Call it Fate. Call it Luck. Call it the Will of the Gods. Whatever it is, the four days of travel from Oleg’s Trading Post to the Thorn River crossing pass uneventfully. Euron and Karthas guide the group along the same path that they traveled in the opposite direction only a couple of weeks earlier, skirting the edge of the tangled woodlands of the Narlmarches before heading due south through the rolling hills and twisting valleys of the Kamelands. At the end of the fourth day they arrive at the crossing where the Thorn River flows into the Shrike. The party camps in a copse of trees upstream from the crossing, lulled to sleep by the sound of the Thorn rushing through the rapids below the crossing and over the steep falls into the deeper and wider Shrike below.
Fireday, 20 Gozran
The fifth day out from Oleg’s finds the group traversing through uncharted territory. Their only knowledge of the area is that the Stag Lord’s fort is located on a hill overlooking the point where the Shrike River flows into Tuskwater Lake. Fortunately, the bandits of the region have been kind enough to create a well-worn path leading south from the crossing within view of the wide, swiftly flowing river. Euron’s trained eyes quickly spot the tell-tale signs of a group of horses and wagons having traveled the path a couple of days earlier - likely another group of bandits heading to the fort to deliver their tribute.
As dusk begins to fall, Euron motions for the party to halt as they approach a bend in the path. By this point along the trail the Shrike River widens into a broad mouth nearly 500 feet in width as it flows into the deep waters of Tuskwater Lake. The nature priest hops down from his elk mount and studies the ground intently before raising his nose to the air and breathing deeply to take in the scents on the wind. With a frown he motions for the group to wait as he and Niko lope up the wooded slope rising to the right of the path.
for Euron:
Euron Perception: 1d20 + 9 ⇒ (10) + 9 = 19
You and Niko ascend the hill like ghosts, neither leaving any trace of your silent movement. Peering through the foliage at the top of the hill, you see that the path that the party is traversing bends eastward around the hill and passes south through a narrow valley before winding its way up another hill with a partially ruined fort perched at its top, approximately 300 yards away from your current position. There is no vegetative cover in the valley or along the pathway ascending the hill, and the remaining hillside surrounding the fort is devoid of shrubbery save for isolated thorny vines and periodic large boulders. At the base of the hill, lining the path, are six large stakes each bearing what appears to be a small body impaled upon its top; even from this distance you can tell that the bodies are those of kobolds.
The wooden palisade wall surrounding the fort is sturdy and in good repair, standing 15 feet tall and consisting of logs set no further apart than six inches. The only visible gate in the palisade is located in the center of the northern wall. The fort has three watchtowers, one each at its northeastern, northwestern, and southwestern corners. Each watchtower is 20 feet high (with a peaked roof arching another 10 feet above) and surrounded by a 2-foot-high wooden railing wall that grants those within the tower cover from outside attack. It appears that at least one bandit is stationed in each watchtower.
The fort is well lit, with torches strategically placed to give maximum light coverage with the minimum number needed. Several people can be seen moving about the yard separating the palisade from the interior structures.
Oleg considers Yelena's request and asks Svetlana if they have anything that would serve Yelena's purpose. Svetlana asks Yelena to summon her companion, and eyes the creature critically as she considers the options. "We have a large bolt of black tent canvas that Bokken ordered - not sure what he had planned for it, but he insisted it had to be black. Anyway, I don't think he'd begrudge you using it seeing as how you're planning to go against the Stag Lord. Vianne and I can sew it up into a serviceable hooded robe before morning. Will that work?"
"And I've got an old scythe in the tool shed that you could use," Oleg suggests "Your Sparklelord could look like the Specter of Death, come to claim the Stag Lord and all of his rabble," the trader suggests.
As good as their word, Svetlana and Vianne have the large hooded robe ready when the group heads out in the morning, and Oleg happily offers the scythe to Yelena.
Reminder of What You Know about the Stag Lord and his Fort
The Stag Lord’s fort is located on a hill overlooking the point where the Shrike River flows into Tuskwater Lake.
The fort is in disrepair, but is surrounded by a ten-foot tall wooden wall with only one gate on the northern side. It’s only safe to approach the fort along the path that leads to the gate because the dead rise up from the ground and attack anyone or anything approaching from any other direction.
The Stag Lord keeps around a dozen men with him in the fort along with a pet owlbear. Plus a creepy old man locked in the basement.
The Stag Lord has taken to drinking heavily of late and spends most of his time passed out drunk, leaving his three lieutenants to take care of the day-to-day business.
Bandits from around the Greenbelt deliver their monthly tribute to the Stag Lord at different times. People entering the fort have to give the master phrase, which the Stag Lord changes every month. The current master phrase is, ”By the Bloody Bones of St. Gilmorg, who wants to know?”
Travel time from Oleg’s (Hex 1D) to the Stag Lord’s Fort (Hex 7E): 1/2 day along South Rostland Road into Hex 1E, leave road and travel south 1/2 day to SW corner of Hex 2E (camp for night); 1 day through rest of Hex 2E, through Hex 3F, to N corner of Hex 4E (camp for night); 1 day through Hex 4E to NE corner of Hex 5F (camp for night); 1 day through Hex 5F to Thorn River Crossing in Hex 6E (camp for night); 1 day through rest of Hex 6E to Stag Lord’s Fort in Hex 7E.
If you wish to make a detour to pay a visit to the Sootscale kobolds in Hex 5F, it will add approximately 1/2 day to your journey.
Edrukk will fill Kesten in on the details of the battle at the temple, taking the opportunity to put the story to put the story in epic form and get Berenkor's thoughts on needed refinements. The part involving the red headed bard is particularly well crafted, and Edrukk is quite pleased with the outcome of it.
The gathered assemblage listens enraptured to Edrukk’s tale of the battle at the temple, and everyone applauds loudly as he finishes. ”Bravo! Well done, Master Igmar!” Berenkor enthusiastically compliments the dwarf bard. ”Truly I have never heard a finer tale! I only hope I can retell it at least half as well when I share it with the folks who pass through the trading post!”
'Suny' wrote:
Suny continues to skip and bounce around Oleg's trading post being her bright and cherry usual self.
Karthas wrote:
While traveling back and forth between the wagon and Ol' Nell, Suny catches the barbarian's eye. "Um, Suny? While I'm sure the guards and the former bandits around here appreciate your....openess, you had probably better cover up a bit, alright?"
'Suny' wrote:
Suny nods at Karthas' suggestion...and puts on a hat.
Ol’ Nell looks up at Karthas’ statement and does a double-take upon seeing Suny walking about the trade yard au naturel. The elderly woman opens her mouth to say something, pauses, glances suspiciously at the nearly empty jug in front of her. ”THINK I MADE THIS BATCH A LITTLE TOO STRONG!” she whispers loudly to Oleg. ”I’M SEEIN’ NAKED ELVES WITH HATS ON TRAIPSIN’ ‘BOUT TH’ YARD!”
