
Bleut "Blue" Ellicott |

"I have an enchantment could make Luther's handler flee in fear. I must be somewhat close to use it, though."
"Jask, what of that spell you used on me that first evening when the tide washed me ashore? It gave me sanctuary from the sea scorpions...they ignored me. Luther might need it."

DM organized |

The time has come for any final preparations.
As the enemy approaches, Gothard begins to make out the distinct pattern of a marching column. He counts sixteen figures from afar, and something else, maybe four dogs. Near the end of the column, a wooden cage is being carried.
Ishirou suggests staying low, or limiting movement to the north side of the mountain, opposite the approaching trail.

Gothard Piersson |

"I do not believe they will kill Luther; they need a prisoner to sacrifice and they have that already. It is highly unlikely that any of us will be captured alive if this battle goes poorly. I intend to go down fighting, and I would kill each of you myself before I allowed you to be sacrificed by our enemies. As far as I am concerned we are already all dead to this world and can only regain our lives by destroying these lunatics."
"It appears Luther is near the back of the column in a cage. It should be possible to isolate him with the first rock and have our archers and mages kill any guards that remain with him."
Org, how far is it to the trail floor from where we are? Is it possible to rig up a rope so that someone can climb down to Luther after the rock is dropped to either defend or release him?

DM organized |

Addam perception check:1d20 + 6 ⇒ (12) + 6 = 18
Aerys perception check:1d20 + 1 ⇒ (14) + 1 = 15
Alyosha perception check:1d20 + 6 ⇒ (10) + 6 = 16
Bleut perception check:1d20 + 5 ⇒ (4) + 5 = 9
Gelik perception check:1d20 + 1 ⇒ (20) + 1 = 21
Gothard perception check:1d20 ⇒ 11
Ishirou perception check:1d20 + 4 ⇒ (13) + 4 = 17
Jask perception check:1d20 ⇒ 4
Rorie perception check:1d20 + 9 ⇒ (2) + 9 = 11
Sasha perception check:1d20 + 6 ⇒ (10) + 6 = 16
Smian perception check:1d20 + 3 ⇒ (5) + 3 = 8
The column advances closer and closer, and just before they reach the mountain base, crouching behind cover you get a good look at their forces.
Addam confirms Gothards count, except noting that out of the twelve humanoids counted, four of them appear to be undead skeletons. Addam also spots the dogs, but determines them to be Shiv Dragons, like you faced early on when Alyosha lured them into camp with his stink. They appear to be leashed and at least someone obedient to their handlers.
The members of the Thrune clan appear to be dressed in full wartime regalia. Hardened survivors, they are muscular and armed with javelins and scimitars. Crude head dresses adorn most heads, and their faces are painted with red and black smears. Four large kettle drums are carried behind Luther. You begin to hear the beat of a marching rhythm.
Two of the figures towards the rear of the column stand out. One is a freakishly large warrior, dressed in odd pieces of plate armor. Beside him another figure strides outside of the march, hunched and adorned in a ragged cloak.
Despite being outnumbered you feel good about your defensive position. The enemy seems preoccupied with their ceremonial duties, and are marching straight up to your fortified hold out.
The trail turns north, and your perspective shifts from a side view to straight ahead. The column turns.
The jaw of Gelik drops as he is the first to spot what is in fact a double column. The gnome amends the count. "Eight armed skeletons, four Shiv Dragons, twenty-four humans or humanoids, and Luther, crouched into a tiny bamboo cage supported by four long poles carried on the shoulders of some of the warriors."
Hairs stand up on your neck, and the question of survival has never
been so uncertain.
The small army temporarily disappears into the folds of the twisting mountain path below. The sense of urgency increases as you await the column to re-emerge on the open parts of the trail below.

Alyosha Akeldama |

"Make peace with your makers my friends, this may be your last chance. I to like Gothard's plan. Lets get in to position and begin cutting this army down to size. We should begin getting in to position to be ready for the ambush. I was thinking melee goes down the path and pushes rocks while the ranged stays up here and rains down death. Any thoughts? "

DM organized |

Bleut "Blue" Ellicott |

Spell Queue:
1. Protection from Evil on Rorie ( 20 rounds, +2 AC & saves vs. evil creatures, warded from evil summoned creatures, warded from mental control)
2. Protection from Evil on Gothard (same as above)
3. Guidance on Rorie (+1 competence bonus on any single attack/save/skill in next 10 rounds)
4. Guidance on Gothard (same as above)
5. Virtue on Rorie (+1 temp hit point)
6. Virtue on Gothard (same as above)
7. Bless on everyone (+1 morale bonus on attack rolls and saves vs. fear for 20 rounds).

