keeping and hoping it won't be needed again for a while. "I'll try not ta let us get too close to any more bears so we don't use up all the charges in this wand of yours. It does come in handy, though, with Kalky tryin' ta kill hisself every chance he gets."
"Lemme check ahead real quick to make sure them bears cleared offa this path before we untie his legs," he suggests. "Doubt they stuck around close with the way they took off, but I don't wanna see Leon or Kalky doin' any more bear wrasslin' tonight. Maybe tomorrow."

GM Zin |

Grigory scouts ahead a bit, and only finds evidence that the bears fled in haste; he finds no further sign of them in the area. Returning to free the sleepwalker to walk again, you all begin moving deeper into the brush.
Over the course of another two hours, the rough, mountainous scrubland gradually flattens and gives way to thicker copses of trees sustained by a series of chilly, narrow streams. Kalkamedes’s trail meanders northward.
Stealth: 1d20 + 5 ⇒ (13) + 5 = 18
Perception:
Challa: 1d20 + 6 ⇒ (17) + 6 = 23
Corgrim: 1d20 + 6 ⇒ (1) + 6 = 7
Grigory: 1d20 + 6 ⇒ (15) + 6 = 21 (+2 vs humans)
Leon: 1d20 - 1 ⇒ (7) - 1 = 6
Merida: 1d20 + 5 ⇒ (11) + 5 = 16
Nightkit: 1d20 + 4 ⇒ (4) + 4 = 8
Grigory, taking the lead, is the first to notice that there are a number of humans--with faces darkened to help them be unseen--hiding in the undergrowth near the path that Kalkamedes is taking you along. Challa, from her position in the back, notices the same before Grigory is even able to call an alarm.
Challa: 1d20 + 6 ⇒ (16) + 6 = 22
Corgrim: 1d20 + 4 ⇒ (15) + 4 = 19
Grigory: 1d20 + 3 ⇒ (11) + 3 = 14
Kalkamedes: 1d20 + 1 ⇒ (14) + 1 = 15
Leon: 1d20 + 1 ⇒ (11) + 1 = 12
Merida: 1d20 + 3 ⇒ (7) + 3 = 10
Nightkit: 1d20 + 4 ⇒ (6) + 4 = 10
Bandits: 1d20 + 1 ⇒ (14) + 1 = 15
Surprise Round (bold may take a single standard or move action)
Challa
Corgrim
Kalkamedes
Bandits
Grigory
Leon
Nightkit
Merida
Map updated

GM Zin |

Challa sends four lights spinning out into the center of the clearing; the bandits follow with a barrage of arrows at the party.
target, red bandit: 1d7 ⇒ 6
Red Bandit vs. Nightkit FF AC 12: 1d20 ⇒ 9 Damage: 1d8 + 1 ⇒ (7) + 1 = 8
target, orange bandit: 1d7 ⇒ 3
Red Bandit vs. Kalkamedes FF AC 10: 1d20 ⇒ 4
target, yellow bandit: 1d7 ⇒ 4
Red Bandit vs. Grigory AC 15: 1d20 ⇒ 16 Damage: 1d8 + 1 ⇒ (3) + 1 = 4
target, green bandit: 1d7 ⇒ 5
Red Bandit vs. Leon FF AC 16: 1d20 ⇒ 2
target, blue bandit: 1d7 ⇒ 1
Red Bandit vs. Challa AC 21: 1d20 ⇒ 15
target, purple bandit: 1d7 ⇒ 4
Red Bandit vs. Grigory AC 15: 1d20 ⇒ 18 Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Nightkit and Grigory--both exposed out front--both get hit; Nightkit, unfortunately, takes an arrow deep in her chest and is wobbling on her feet, barely conscious.
Surprise Round (bold may take a single standard or move action)
Challa
Corgrim
Kalkamedes
Bandits
Grigory (-8 hp)
Leon
Nightkit (-8 hp; disabled)
Merida
Active Effects
Disabled: You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying.
Staggered: A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions.
You can easily predict that Kalkamedes will begin walking forward on his initiative count; If you want to stop that from happening, someone who acts before him in initiative will need to have a readied action to grab the rope (opposed Str check) or grapple him. I see in the Discussion thread that you might be okay with him moving; I just wanted to make clear how you would stop him if that's what you want to do.