Everyone sitting at the tables glances up and exclaims in surprise at the sight of Suny wearing nothing but a hat. Oleg’s eyes fly wide open, only to be covered by Svetlana placing her hand over them. ”My goodness! We all seem to be suffering from a mass hallucination! That’s some strong stuff, Madame Hardesty!” Berenkor exclaims in mock surprise, pouring another glass for himself from Nell’s jug. Kesten Garess coughs loudly and averts his eyes respectfully. The Hardesty twins squeal with delight and rise to their feet ready to copy Suny, only to be ushered into the main house by their elder sister Vianne, who gives Karthas a disapproving look.
Yelena Shukhov wrote:
Yelena raises an eyebrow. "Are you certain you have the body to go gallivanting around like that?"
'Suny' wrote:
Suny pauses, "Whut d'ye mean? T'is th' only body I got?' She blinks in surprise at the question.
Svetlana walks over and gently places her arm around Suny’s shoulder. ”You know, I just remembered that we got in a shipment today that included some clothes that Eseldra ordered before she left suddenly. She was about your size… Would you like to take a look?” she asks as she guides Suny into the trading post’s main house.
Oleg summons Gilbert and Mik and has them bring a wagon around into the yard. ”Here you go. Tonight we’ll get the wagon loaded up with whatever you need and we’ll have the horses ready for you at first light,” he says to Karthas, Euron, Edrukk, and Yelena.
Karthas wrote:
Once he has all of the jugs loaded on the wagon, Karthas makes one final comment to Ol' Nell having noted her earlier relief that he was only ask for some of her "medicine". "Have no worries, Nell, we'll have the conversation you thought we were going to have should I make it back from dealing with this Stag Lord." he says, adding a wink.
”Aye. Well, if ye manage t’ get rid o’ th’ Stag Lord an’ make it back here alive, I’ll happ’ly have that little talk with ye,” she replies, giving Karthas a wink back.
The wagon will not be able to pass through the Narlmarch Forest so you will have to skirt its northern and eastern edges and then travel south through the hill country of the Kamelands. It will take four days to travel with the loaded wagon to the river crossing where the Thorn River flows into the Shrike River in Hex 6E. From the river crossing you estimate that it will take another day to reach the Stag Lord’s fort. That's if you don't run into any nasty surprises along the way... (insert evil DM laughter)
Hey All! I'm still here, just been tied-up with multiple short-fuse deadlines at work for the past few weeks (Yuck). Thankfully I'm finishing up the last of my reports tonight (YAY!) I'll be back to normal posting tomorrow.
So speaking of plans... What exactly is The Plan, and what assistance (if any besides Ol' Nell's moonshine) do you need from the folks at the trading post?
No problem with Suny’s shenanigans. I don’t know how it would affect the other PCs, but I imagine that the sight of a naked Suny walking around might cause a bit of a stir with the NPCs at the trading post - if for no other reason than Spring in the north is still pretty cold. Though I would imagine that the expression on Ol’ Nell Hardesty’s face at the sight of a naked elf walking around would be priceless! Come to think of it, I think just about all of the NPCs reactions would be quite humorous...
Euron Kelredis wrote:
Euron squints and waves a dirty hand dismissing Kesten's concern.
"No time to talk, we're here for some booze, and then we're off to catch ourselves a wild Stag that's been real bad..."
”Feeling the need to fortify yourselves before you go hunting?” Berenkor asks, the gnome’s innocent tone belied by his mischievous grin.
Yelena Shukhov wrote:
"What he means to say is that we need some liquor to get ourselves past the security at the Stag Lord's fort. An ambush sent by him to the temple of Erastil was unsuccessful, so we want to reach him before the bad news sets him on guard."
”An ambush at the temple, you say?” Kesten asks, concern evident in his voice as the others gathered at the tables exclaim in surprise at the news. ”How fare the folks at the temple? Were any hurt? Do they need reinforcements to help defend the temple?”
”Going after the Stag Lord? Well it’s about time! Tell me, what do you need? If I’ve got it, it’s yours!” Oleg exclaims.
Karthas wrote:
Karthas leaves discussion with Kesten to the druid as he makes his way quickly to Ol' Nell.
"Nell, could I have a bit of your time?" the Kellid asks, uncharacteristically polite.
”Aye...” the old woman replies warily, fixing Karthas with a gimlet eye.
Karthas wrote:
"Nell, I'm sure you remember your captor's comments about the Stag Lord's fondness for drink. I would like to have a few cases of your 'medicine' so that we may sneak into his fort and put an end to him. Is this something you could help me with?"
”That’s all ye need? Well o’ course!” Ol’ Nell exclaims, evidently thinking that Karthas was going to ask for something - or someone - else. ”First batch I’ve made since young Hiram helped me get th’ still back t’gether’s finally ready. Good stuff too, if I do say so meself! I reckon I can spare ye four jugs.” She pauses, and then adds in a lower tone, ”Just be careful an’ don’t jar ‘em too much or drop ‘em when yer travelin’ with ‘em, ye ken?”
"Where would we find a shipment of alcohol? Not just any alcohol, but something so nice that its quality distracts the Staglord from paying us as much attention as he normally would?"
At Yelena’s question Karthas and Euron share a knowing look, both thinking the same thought - “Ol’ Nell Hardesty!”
Edrukk Igmar wrote:
"I suspect Oleg could help us with the alcohol, and that militia man should be warned about the threat to both Oleg's and the temple, so we can kill two birds with one stone."
From this statement, I’m assuming that you’re heading back to the trading post.
After the group finishes breakfast the companions take to their mounts and say their good-byes. Garik offers to stay behind and help with the restoration of the temple, and waves fondly to Suny as she rides off. Rani promises that they are always welcome at the Temple of the Elk, and reminds them to make their way back to the Temple if they need her or Jhod's assistance.
The group wends its way without incident along the winding game trails through the forest, and makes camp at the now-familiar former bandit camp at the Thorn River ford. The evening passes thankfully uneventfully.
Starday, Gozran 14
The companions break camp and follow the familiar trail to Oleg’s Trading Post. The wooden walls fo the trading post come into view just as the sun touches the western horizon. One of Kesten Garess’ men (you’re pretty sure it’s Willem) hails the group as they approach, surprise evident in his expression. ”Back so soon? We figured we wouldn’t see you for at least another week or so!”
Passing through the gates, the intrepid explorers see Svetlana and Vianne serving dinner to Oleg, Berenkor, Kesten Garess, and Ol’ Nell Hardesty and her twin granddaughters Vala and Vanna; they all exclaim in surprise at the group’s return. ”Well, that was fast!” Oleg exclaims with a grin. ”Svetlana! Looks like we’ve got a few more to feed!” Svetlana gives the group a warm welcoming smile and motions for Vianne to help her bring more food out from the kitchen. In no time at all the companions find themselves enjoying another of Svetlana Leveton’s fine meals.