Bleut "Blue" Ellicott |

Blue stations himself on the southeast edge, crouching behind his boulder. "Gozreh guide my hand," Blue says quietly as he prepares to send the boulder crashing down.
Blue readies an action...he will send the boulder down, timing it to hit a cluster of the enemy, to try to squash as many targets as possible.

Gothard Piersson |

Gothard takes his place next to boulder #1 and takes a moment to steady his nerves. He takes once last look around the area, testing his footing and ensuring the boulder is in place. He readies himself, intending to hit the middle of the marching column.
initiative roll:1d20 + 2 ⇒ (13) + 2 = 15

Smian |

Spell Queue
1. Magic missile at any ranged attackers (130 ft range, 2x 1d4+1 missiles).
2. Daze (35 ft range) on the enemies immediately in front of Gothard and Rorie.
Smian positions himself at the rear, alongside Addam and Alyosha. He crouches low to remain out of sight. As the sound of drums get louder and louder, his heartbeat correspondingly grows more rapid. He wipes sweat from his forehead and practices some of his spell motions with his hands.

Alyosha Akeldama |

Alyosha, while crouched next to Adamm, readies his long bow getting ready to attack any enemy that comes in to the designated range. He slowly works over his bow with his hand making sure there are no imperfections that may fail him in the fight. After finding his weapon true he takes a deep breath and tries to relax.
Initiative: 1d20 + 6 ⇒ (3) + 6 = 9

DM organized |

The afternoon drizzle lets up. As the sun sets to the west the sea is already blackened far to the east. Pink and red streaks fill the late summer sky, and in the distance you notice a flock of gulls swooping down into the tidal pools.
You collect your final thoughts and prepare for war.
The spell que would be for pre-combat spells.
Addam initiative check: 1d20 + 7 ⇒ (6) + 7 = 13
Bleut initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Rorie initiative check: 1d20 + 3 ⇒ (13) + 3 = 16
Smian initiative check: 1d20 + 1 ⇒ (16) + 1 = 17
Aerys initiative check: 1d20 + 2 ⇒ (10) + 2 = 12
Gelik initiative check: 1d20 + 2 ⇒ (16) + 2 = 18
Ishirou initiative check: 1d20 + 2 ⇒ (6) + 2 = 8
Jask initiative check: 1d20 ⇒ 16
Sasha initiative check: 1d20 + 3 ⇒ (1) + 3 = 4
initiative order:
Gelik
Smian
Rorie
Jask
Gothard
Addam
Aerys
Bleut
Alyosha
Ishirou
Sasha
Ishirou takes a position behind boulder 1.
Bleut gathers the group for a blessing magic, and begins casting buffs on Rorie and Gothard.
Gelik positions himself so all can easily hear his songs.
surprise round buff summary
Rorie - Protection from Evil 6/20 (+2 AC & saves vs. evil creatures, warded from evil summoned creatures, warded from mental control)
Guidance 4/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp
Gothard- Protection from Evil 5/20(same as above)
Guidance 3/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp
All - Bless 7/20 (+1 morale bonus on attack rolls and saves vs. fear)
Surprise Round Map A
Surprise Round Map B
Surprise Round Map C
Begin surprise round
Gelik delays his action.

Gothard Piersson |

I had posted that I was going to be behind boulder #1, but it looks like you've got me behind #2 right now. That's fine, and if it's accurate then I'm going to start this ball a rolling. If it's not then you may want to ignore this post
Gothard presses against the boulder; his muscles go taught as he shoves with all his might. He pushes over the edge to the East so that it falls onto the line of the approaching army
strength check: 1d20 + 4 ⇒ (16) + 4 = 20

Rorie Halstein |

I posted this in the OOC forum and realized I forgot to post it here as well.
"I just realized going through my items that I have caltrops. I will lay them out on squares H13 and I13.
Time willing, I will pick them back up after the fight. Posting it in case I forget."
If Gelik has any of that Skunkwood left (I believe he wrapped some up in a leaf):
"Gelik, if ye have some of tha' skunkwood left, toss er at one o' the baddies or hand it here."
I hope that this might draw the Shiv Dragons away or possibly even get them to attack that thing/person. If he can't throw it himself, I will move over to him and take it from him. Otherwise I will hold my turn.