GM Zin |

Grigory hustles and heals up Nightkit before she falls where she is.
Round 1 (bold may act)
Challa
Corgrim
Kalkamedes
Bandits
Grigory (-8 hp)
Leon
Nightkit (-0 hp)
Merida

GM Zin |

Corbrim returns fire on the closest bandit, sending an arrow that flies true through the trees. Challa begins singing an ancient song about a princess being returned to her castle despite a wicked ambush.
Kalkamedes, predictably, walks forward into the heart of the clearing--where he is illuminated brightly underneath Challa's dancing lights--and the bandits again fire on the Pathfinders.
target, red bandit: 1d7 ⇒ 1
red bandit vs Challa AC 21: 1d20 ⇒ 12
target, orange bandit: 1d7 ⇒ 3
orange bandit vs Kalkamedes AC 11: 1d20 ⇒ 8
target, yellow bandit: 1d7 ⇒ 1
yellow bandit vs Challa AC 21: 1d20 ⇒ 17 damage, P: 1d8 + 1 ⇒ (7) + 1 = 8
target, green bandit: 1d7 ⇒ 1
green bandit vs Challa AC 21: 1d20 ⇒ 2
target, blue bandit: 1d7 ⇒ 3
blue bandit vs Kalkamedes AC 11: 1d20 ⇒ 18 damage, P: 1d8 + 1 ⇒ (6) + 1 = 7
target, purple bandit: 1d7 ⇒ 2
purple bandit vs Corgrim AC 22: 1d20 ⇒ 5
They seem to focus on the easy target of Kalkamedes, and the foes that have acted against them, sending arrows against both Corgrim and Challa in addition to the sleepwalker, though only one arrow lands true versus each of Challa and Kalkamedes.
Round 1 (bold may act)
Grigory (-8 hp)
Leon
Nightkit (-0 hp)
Merida
Round 2 (bold may act; Round 1 actions will resolve first)
Challa (-8 hp)
Corgrim
Kalkamedes (-7 hp)
Bandits
. . red
. . orange
. . yellow
. . green
. . blue
. . purple (-4 hp)
Grigory (-8 hp)
Leon
Nightkit (-0 hp)
Merida
Active Effects
Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls

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Leon wakes out of his daze with a startle, "Wut? WHERE ALL DESE ARROWS COMIN FRUM?!? AAAARRRRRGGGHGGHHHHH GONNA CHOP YA UP!"
He runs forward to the nearest ambush point, pulling out his wicked nasty looking scythe.
Double Move

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As Challa had higher initiative than me on 1st round, I suppose I shuld have took into account her Inspire courage for +1 dmg (total 5) pn Violet
Corgrim moves a little and shoots at another target, but with much less success
Shoot on Orange, IC: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Dmg, IC: 1d6 + 1 ⇒ (2) + 1 = 3

GM Zin |

As Challa had higher initiative than me on 1st round, I suppose I shuld have took into account her Inspire courage for +1 dmg (total 5) pn Violet
I already accounted for that; your initial damage roll was 3, which is why I recorded 4. The bandits had already acted, so they weren't flat-footed, and sneak attack didn't apply.

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Grigory, ignoring his injury in the initial barrage, moves forward and fires an arrow through the brush in the direction of the bandit nearest to Leon (purple).
Shortbow Attack + Favored Enemy + Challa's Song: 1d20 + 5 ⇒ (15) + 5 = 20
Arrow Damage + Favored Enemy + Challa's Song: 1d6 + 3 ⇒ (3) + 3 = 6

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After a moment of surprise Merida reaches for her bow and runs forward (move action).
She draws an arrow and shoots at the violet bandit.
Longbow Point-Blank + Challa: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 D'oh!
Piercing: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

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Nightkit staggers back awake and swears as she realises she had let go of the sleepwalking Kalkamedes. Not having a ranged weapon, she dashes into the bushes then double moves to get into a flanking position with Gregory. Hopefully the other one won't see her, she hopes.
stealth: 1d20 + 10 ⇒ (4) + 10 = 14

GM Zin |

The Pathfinders begin moving around the battlefield, setting up future attacks and taking some now. Grigory's arrow finds a home in one bandit's chest, bringing the man nearly to death, though he remains standing.
Perception DC 14, blue: 1d20 ⇒ 17
Perception DC 14, purple: 1d20 ⇒ 5
Round 2 (bold may act)
Challa (-8 hp)
Corgrim
Kalkamedes (-7 hp)
Bandits
. . red
. . orange
. . yellow
. . green
. . blue
. . purple (-10 hp)
Grigory (-8 hp)
Leon
Nightkit (-0 hp)
Merida
Active Effects
Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls

GM Zin |

Challa heals some of her wounds in anticipation of the next attack from the bandits.
Kalkamedes, of course, keeps strolling through an arrow-filled clearing without a care in the world.
The bandits take advantage, peppering the sleepwalker with arrows while the pair in front of Leon drop their bows and draw rapiers. Two arrows land, provoking minimal response from Kalkamedes, and Leon and Nighkit each take a rapier to the belly for their troubles.
red bandit vs Kalkamedes AC 11, pbs: 1d20 ⇒ 10 damage, P, pbs: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
orange bandit vs Kalkamedes AC 11, pbs: 1d20 ⇒ 7 damage, P, pbs: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
yellow bandit vs Kalkamedes AC 11, pbs: 1d20 ⇒ 2
green bandit vs Kalkamedes AC 11, pbs: 1d20 ⇒ 5
blue bandit vs Nightkit AC 16: 1d20 ⇒ 18 damage, P: 1d6 + 1 ⇒ (5) + 1 = 6
Crit vs Nightkit AC 16?: 1d20 ⇒ 12
purple bandit vs Leon AC 17: 1d20 ⇒ 16 damage, P: 1d6 + 1 ⇒ (4) + 1 = 5
Round 2 (bold may act)
Grigory (-8 hp)
Leon (-5 hp)
Nightkit (-6 hp)
Merida
Round 3 (bold may act; Round 2 actions will resolve first)
Challa (-4 hp)
Corgrim
Kalkamedes (-22 hp)
Bandits
. . red
. . orange
. . yellow
. . green
. . blue
. . purple (-10 hp)
Grigory (-8 hp)
Leon
Nightkit (-0 hp)
Merida
Active Effects
Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls

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Grigory uses Leon's wand on himself and watches the others' actions before hustling across the path. He ducks in amongst the trees in preparation to make another attack, doing his best to keep track of Kalkamedes.
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
I'll adjust my position on the map after Round 2 actions

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Come Merida! Follow me!
In every gambler there is a strategist, cause luck can only drag you so far.
Seeing an opening in the trees near him, Corgrim dashes into the clearer path in the forest, hoping for the best.
That should at least provide some cover for a few precious moments! Why should I left terrain advantage to our foe? Beside, if Merida follows, that would make a second target for their arrows...
Double move

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Leon nods to his flanking partner to go ahead and then slashes at whoever remains.
Delay until Nightkit acts. If purple is up, he swings at purple with a +2 to hit. If Purple drops, he swings at Blue with his attack shown below. If blue then drops he will stride to the Red Plus Sign, if Blue is still up he 5-fts to the north.
Scythe + IC 1 star reroll, we need these guys to start dropping!: 1d20 + 6 + 1 + 1 ⇒ (5) + 6 + 1 + 1 = 13 for Slashing + IC: 2d4 + 7 + 1 ⇒ (4, 4) + 7 + 1 = 16

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Merida fires an arrow (full attack) at purple...
Longbow Point-Blank Rapid Shot + IC: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 for Piercing: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8 :-/
...and another one after the first went astray...
Longbow Point-Blank Rapid Shot + IC: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 for Piercing: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6 Curse you, dice bot! >:-(
"Dammit!" she curses under her breath as the second arrow hits a tree.
Merida moves up one square. (5 foot step)
@Corgrim: Your action happens in round 3, Merida acts before in round 2 - she did not hear you yet. ;-)

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Nightkit winces at the hit then stabs at Purple with her own rapier.
rapier: 1d20 + 0 + 1 + 2 ⇒ (8) + 0 + 1 + 2 = 11 (flanking + bard song)
dam: 1d6 + 1 ⇒ (3) + 1 = 4
sneak: 1d6 ⇒ 1

GM Zin |

Grigory heals himself while Leon and Nightkit team up on a pair of bandits in the trees nearby. Neither is able to get through the bandit's defenses though, and Merida adds a pair of wildly off-target arrows to the mix.
Round 3 (bold may act)
Challa (-4 hp)
Corgrim
Kalkamedes (-22 hp)
Bandits
. . red
. . orange
. . yellow
. . green
. . blue
. . purple (-10 hp)
Grigory (-8 hp; needs to update map position)
Leon
Nightkit (-0 hp)
Merida
Active Effects
Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls

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Grigory heals himself [...]
Grigory (-8 hp; needs to update map position)
Shouldn't Grigory be healed, then? ;-)

GM Zin |

Oops; Grigory is at -3 hp now. I'll update at the next block post.