”Oleg is right - you have returned quickly. Is everything alright at the temple?” Kesten Garess enquires with concern.
"Well...we can't right leave ye out here on yer ownsome." She says to the remaining bandit as she goes and helps him to his feet.
"So...whut say we bring ye in't th' place an' work on ye gettin' t' not be all 'Bantiy'?" She grins, calling her hounds to her and walking the new fellow back into camp, one bare brown arm about his waist to help steady him across the open grass in the dark.
"M'name be 'Suny'...whut's yours?"
”My name’s Garik, ma’am,” the bandit introduces himself shakily. ”Do y’all really mean what you say? ‘Bout lettin’ us turn over a new leaf an’ get away from banditin’?” he whispers hopefully.
Euron Kelredis wrote:
"Now there's a plan I can get behind. If we act fast, maybe we can take this Stag-Man unawares, make him think it's just these fellas returning from taking care of us -- if we come back late enough with the right number of folks. Heck, a few of us could probably even appear like prisoners."
"I wonder if anyone of the remaining folks would be helpful in telling us what we might need to know to get to pass inside like that?"
Dorn pauses in his cleaning of the temple grounds upon hearing Euron’s question. ”Somethin’ like that might work. Shoot, there’s groups deliverin’ their tribute to the Stag Lord’s fort ev’ry couple o’ days or so. If you looked like bandits an’ had some goods t’ deliver, the guards likely wouldn’t look you over too much. An’ th’ Stag Lord wouldn’t even think t’ question you if you were deliverin’ liquor,” the reformed bandit offers.
The companions and the shrine’s residents see to the burial of the dead bandits. With liberal uses of his Prestidigitation cantrip, Edrukk manages to remove the numerous signs of the night’s bloody battle from the temple’s walls, floors, and step. Once their tasks are complete, everyone returns to their bedrolls to get what rest they may in the remainder of the night.
Fireday, Gozran 13
The morning dawns crisp and clear. Rani and Jhod thank everyone profusely again for their help in defending the temple and prepare a hearty breakfast for the companions. ”So, what are your plans now?” Rani asks.
FYI: I will be away on vacation from Saturday, June 23 through Sunday, July 1. The place we're going supposedly has NO internet access. Please feel free to make your plans for where the party will go from here and we'll pick back up when I return.
”Uh… y- y- y- yes, ma’am!” the other bandit stammers, his eyes darting back and forth from Yelena’s blood-stained talon to Dirty Jeb’s slit throat. ”Didn’t wanna be no bandit anyway… Just weren’t any other way t’ survive. Please don’t kill me!” he exclaims with heartfelt sincerity.
Dirty Jeb calms down as he finishes telling everything he knows about the Stag Lord, and listens carefully to Karthas’ and Edrukk’s offers of redemption. ”Aye. Maybe your right. Turnin’ away from banditin’ an’ th’ Stag Lord’s turned out alright fer them, you say?” he asks, a hint of hope in his voice. ”Maybe that’d work out okay fer me too?”
Dirty Jeb suddenly breaks out in evil laughter. ”Naw! Who'm I foolin'! Can’t even keep a straight face!” he exclaims, gasping for breath. "Stag Lord’s gonna put a arrow - or worse - through you an’ your friends ‘fore you know it. Your heads’ll be hangin’ from his walls when all’s said an’ done!”
The other captured bandit looks on in mute horror, certain that his end is now at hand.
Sorry for the prolonged delay. Now back to the show!
Perhaps it’s Karthas’ resemblance to the Kellid barbarians who raided his village as a child - the ones that still haunt his nightmares and cause him to wake screaming and trembling - or perhaps it’s Yelena’s disturbing child-like glee in describing past tortures of other bandits. Regardless, Dirty Jeb cracks almost immediately and reveals everything he knows. The Stag Lord recently became aware of the location of the Temple of Erastil, and that the shrine’s restoration is being led by a priestess affiliated with the Chartered Six. Furthermore, the Stag Lord has learned that the Chartered Six are using Oleg’s Trading Post as their base of operations. The Stag Lord sent Dirty Jeb and his brother Ayles along with ten men to kidnap or kill the priestess, and then to scout out the trading post’s defenses for a pending attack. The Stag Lord provided his men with a map showing the temple’s location (which Euron finds in his search of the bandits’ saddlebags).
Dirty Jeb goes on to reveal that the Stag Lord’s fort is located approximately four days’ ride southeast, on a hill overlooking the point where the Shrike River flows into Tuskwater Lake (this information matches the information provided by the grigs a couple of weeks ago). The fort is in disrepair, but is surrounded by a ten-foot tall wooden wall with only one gate on the northern side. It’s only safe to approach the fort along the path that leads to the gate because the dead rise up from the ground and attack anyone or anything approaching from any other direction.
The Stag Lord keeps around a dozen men with him in the fort along with a pet owlbear. Plus a creepy old man locked in the basement. The Stag Lord has taken to drinking heavily of late and spends most of his time passed out drunk, leaving his three lieutenants to take care of the day-to-day business. Bandits from around the Greenbelt deliver their monthly tribute to the Stag Lord at different times. People entering the fort have to give the master phrase, which the Stag Lord changes every month. The current master phrase is, ”By the Bloody Bones of St. Gilmorg, who wants to know?”
The other captured bandit nods in wide-eyed agreement with everything Dirty Jeb says.
Yelena, you identify the potions as a potion of Cure Moderate Wounds, a potion of Jump, and a potion of Hide from Animals.
Edrukk’s cursory scan of the bandits’ gear reveals that both stag head medallions radiate faint magical auras.
DC 16 Spellcraft check while using Detect Magic:
Each medallion is a talisman (single-use magic item similar to a potion) bearing the spell Hide from Undead at CL 1.
If Spellcraft check fails, DC 16 Knowledge (Arcana) check:
Both medallions bear a faint aura of abjuration magic.
Euron follows after Niko as the wolf bounds into the darkness. After a few moments the druid discovers what attracted the wolf’s attention – a dozen light horses hobbled within the forest just beyond the temple clearing. A quick examination shows that each horse bears well-worn riding tack and gear with saddlebags containing provisions for both horse and rider.
Bregan and Dorn regain their feet (but not their pride) once the magical grease coating the ledge dissipates. Both men help with recovering any useful gear from the dead bandits, and then help Edrukk guard the two prisoners. Both men’s faces blanch when they see the surviving burly bandit that was battling Mikmek. ”That there’s Dirty Jeb Megeson! He an’ his brother Ayles are two of th’ Stag Lord’s men!” Dorn whispers to the dwarf bard.
Edrukk Igmar wrote:
"I understand that a couple of folks here have recently changed their mind about your current profession. Cooperate, and you may be allowed to do the same instead of having to meet your more unfortunate comrades in death."
The bandit identified as Dirty Jeb spits at the dwarf’s feet. ”Ain’t gonna tell you nothin!” he hisses contemptuously. ”Stag Lord’s onto you ‘Chartered Six’ now, an’ he ain’t happy ‘bout you all messin’ in his business. Gonna put an end to you an’ this temple an’ that fat man’s tradin’ post too real soon now.” Dirty Jeb glares at his fellow prisoner, and the other man hangs his head and refuses to speak.
As the companions move about removing the dead bandits from the clearing at the bottom of the temple stairs, Niko sniffs the air toward the east, barks once, and then lopes off into the darkness to investigate.
Rani rushes up to Suny and the others. The priestess offers a brief prayer to Erastil, calling forth a spark of divine energy to stabilize the unconscious bandit. ”Bind him quickly, and then I’ll call forth Erastil’s blessings to heal you all,” she advises.
Edrukk binds the other bandit and hauls him up to the temple with Karthas’ help.
Once the companions have the bandit secured, Rani gathers everyone around her a calls forth a burst of divine radiance that washes over the group, mending their wounds.
Channel Energy (Healing): 2d6 ⇒ (4, 1) = 5 hp healed. Channel Energy (Healing): 2d6 ⇒ (1, 4) = 5 hp healed.
Suny’s strike grazes the major artery in the bandit’s neck, causing the man to drop in an unconscious heap as his lifeblood spurts out in rhythm with his fading heartbeat.
Great battle! All of the bandits are unconscious or dead with the exception of the one tripped by Edrukk, who at this moment is being bound by giant-Jhod and the dwarf bard. Of the unconscious bandits, the one that Suny just dispatched could be saved from bleeding out if tended to quickly.
The wiry bandit spits at Euron’s demand for surrender. Euron spears the man through the gut with his ranseur even as Niko lunges up from the side, driving the mortally wounded man off the tines of the druid’s weapon, knocking him to the ground, and tearing out his throat.
The remaining bandit standing snarls a curse as he stabs again at Mikmek, determined to take at least one of the temple’s defenders with him to the Boneyard...
Bandit AF-10 vs Mikmek AC 16: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
... but the man slips on his companion's gore and fails to land a solid blow.
Yelena, the bandit was dazed by your cantrip in Round Six, and recovered from the spell at the beginning of your turn in Round Seven. Jhod tried to grapple him but failed, and the bandit fled during his turn this round. Edrukk tripped the bandit when he reached the bottom of the stairs, and he is currently lying prone at Edrukk’s feet.
Note regarding map features. Area illuminated by campfire shown on map (normal light and dim light). Creatures in dim light have concealment (20% miss chance). Since Suny and Rani (and Niko!) have low-light vision, the areas noted as dim light on the map are lit normally for them (no miss chance in those areas).
Yelena rushes back to the edge of the temple’s main level, rope in-hand but disappointed to see that the most recent victim of her magics has fled. Looking down the stairs she sees Edrukk standing over the man in the clearing below, hefting his warhammer menacingly as the man prepares to rise to his feet. "Your allies are routed. You cannot escape," she calls out to the man at Edrukk’s feet. ”You will drop your weapons and stand still. Or, you will die. Slowly. My friends and I will gladly teach you the meaning of pain if you wish."
As if to emphasize her message, Karthas brings his great blade crashing down on the other nearby bandit, sending another of the Greenbelt’s miscreants to Pharasma’s embrace.
”Mercy! Mercy!” The bandit at Edrukk’s feet screams, curling into a ball and beginning sob in fear.
Giant-Jhod takes the rope from Yelena and rushes down the stairs to begin securing the blubbering bandit. Rani rushes down the stairs toward the remaining battle.
Suny dances lightly to the side, flanking the smaller of the two remaining bandits with Mikmek and scoring a wound across the man’s side as he tries to keep an eye on his multiple assailants.
Edrukk surprises the bandit that fled from Jhod, and knocks the running man’s knees out from under him. The dwarf bard suddenly appears out of thin air, standing over the fallen man and chuckling as he hefts his warhammer.
Clutching his wounded torso, Mikmek slashes his wicked-looking blade at the burly bandit...
Mikmek Attack vs bandit AF-10:1d20 + 3 ⇒ (3) + 3 = 6 Mikmek Damage: 1d4 ⇒ 3
... but the pain from his wound causes the brave kobold to miss his target as the bandit sidesteps the attack.
Note regarding map features. Area illuminated by campfire shown on map (normal light and dim light). Creatures in dim light have concealment (20% miss chance). Since Suny and Rani (and Niko!) have low-light vision, the areas noted as dim light on the map are lit normally for them (no miss chance in those areas).
The last bandit dazed by Yelena snaps out of her spell to find himself confronted by a giant-sized priest of Erastil. The man gives a small yelp of panic and turns to flee. As he does so, giant-Jhod swipes at him with his massive mace...
Jhod AoO: 1d20 + 5 ⇒ (16) + 5 = 21; 1d20 + 5 ⇒ (3) + 5 = 8 Jhod AoO Damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10
... but the fleeing bandit is saved by the pugwampi's aura of misfortune, and quickly follows his companions to the clearing below.
The bandit that fled Niko’s snapping jaws pauses in his flight to swipe at Karthas with his short sword...
Bandit AD-15 Attack vs AC 16: 1d20 + 3 ⇒ (12) + 3 = 15 – MISS 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 3 Damage: 1d6 + 1 ⇒ (1) + 1 = 2
... but the shifting shadows obscure the Kellid's true location, causing the bandit's strike to go wide.
The bandits battling Mikmek begin to look troubled as they find themselves nearly surrounded by more defenders of the temple. The burlier bandit, looking much the worse for wear, slashes his blade at the kobold while his companion shifts his attention to the unarmored female elf.
Bandit AF-10 vs Mikmek AC 16: 1d20 + 4 ⇒ (19) + 4 = 23 - HIT Damage: 1d6 + 3 ⇒ (4) + 3 = 7 Crit Confirmation vs Mikmek AC 16: 1d20 + 4 ⇒ (14) + 4 = 18 - Confirmed Additional Crit Damage: 1d6 + 3 ⇒ (2) + 3 = 5 Bandit AE-10 vs Suny AC 18: 1d20 + 4 ⇒ (7) + 4 = 11 - MISS Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Suny nimbly dances away from her attacker's blade, but the burly bandit's weapon finds its mark, cutting a terrible gash across Mikmek's torso. Mikmek takes a total of 12 hp damage.
Note regarding map features. Area illuminated by campfire shown on map (normal light and dim light). Creatures in dim light have concealment (20% miss chance). Since Suny and Rani (and Niko!) have low-light vision, the areas noted as dim light on the map are lit normally for them (no miss chance in those areas).