GM Zin |

red bandit vs Kalkamedes AC 11: 1d20 ⇒ 7 damage, P: 1d8 + 1 ⇒ (5) + 1 = 6
orange bandit vs Kalkamedes AC 11: 1d20 ⇒ 20 damage, P: 1d8 + 1 ⇒ (7) + 1 = 8
orange Crit?: 1d20 ⇒ 17 damage, P: 2d8 + 2 ⇒ (1, 8) + 2 = 11
yellow target 1=Merida, 2=Challa: 1d2 ⇒ 2
yellow bandit vs Challa AC 17: 1d20 ⇒ 3
green target 1=Merida, 2=Challa: 1d2 ⇒ 2
green bandit vs Challa AC 17, pbs: 1d20 ⇒ 16 damage, P, pbs: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
blue bandit vs Nightkit AC 16: 1d20 ⇒ 4
purple bandit vs Leon AC 17: 1d20 ⇒ 10
Kalkamedes continues his ignorant walk through the chaos. One pair of the bandits continues to fire on the sleepwalker, while the others focus on the more present Pathfinders. Kalkamedes takes a couple arrows to the back. One is extremely well placed; he stumbles vividly but doesn't fall. After the pronounced mistep, he continues his march.
Another pair of bandits targets the approaching Challa, and one arrow lands well, sending the bard to the ground.
Challa, you are at -4 hp and need to make a DC 10 Constitution check to stabilize, with a -4 penalty from the negative hit points.
The final pair of bandits focus on their present concert: Leon and Nightkit. Both strike out with rapiers, but neither connects.
Round 3 (bold may act)
Grigory (-3 hp)
Leon
Nightkit (-0 hp)
Merida
Round 4 (bold may act; Round 3 actions will resolve first)
Challa (-13 hp; dying, stabilize check pending)
Corgrim
Kalkamedes (-47 hp)
Bandits
. . red
. . orange
. . yellow
. . green
. . blue
. . purple (-10 hp)
Grigory (-3 hp)
Leon
Nightkit (-0 hp)
Merida
Active Effects
Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls

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Leon tries to do what he did, but this time not be incompetent.
Delay until Nightkit acts. If purple is up, he swings at purple with a +2 to hit. If Purple drops, he swings at Blue with his attack shown below. If blue then drops he will stride to the Red Plus Sign.
Crit?: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 for Extra Damage: 6d4 + 21 + 3 ⇒ (1, 4, 2, 1, 2, 4) + 21 + 3 = 38

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Merida makes one step forward and fires two arrows at green.
Longbow Point-Blank Rapid Shot: 1d20 + 3 ⇒ (10) + 3 = 13 for Piercing: 1d8 + 1 ⇒ (1) + 1 = 2 o_O
Longbow Point-Blank Rapid Shot: 1d20 + 3 ⇒ (9) + 3 = 12 for Piercing: 1d8 + 1 ⇒ (2) + 1 = 3 -_-
@GM Zin:
I do not know why Challa lists 17 as her AC - in her character sheet the AC is 18. Maybe she forgot her +1 size bonus?
Anyhow, does this change the result?
Also, if the bardic performance is still on, please add 1 to Merida's attack and damage. Thanks!
Edit: Oh boy, that's going to hurt... congrats on the crit, Leon!

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Corgrim moves toward an opening in the forest, his bow still in hands.
he hesitates a precisous few seconds, torn between helping his comrades and catching the wounded sleepwalker.
Cursing through his lips, he makes the bold choice to try to catch up Kalky before he becomes a pin cushion for arrows
Double move

GM Zin |

I do not know why Challa lists 17 as her AC - in her character sheet the AC is 18. Maybe she forgot her +1 size bonus?
Anyhow, does this change the result?
Also, if the bardic performance is still on, please add 1 to Merida's attack and damage. Thanks!
That does not change the result; the effects of bardic performance are still up until the start of her action, so everyone except Corgrim will still benefit from it, this round at least.