Niko manages to nip the seat of the fleeing bandit’s pants, but the fearful man barely slows his stride as he races down the stairs, overtaking his companion at the bottom.
Edrukk invisibly chases after the two fleeing bandits, overtaking them as they reach the bottom of the stairs. Karthas rushes after the two fleeing bandits as well.
Mikmek slashes his curved blade at the burlier of the two bandits – who appears to have already been wounded by the kobold...
Mikmek Attack vs bandit AF-10: 1d20 + 3 ⇒ (16) + 3 = 19 Mikmek Damage: 1d4 ⇒ 4
... scoring a wicked gash across the man's stomach.
Yelena calls for the temple’s defenders to capture at least one bandit alive for questioning, and sets about searching for rope with which to secure prisoners. She remembers seeing some with the supplies in the central sub-chamber, and hurries to retrieve it. Yelena double moves to E-14.
Rani fires an arrow at a fleeing bandit...
Ranged attack vs. bandit AC-16: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d8 ⇒ 7 Critical Hit Confirmation: 1d20 + 5 ⇒ (19) + 5 = 24 Additional Damage: 2d8 ⇒ (7, 2) = 9
... drilling a hole through the base of the man's skull. The bandit drops to the ground like a marionette with its strings cut.
Jhod suddenly grows to the size of a small giant and hustles down the stairs to tackle the dazed bandit, knocking the man to the ground and attempting to pin him as Yelena searches for a rope...
Grapple check: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14; 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
... but the enlarged priest is strangely unable to get a solid grip on the man.
Suny races down the stairs and into the clearing to aid Mikmek.
Apologies for absence. Crazy holiday weekend with lots of guests (with their kids) in from out of town - nothing like a dozen kids ranging in age from 1 yr to 9 yrs running around the house for a few days to totally wear you out! Will catch up later today.
One item of note: Yelena, after a creature has been dazed by the daze cantrip, it is immune to the effect for 1 minute. Please feel free to take another action.
Finally free from being nearly surrounded by bandits, Edrukk takes a step to the top of the stairs and vanishes.
Euron pins his attacker between Niko and himself and impales the man with his ranseur. The bandit looks down at the weapon with a horrified expression, and then his eyes roll up into the back of his head as he slides off the polearm and collapses in a heap.
Heedless of any danger, Suny attempts to follow Mikmek’s example and dashes past Karthas and Yelena to leap down to the lower landing. Unfortunately, she lands on the body of the bandit that Euron just dispatched, spoiling her landing and causing her to trip and fall prone – much to the surprise of the grizzled druid and his wolf companion.
Suny takes 1d6 ⇒ 3 hp non-lethal damage due to falling on a relatively soft object, but lands prone due to failing the DC 15 Acrobatics check by 5.
Despite her clumsy landing, the island elf quickly and gracefully bounces back to her feet.
Note regarding map features. Area illuminated by campfire shown on map (normal light and dim light). Creatures in dim light have concealment (20% miss chance). Since Suny and Rani (and Niko!) have low-light vision, the areas noted as dim light on the map are lit normally for them (no miss chance in those areas).
The bandit that was battling Edrukk glances at his dead companions on the stairway, pauses for a brief second to consider his situation, and then turns and bolts for the stairs leading to the darkened clearing below. Unfortunately, he unwittingly runs right over Yelena’s pugwampi...
Bandit Q-16 Overrun attempt vs Pugwampi on Total Defense (CMD 9): 1d20 + 3 ⇒ (12) + 3 = 15; 1d20 + 3 ⇒ (20) + 3 = 23 - Success
... and knocks the poor creature prone.
The bandit behind Niko recovers from Yelena’s spell, sees his compatriot fleeing, and decides to follow suit. Niko can make an AoO as the bandit moves through square S-15. If the Niko does not make an AoO, or if the attack misses, the bandit flees down the steps to square AD-15.
The latest victim of Yelena's magic remains standing on the stairway below Jhod and Rani.
A flickering torch appears in the clearing below, illuminating two bandits battling Mikmek. Both men slash at the brave kobold with short swords...
Bandit AE-10 vs Mikmek AC 16: 1d20 + 4 ⇒ (8) + 4 = 12 - MISS Damage: 1d6 + 1 ⇒ (2) + 1 = 3 Bandit AF-10 vs Mikmek AC 16: 1d20 + 4 ⇒ (4) + 4 = 8 - MISS Damage: 1d6 + 3 ⇒ (3) + 3 = 6
... but Mikmek deftly dodges both blows.
Sorry, Suny – Karthas decapitated the bandit nearest to you, but you could take a 5-ft step onto the stairs and attack either the bandit in square Q-16 or the one in square Q-17; however, this would place you within the pugwampi’s unluck aura. Or you could take a different action this round.
With what observers in another universe would call a ‘golf-swing’, Karthas makes a low swipe with his greatsword at the bandit standing on the stairs below him. The massive blade slices cleanly through the bandit’s neck, sending his head flying into the night as his lifeless body crumples onto his companion on the lower steps. Ironically, the headless body saves his companion, as the weight of the body knocks the second bandit down a step, causing the Kellid’s sweeping blade to pass harmlessly over the lucky bandit’s head.
Yelena casts a minor spell on one of the bandits battling Edrukk...
Bandit Q-17 DC 15 Will save: 1d20 - 1 ⇒ (3) - 1 = 2; 1d20 - 1 ⇒ (5) - 1 = 4 – Will save fails
... who succumbs to the spell, standing momentarily dazed.
Note regarding map features. Area illuminated by campfire shown on map (normal light and dim light). Creatures in dim light have concealment (20% miss chance). Since Suny and Rani (and Niko!) have low-light vision, the areas noted as dim light on the map are lit normally for them (no miss chance in those areas).
Unable to safely escape their predicament, Bregan and Dorn continue to remain prone on the grease-slickened ledge.
The bandit near the top of the stairs stabs at Suny, but wisely remains where he is standing rather than step in between the elf and the angry Kellid. His companions below attempt to stab Edrukk again.
Bandit P-16 Attack vs Suny AC 18: 1d20 + 3 ⇒ (5) + 3 = 8; 1d20 + 3 ⇒ (20) + 3 = 23 – MISS Damage: 1d6 + 1 ⇒ (2) + 1 = 3 Bandit Q-16 Attack vs Edrukk AC 13: 1d20 + 3 ⇒ (17) + 3 = 20; 1d20 + 3 ⇒ (10) + 3 = 13 – HIT Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Bandit Q-17 Attack vs Edrukk AC 13: 1d20 + 3 ⇒ (20) + 3 = 23; 1d20 + 3 ⇒ (6) + 3 = 9 – MISS Damage: 1d6 + 1 ⇒ (2) + 1 = 3
One of the attackers again manages to score a hit on the dwarf bard. Edrukk takes 5 hp damage.