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Nightkit attempts to stab again
rapier: 1d20 + 0 + 1 + 2 ⇒ (1) + 0 + 1 + 2 = 4 (flanking + bard song)
dam: 1d6 + 1 ⇒ (3) + 1 = 4
sneak: 1d6 ⇒ 4
glares at the dice bot

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Grigory curses as he sees Challa dropped by a bandit's arrow and moves to get between his fallen comrade and the approaching bandits. Knowing the others will be in trouble if both he and Challa are knocked out, he quickly uses the wand to heal her.
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3

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Nightkit attempts to stab again
[dice=rapier]1d20 + 0 + 1 + 2 (flanking + bard song)
[dice=dam]1d6 + 1
[dice=sneak]1d6glares at the dice bot
Definitely some unkind dice going around so far in this game.

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[...] Knowing the others will be in trouble if both he and Challa are knocked out, he quickly uses the wand to heal her.
[dice=CLW Wand]1d8 + 1
Challa, no save needed anymore. You got magically healed, so you stabilized automatically. Unfortunately, you are still nconscious at -1 HP. (looks at the dice bot with raised eyebrows)
Definitely some unkind dice going around so far in this game.
I agree. Someone must have angered it... :-( Where do we get an atonement spell?

GM Zin |

Grigory rushes over to heal Challa, preventing her injuries from getting any worse.
Nightkit strikes at a bandit but misses, but the bandit leaves a huge opening which Leon takes advantage of; he beheads the man with a smooth slice of his scythe.
Merida fires off a couple of arrows that both go wide, and Corgrim continues chasing after Kalkamedes.
red target 1=Kalky, 2=Corgrim: 1d2 ⇒ 2
red bandit vs Corgrim AC 17: 1d20 ⇒ 16 damage, P: 1d8 + 1 ⇒ (8) + 1 = 9
orange target 1=Kalky, 2=Corgrim: 1d2 ⇒ 2
orange bandit vs Corgrim AC 17: 1d20 ⇒ 16 damage, P: 1d8 + 1 ⇒ (5) + 1 = 6
yellow target 1=Merida, 2=Grigory: 1d2 ⇒ 1
yellow bandit vs Merida AC 17, pbs: 1d20 ⇒ 17 damage, P: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
green target 1=Merida, 2=Grigory: 1d2 ⇒ 1
green bandit vs Merida AC 21, pbs: 1d20 ⇒ 1
blue bandit vs Leon AC 17: 1d20 ⇒ 1
Kalkamedes walks on as the bandits continue firing on the Pathfinders, catching Corgrim with two arrows in the back and Merida with a glancing shot. Corgrim stumbles as he chases Kalkamedes and falls, motionless.
Corgrim, you are at -7 hp and dying. You need to make a DC 10 Constitution check to stabilize, with a -7 penalty from the negative hp.
Round 4 (bold may act)
Grigory (-3/11 hp)
Nightkit (-0/8 hp)
Leon
Merida (-4/12 hp)
Round 5 (bold may act; Round 4 actions will resolve first)
Challa (-10/9 hp; stable)
Corgrim (-15/8 hp; dying, pending stabilize check)
Kalkamedes (-47 hp)
Bandits
. . red
. . orange
. . yellow
. . green
. . blue
Grigory (-3/11 hp)
Nightkit (-0/8 hp)
Leon
Merida

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Grigory, seeing Corgrim dropped in his tracks and disappointed the first use of the wand didn't cure Challa's wounds enough for her to regain consciousness, points the wand at her again and hopes for better results.
If I can get her awake, at least we'll have two of us to patch up the arrow holes these bastards keep poking in us, he thinks.
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
He stays with Challa long enough to make sure she regains consciousness, and watches the others make their attacks before moving.
Move action pending Round 4 results from Leon, Nightkit and Merida. More bandit beheadings would be wonderful.