Down on the landing, the latest bandit affected by Yelena’s magics stands in a stupefied daze. His companion steps forward within the reach of Euron’s ranseur and tries again to stab the druid. Bandit steps to square R-13, out of pugwampi’s aura and flanking Niko. Bandit R-13 Attack vs Euron AC 11: 1d20 + 3 ⇒ (4) + 3 = 7 – MISS Damage: 1d6 + 1 ⇒ (1) + 1 = 2
But the bandit finds no better luck outside of the fey-creature's aura.
Suny, Karthas killed the bandit that the two of you were flanking; however, your attack does hit bandit P-16.
Suny slashes at the bandit near the top of the stairs, cutting a gash across his back as he battles Edrukk.
Niko fails to bite the bandit he is fighting. Euron, however, steps just beyond the pugwampi's area of ill fortune and lands a solid blow on the same bandit.
Rani climbs steadily to her feet and faces the darkened clearing below. With a grimace the half-elf priestess nocks an arrow to her bow and sends the shaft flying into the darkness.
Ranged attack: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Edrukk Igmar wrote:
"For Pete's sake, someone do something about those archers. I can't do everything myself."
Mikmek drops his bow and jumps from the ledge, tucking into a roll as he hits the landing below. DC 15 Acrobatics check to avoid damage from 10 ft jump: 1d20 + 10 ⇒ (11) + 10 = 21 – Success.
The brave kobold rises to his feet and draws a wicked-looking short, curved sword with numerous holes drilled through the blade as he dashes down the steps and disappears into the darkened clearing below.
Jhod grips the holy symbol hanging around his neck and calls upon the blessings of Erastil to invoke a burst of divine energy to heal the defenders’ wounds.
Channel Energy (Healing): 2d6 ⇒ (5, 1) = 6 hp healed for Suny, Edrukk, Karthas, Yelena, Rani, and Jhod; excludes wounded bandits via Selective Channeling.
Yelena gives the bandit battling Suny a wide berth as she hurries forward to cast a spell on one of the bandits below.
Bandit R-15 DC 15 Will save: 1d20 - 1 ⇒ (1) - 1 = 0; 1d20 - 1 ⇒ (14) - 1 = 13 – Will save fails
The bandit battling Niko staggers, dazed by Yelena’s spell.
Edrukk attempts to wound the bandit before him, but is thwarted by the aura of misfortune created by Yelena’s summoned pugwampi.
Karthas rushes back up the stairs and flanks the bandit threatening Suny. The Kellid’s greatsword crashes down, slicing another bandit in twain.
Yelena, you'll have to move up 20 ft (say, to square Q-15) to the edge of the level you're on to see bandit R-15 - he's 10 ft below you on the next landing.
The two remaining bandits battling the pugwampi turn their attention to Niko and Euron. One stabs at the wolf, while the other steps within the reach of the druid’s polearm to slash at him with his short sword.
Bandit R-15 Attack vs Niko AC 18: : 1d20 + 3 ⇒ (12) + 3 = 15; 1d20 + 3 ⇒ (6) + 3 = 9 – MISS Damage: 1d6 + 1 ⇒ (1) + 1 = 2 Bandit S-14 Attack vs Euron AC 11: : 1d20 + 3 ⇒ (18) + 3 = 21; 1d20 + 3 ⇒ (19) + 3 = 22 – HIT Damage: 1d6 + 1 ⇒ (2) + 1 = 3
The bandit attacking Niko misses, but the other manages to scratch Euron. Euron takes 3 hp damage.
Two more arrows fly out of the darkness...
Ranged attack vs Jhod AC 12: 1d20 + 6 ⇒ (11) + 6 = 17 – HIT Damage: 1d8 + 1 ⇒ (1) + 1 = 2 Ranged attack vs Jhod AC 12: 1d20 + 3 ⇒ (18) + 3 = 21 – HIT Damage: 1d8 + 3 ⇒ (7) + 3 = 10
... only this time both missiles strike Jhod!
I think we determined that the pugwampi lasts for 1 minute/level.
Round Four (concluded):
Suny wounds the bandit again, while Yelena attempts to daze the bandit behind him...
Bandit Q-16 DC 15 Will save: 1d20 - 1 ⇒ (20) - 1 = 19; 1d20 - 1 ⇒ (11) - 1 = 10 - Will save fails
... who succumbs to her magic and stands stupefied.
Note regarding map features. Area illuminated by campfire shown on map (normal light and dim light). Creatures in dim light have concealment (20% miss chance). Since Suny and Rani (and Niko!) have low-light vision, the areas noted as dim light on the map are lit normally for them (no miss chance in those areas).
Bregan and Dorn continue to remain prone on the magically grease-slickened ledge. ”If we get through this, the first thing we’re doing is building rails along these drop-offs,” Dorn comments to Bregan.
The bandit before Suny shakes off his stupor and stabs at the elf as he finally tops the stairs. His companion battling Edrukk advances behind him and takes a stab at the dwarf bard. One of their companions below turns his attention from the pugwampi and steps onto the stairs to attack Edrukk as well. The latest bandit affected by Yelena’s spell continues to stand in a daze.
Bandit O-16 Attack vs Suny AC 18: 1d20 + 3 ⇒ (10) + 3 = 13; 1d20 + 3 ⇒ (4) + 3 = 7 – MISS Damage: 1d6 + 1 ⇒ (6) + 1 = 7 Bandit P-16 Attack vs Edrukk AC 13: 1d20 + 3 ⇒ (20) + 3 = 23; 1d20 + 3 ⇒ (10) + 3 = 13 – HIT Damage: 1d6 + 1 ⇒ (5) + 1 = 6 Bandit Q-17 Attack vs Edrukk AC 13: 1d20 + 3 ⇒ (5) + 3 = 8; 1d20 + 3 ⇒ (8) + 3 = 11 – MISS Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Two of the attackers fail to find their marks, but the third manages to slip his blade through the dwarf's defenses. Edrukk takes 6 hp damage.
Remaining bandit actions to come shortly. I have to fix dinner for the kids now.
Yeah, I was going to post this morning that the pugwampi's duration expired, but then I checked under the Summoner description and saw that it lasts 1 minute/level. Pretty nice for a summon spell!
Round Four (continued):
Euron and Niko move down the stairs to engage one of the bandits battling Yelena’s pugwampi. The wolf snaps at empty air, causing the bandit to flinch away from the druid’s ranseur at the last second.
”Rani! NO!” Jhod cries, seeing the priestess collapse from the arrows piercing her flesh. The priest rushes past Suny to kneel by Rani’s side. With a prayer to Old Deadeye Jhod casts a curative spell on the fallen priestess. Cast Cure Serious Wounds on Rani: 2d8 + 4 ⇒ (2, 8) + 4 = 14 hp healed.
Rani awakens with a groan, nods her thanks to Jhod, and casts her own curative spell on herself. Cast Cure Light Wounds: 1d8 + 3 ⇒ (6) + 3 = 9 hp healed. The priestess remains prone for the moment.
Euron, those positions place both you and Niko within the area of the pugwampi's Unluck Aura (the pugwampi is the 'p' in square S-16), requiring both of you to roll twice on any d20 roll and take the lower result.
With a mighty overhead chop Karthas brings his greatsword down on the bandit, slicing the hapless man completely in twain. Both halves of the bandit fall away to the side as the Kellid flicks the blood and gore off of his blade.
With the nearest bandit dead, Mikmek turns his sights on one of the bandits battling Yelena’s pugwampi. The kobold sends an arrow toward one of the bandits...
Ranged attack vs. bandit S-15: 1d20 + 4 + 1 - 4 ⇒ (5) + 4 + 1 - 4 = 6 Damage: 1d6 + 1 ⇒ (6) + 1 = 7
... but his arrow flies harmlessly into the night.
Edrukk and Suny both attack, but while Edrukk fails to connect, Suny manages to land a solid blow on the nearest bandit.
Fortunately, Suny is just outside the area of effect of the pugwampi’s unluck aura (Jhod and Edrukk, however, are still within the aura). Unfortunately, there is no damage bonus for higher ground.
Note regarding map features. Area illuminated by campfire shown on map (normal light and dim light). Creatures in dim light have concealment (20% miss chance). Since Suny and Rani (and Niko!) have low-light vision, the areas noted as dim light on the map are lit normally for them (no miss chance in those areas).
Fearful of sliding over the edge of the greased ledge on which they find themselves, Bregan and Dorn remain prone.
The first bandit affected by Yelena’s spell shakes off his stupor and stabs at Edrukk, as does his compatriot. The second bandit affected by Yelena’s spell continues to stand in a daze.
Bandit Q-16 Attack vs Edrukk AC 13: 1d20 + 3 ⇒ (5) + 3 = 8; 1d20 + 3 ⇒ (9) + 3 = 12 – MISS Damage: 1d6 + 1 ⇒ (6) + 1 = 7 Bandit Q-17 Attack vs Edrukk AC 13: 1d20 + 3 ⇒ (15) + 3 = 18; 1d20 + 3 ⇒ (5) + 3 = 8 – MISS Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Both blows fail to find their mark.
The three bandits behind the two battling Edrukk stab again at Yelena’s remaining summoned fey ally...
Bandit R-15 Attack vs p2 AC 17: 1d20 + 3 ⇒ (17) + 3 = 20; 1d20 + 3 ⇒ (4) + 3 = 7 – MISS 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 71 Damage: 1d6 + 2 - 2 ⇒ (5) + 2 - 2 = 5 (includes -2 for DR/cold iron) Bandit S-15 Attack vs p2 AC 17: 1d20 + 3 ⇒ (5) + 3 = 8; 1d20 + 3 ⇒ (14) + 3 = 17 – MISS 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 57 Damage: 1d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0 (includes -2 for DR/cold iron) Bandit R-16 Attack vs p2 AC 17: 1d20 + 3 ⇒ (5) + 3 = 8; 1d20 + 3 ⇒ (17) + 3 = 20 – MISS 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 83 Damage: 1d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5 (includes -2 for DR/cold iron)
...but the creature's aura of misfortune causes their strikes to deflect at the most inopportune moments.
The remaining bandit battling Karthas takes another swipe at the Kellid
Bandit R-11 Attack vs AC 16: 1d20 + 3 ⇒ (17) + 3 = 20 – HIT 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 100 Damage: 1d6 + 1 ⇒ (2) + 1 = 3
...wounding the Kellid again before taking a step back out of range of Euron's wickedly sharp ranseur. Karthas takes 3 hp damage; the bandit 5-ft steps back to S-12.
Two more arrows fly out of the darkness...
Ranged attack vs Rani AC 12: 1d20 + 6 ⇒ (11) + 6 = 17 – HIT Damage: 1d8 + 1 ⇒ (5) + 1 = 6 Ranged attack vs Rani AC 12: 1d20 + 3 ⇒ (9) + 3 = 12 – HIT Damage: 1d8 + 3 ⇒ (6) + 3 = 9
...both striking Rani solidly. The half-elf priestess slumps to the ground, her longbow slipping from her nerveless fingers.
DM’s Eyes Only:
Rani DC 15 Stabilization check: 1d20 ⇒ 3 - failed; -1 hp next round.
Note regarding map features. Area illuminated by campfire shown on map (normal light and dim light). Creatures in dim light have concealment (20% miss chance). Since Suny and Rani (and Niko!) have low-light vision, the areas noted as dim light on the map are lit normally for them (no miss chance in those areas).
Euron - 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 17 - sorry Euron - you was robbed!
The bandit battling Karthas manages to sidestep Niko’s bite. The dim light in which the man stands also saves him from certain death at the hands of Euron, the shifting shadows playing tricks on the druid's vision and causing his strike to pass within a hairsbreadth of the bandit's face.
You guessed it – the arrows came from the two bandits still out in the darkness SUNY’S MAP
Yelena: A 10-ft move will provoke an attack of opportunity, unless you take the Withdraw action (a full-round action). A 5-ft step will not provoke, and will allow you to cast your spell. If it’s okay with you, I’ll assume a 5-ft step.
Yelena attempts to cloud the mind of another bandit even as her first victim shakes off the effects of her spell...
Bandit P-16 DC 15 Will save: 1d20 - 1 ⇒ (16) - 1 = 15; 1d20 - 1 ⇒ (8) - 1 = 7 - Will save fails
...causing the second bandit to stand stupefid.
Karthas dispatches another of his assailants, the Kellid’s greatsword slicing the bandit in half and sending his poor soul straight to the Boneyard.
Mikmek fits another arrow to his bow and fires at the loud-mouthed, red-haired bandit...
Ranged attack vs. bandit-bard: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 Damage: 1d6 + 1 ⇒ (3) + 1 = 4
...the shaft flies true and pierces the bandit's throat, silencing him forever as he drops, blood gushing from the wound.
Rani recovers her balance and turns to face the darkened clearing below. The half-elf priestess swiftly nocks an arrow to her bow and sends the shaft flying into the darkness.
Ranged attack: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 Damage: 1d8 + 1 ⇒ (4) + 1 = 5 Critical Hit Confirmation: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 - Unconfirmed
Jhod offers a quick prayer to Erastil and touches Yelena’s shoulder, sending a soothing burst of divine energy through her body to mend her wounds. The priest then steps forward to interpose himself protectively between the young changeling and the bandits.
Cast Cure Moderate Wounds on Yelena: 2d8 + 4 ⇒ (4, 8) + 4 = 16 hp healed.