GM Zin |

Challa's eyes snap open as a second round of healing from Grigory washes over her.
Round 4 (bold may act)
Grigory (-3/11 hp)
Nightkit (-0/8 hp)
Leon
Merida (-4/12 hp)
Round 5 (bold may act; Round 4 actions will resolve first)
Challa (-1/9 hp)
Corgrim (-15/8 hp; dying, pending stabilize check)
Kalkamedes (-47 hp)
Bandits
. . red
. . orange
. . yellow
. . green
. . blue
Grigory (-3/11 hp)
Nightkit (-0/8 hp)
Leon
Merida

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Sorry, but I got AC 17, as you noted, and unless I'm mistaken, you rolled a 16 both times.. So I ain't hurt, I guess, unless they have a +1 bonus to hit.. Will roll stabilization in case I'm wrong
Stabilize? DC 17: 1d20 + 2 ⇒ (13) + 2 = 15

GM Zin |

Sorry, but I got AC 17, as you noted, and unless I'm mistaken, you rolled a 16 both times.. So I ain't hurt, I guess, unless they have a +1 bonus to hit.. Will roll stabilization in case I'm wrong
As a rule (though I sometimes forget) I delete the attack and save bonuses/penalties from the GM Screen spoiler just before I submit so that you don't know what those are. They both definitely hit, sorry.
Round 4 (bold may act)
Grigory (-3/11 hp)
Nightkit (-0/8 hp)
Leon
Merida (-4/12 hp)
Round 5 (bold may act; Round 4 actions will resolve first)
Challa (-1/9 hp)
Corgrim (-16/8 hp; dying)
Kalkamedes (-47 hp)
Bandits
. . red
. . orange
. . yellow
. . green
. . blue
Grigory (-3/11 hp)
Nightkit (-0/8 hp)
Leon
Merida

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No problem! I was even wondering if they didn't hit Flat footed AC instead or normal AC, as I turned my back to them.
As two arrows pierces his back, Corgrim falls forward, and manages to turn his head to have a maybe final look at the stars in the night
Well, that gamble didn't pay...Maybe I'll die an angel, I already got some feathers on my back. I'm suffering in the flesh the arrows of misfortune...To sleep, perchance to dream: aye, there's the rub,for in that sleep of death what dreams may come when we have shuffled off this mortal coil, must give us pause..

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@GM Zin: If the first arrow did 9 damage to Corgrim, then he fell prone and had +4 AC against the second attack. Does that change anything? If he did not get hit the second time, he also made his CON-save.
Merida curses as she gets hit. "You cowards!"
She fires another two arrows at green.
Longbow Point-Blank Rapid Shot: 1d20 + 3 ⇒ (7) + 3 = 10 for Piercing: 1d8 + 1 ⇒ (6) + 1 = 7
Longbow Point-Blank Rapid Shot: 1d20 + 3 ⇒ (7) + 3 = 10 for Piercing: 1d8 + 1 ⇒ (3) + 1 = 4
No comment... :-(

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Leon swings hard again, trying to reduce the number of attacks coming in at the group.
Scythe at Blue: 1d20 + 6 ⇒ (4) + 6 = 10 for Slashing: 2d4 + 7 ⇒ (4, 4) + 7 = 15
I just... I've got nothing else. Already used my reroll. Let's just keep plugging away and we'll see if we die or not I guess.
His momentum carries him to the side quite a bit (5 ft step).

GM Zin |

@GM Zin: If the first arrow did 9 damage to Corgrim, then he fell prone and had +4 AC against the second attack. Does that change anything? If he did not get hit the second time, he also made his CON-save.
My first thought is no. They were fired by separate archers acting on the same initiative count; they effectively were fired and landed simultaneously. If they were iterative attacks from the same archer, I think that would be a reasonable argument, though.

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Describing my delayed Round 4 move action as displayed on map.
Watching Leon and Merida struggle to connect with their attacks, Grigory hesitates a moment, torn over whether to stay nearby to aid them against the bandits or rush to Corgrim's aid.
"You stick with them," he suggests to Challa, motioning to Merida, Leon and Nightkit. "Way things are goin' you might need to fix them up. I'm gonna get to Corgrim fast as I can. He just took a couple arrows in the back and it don't look good."
Not wanting to risk a run through the gauntlet of four bandit archers along the main path, he backtracks toward Corgrim's ill-fated shortcut, hoping he can reach him in time.

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I've got Nightkit at -6
Nightkit steps to flank and stabs at Blue.
rapier: 1d20 + 0 + 1 + 2 ⇒ (6) + 0 + 1 + 2 = 9 (flanking + bard song)
dam: 1d6 + 1 ⇒ (6) + 1 = 7
sneak: 1d6 ⇒ 2