The two bandits battling Karthas attempt to stab the Kellid again with their shortswords...
Bandit R-10 Attack vs AC 16: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 – MISS 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 47 Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8 Bandit R-11 Attack vs AC 16: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 – HIT 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 95 Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
...and one manages to slip his blade past the Kellid's defenses. Karthas takes 6 hp damage total.
The bandits battling Edrukk shift position, one steps up the stairs to threaten Yelena, while the one below steps up to take his place and attack the dwarf bard. The bandit affected by Yelena’s spell continues to stand in a daze.
Bandit P-16 Attack vs Yelena AC 16: 1d20 + 3 ⇒ (2) + 3 = 5; 1d20 + 3 ⇒ (3) + 3 = 6 – MISS Damage: 1d6 + 1 ⇒ (3) + 1 = 4 Bandit Q-17 Attack vs Edrukk AC 13: 1d20 + 3 ⇒ (19) + 3 = 22; 1d20 + 3 ⇒ (6) + 3 = 9 – MISS Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Both bandits' attacks miss.
The two bandits behind the ones battling Karthas break away to aid their compatriot in battling Yelena’s summoned fey allies...
Bandit R-15 Attack vs p1 AC 13: 1d20 + 3 ⇒ (2) + 3 = 5; 1d20 + 3 ⇒ (10) + 3 = 13 – MISS 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 51 Damage: 1d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0 (includes -2 for DR/cold iron) Bandit S-15 Attack vs p1 AC 13: 1d20 + 3 ⇒ (17) + 3 = 20; 1d20 + 3 ⇒ (14) + 3 = 17 – HIT 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 82 Damage: 1d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5 (includes -2 for DR/cold iron) Bandit R-16 Attack vs p1 AC 13: 1d20 + 3 ⇒ (13) + 3 = 16; 1d20 + 3 ⇒ (10) + 3 = 13 – HIT 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 65 Damage: 1d6 + 1 - 2 ⇒ (6) + 1 - 2 = 5 (includes -2 for DR/cold iron) One of the pugwampis takes a total of 10 hp damage after DR, sending the creature back to the First World.
...two of the bandits manage to strike one of the creatures despite the feys' aura of misfortune, dispatching the creature in a puff of foul-smelling smoke.
Two arrows sail out of the darkness...
Ranged attack vs Suny AC 18: 1d20 + 6 ⇒ (4) + 6 = 10 – MISS Damage: 1d8 + 1 ⇒ (7) + 1 = 8 Ranged attack vs Rani AC 12: 1d20 + 3 ⇒ (19) + 3 = 22 – HIT Damage: 1d8 + 3 ⇒ (7) + 3 = 10
...one solidly striking Rani in the chest, the force of the missile spinning her about.
Dorn steps into position beside Bregan. From their vantage point above the stairs, both stonemasons fire their arrows at the loud-mouthed, red-haired bandit below.
Bregan – Ranged attack: 1d20 + 2 ⇒ (9) + 2 = 11 - MISS Bregan – Damage: 1d8 ⇒ 5 Dorn – Ranged attack: 1d20 + 2 ⇒ (20) + 2 = 22 - HIT Dorn – Damage: 1d8 ⇒ 8 Dorn - Crit Confirmation: 1d20 + 2 ⇒ (9) + 2 = 11 - Unconfirmed
Bregan’s arrow flies wide over the bandit’s head but Dorn’s arrow flies true, striking the bandit in the chest.
The red-haired bandit gasps in pain and staggers back into the shadows but continues to urge his companions to further violence - albeit in a slightly more subdued voice. During his tirade he casts a spell, causing the stone beneath Bregan and Dorn’s feet to become coated with a layer of slippery grease...
Bregan DC 14 Reflex save: 1d20 + 1 ⇒ (4) + 1 = 5 - FAIL Dorn DC 14 Reflex save: 1d20 + 1 ⇒ (7) + 1 = 8 - FAIL
...causing both men to slip and slide and fall...
Bregan DC 10 Reflex save: 1d20 + 1 ⇒ (9) + 1 = 10 - PASS Dorn DC 10 Reflex save: 1d20 + 1 ⇒ (13) + 1 = 14 - PASS
...but they both manage to keep from plunging over the edge of the thirty-foot drop to the hard ground below.
Mikmek draws another arrow from his quiver and steps forward to fire at the loud-mouthed, red-haired bandit...
Ranged attack vs. bandit T-12: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 Damage: 1d6 + 1 ⇒ (4) + 1 = 5
...the kobold's arrow flies true, striking the bandit in the upper thigh and eliciting a high-pitched yelp of pain.
Yelena's ugly gremlins scurry forward to vex the fortunes of the bandits threatening her.
Bandit Q-16 DC 15 Will save: 1d20 - 1 ⇒ (3) - 1 = 2; 1d20 - 1 ⇒ (10) - 1 = 9 - Will save fails.
Yelena's spell clouds one bandit's mind, causing him to stand stupefied for several seconds. Bandit Q-16 is dazed (no actions, but no penalty to AC) until the beginning of Yelena's turn next round.
Rani offers a quick but heartfelt prayer to Erastil, channeling the God’s divine energy to partially soothe Suny’s wounds.
Cast Cure Moderate Wounds on Suny: 2d8 + 3 ⇒ (7, 3) + 3 = 13 hp healed. "There, that's the best I can do for now. You feel up to slicing some bandits with that giant blade of yours?" Rani asks with a smile before hurrying to join the battle.
Seeing Yelena back away from the bandit’s vicious blow, Jhod hurries to the changeling’s side. ”I’ll have you healed in a moment, my child,” he says, worry evident in his voice.
Double move to square N-15. Jhod will cast a healing spell on Yelena next round.
NOTE: Yelena, Edrukk, and Rani are within the area of the pugwampis Unluck Aura.
The burly bandit receives a solid blow from Karthas’ greatsword. The blade slices cleanly through the man’s abdomen, and he drops to the stone at the Kellid’s feet.
Two of the fallen bandit’s companions – moving a bit more warily now – step forward to engage Karthas in combat...
Bandit R-10 Attack vs AC 16: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 – HIT 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 36 Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 Bandit R-11 Attack vs AC 16: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 – HIT 20% Miss Chance for Dim Light Concealment (1-20 miss): 1d100 ⇒ 74 Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 Critical Hit Confirmation: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 – Unconfirmed
... and both rogues manage to wound the Kellid with their blades. Total of 9 hp damage to Karthas.
Meanwhile, the second group of bandits moves to engage Yelena...
Bandit Q-16 Attack vs AC 15: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 – MISS Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 Bandit Q-17 Attack vs AC 15: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 – HIT Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 Critical Hit Confirmation: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 – Confirmed Additional Crit Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
... and one manages to wound the summoner, scoring a vicious stab through her side. Total of 13 hp damage to Yelena.