DM organized |

see ooc forum for some notes
Smian moves towards center.
Rorie moves to retrieve the stink bark from Gelik.
Gelik gives Rorie the left over stink bark. It’s just a few handfuls that was collected.
Jask moves to center.
Gothard pushes over the boulder.
#3 reflex save:1d20 - 2 ⇒ (15) - 2 = 13
4d6 ⇒ (3, 5, 2, 4) = 14
Savage #3 is splatted by the boulders impact, and sent tumbling a thousand feet below.
Addam moves towards center.
Aerys moves towards center.
Bleut trys to push the boulder, but can’t budge it.
Alyosha sights a target and lets an arrow fly.
attacking #7:1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
damage:1d8 ⇒ 4
The elf strikes his target!
Ishirou moves to center.
Sasha moves to center.
end surprise round
map round 1
Begin Round 1

DM organized |

cannibal #1 initiative check: 1d20 + 2 ⇒ (15) + 2 = 17
cannibal #2 initiative check: 1d20 + 2 ⇒ (20) + 2 = 22
cannibal #3 initiative check: 1d20 + 2 ⇒ (11) + 2 = 13
cannibal #4 initiative check: 1d20 + 2 ⇒ (8) + 2 = 10
cannibal #5 initiative check: 1d20 + 2 ⇒ (20) + 2 = 22
cannibal #6 initiative check: 1d20 + 2 ⇒ (4) + 2 = 6
cannibal #7 initiative check: 1d20 + 2 ⇒ (15) + 2 = 17
cannibal #8 initiative check: 1d20 + 2 ⇒ (11) + 2 = 13
cannibal #9 initiative check: 1d20 + 2 ⇒ (8) + 2 = 10
cannibal #10 initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
cannibal #11 initiative check: 1d20 + 2 ⇒ (11) + 2 = 13
cannibal #12 initiative check: 1d20 + 2 ⇒ (19) + 2 = 21
cannibal #13 initiative check: 1d20 + 2 ⇒ (6) + 2 = 8
cannibal #14 initiative check: 1d20 + 2 ⇒ (11) + 2 = 13
cannibal #15 initiative check: 1d20 + 2 ⇒ (20) + 2 = 22
cannibal #16 initiative check: 1d20 + 2 ⇒ (16) + 2 = 18
cannibal #17 initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
cannibal #18 initiative check: 1d20 + 2 ⇒ (12) + 2 = 14
cannibal #19 initiative check: 1d20 + 2 ⇒ (19) + 2 = 21
cannibal #20 initiative check: 1d20 + 2 ⇒ (16) + 2 = 18
cannibal #21 initiative check: 1d20 + 2 ⇒ (3) + 2 = 5
Guliver #22 initiative check: 1d20 + 2 ⇒ (20) + 2 = 22
brute #23 initiative check: 1d20 + 6 ⇒ (20) + 6 = 26
witch #24 initiative check: 1d20 - 2 ⇒ (16) - 2 = 14
skeleton #25 initiative check:1d20 + 6 ⇒ (19) + 6 = 25
skeleton #26 initiative check:1d20 + 6 ⇒ (17) + 6 = 23
skeleton #27 initiative check:1d20 + 6 ⇒ (9) + 6 = 15
skeleton #28 initiative check:1d20 + 6 ⇒ (2) + 6 = 8
skeleton #29 initiative check:1d20 + 6 ⇒ (4) + 6 = 10
skeleton #30 initiative check:1d20 + 6 ⇒ (5) + 6 = 11
skeleton #31 initiative check:1d20 + 6 ⇒ (14) + 6 = 20
skeleton #32 initiative check:1d20 + 6 ⇒ (12) + 6 = 18
shiv dragon #33 initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
shiv dragon #34 initiative check:1d20 + 2 ⇒ (6) + 2 = 8
shiv dragon #35 initiative check:1d20 + 2 ⇒ (20) + 2 = 22
shiv dragon #36 initiative check:1d20 + 2 ⇒ (16) + 2 = 18

DM organized |

The plate armored Brute (#23) turns to Guliver. (#22) You hear him shouting over the screams of suprise from the dozens below. Guliver pleads, but they are silenced as the brute picks up Guliver by the throat and throws him over the edge.
skeleton #25 double move action, turns the south corner.
skeleton #26 double move action, turns the south corner.
cannibal #2 double move action, turns the south corner.
cannibal #5 double move action, turns the south corner.
cannibal #15 delays his action.
shiv dragon #35 delays his action.
cannibal #12 delays his action.
cannibal #19 delays his action.
skeleton #31 double move action.
cannibal #16 delays his action.
cannibal #20 delays his action.
shiv dragon #36 delays his action.
skeleton #32 double move action.
cannibal #1 double move action, turns the south corner.
Smian is up in the initiative order.

DM organized |

Rorie chucks down one handful of the bark at the undead skeleton. It is a direct hit.
The delaying Shiv #35 is thrown into a feeding frenzy. A double move action is used to close in on the effected skeleton.
Gelik sings an inspiring tune.
Jask declines any action.
Gothard makes his way towards rock 1, ending his turn behind cover.
#27 skeleton - double move action.
#18 cannibal - double move action
#24 witch - moves and casts mage armor. +4 ac
#19 - delayed double move to available spot.
Addam is up in the initiative order.
Round 1 spell effects summary:
Rorie - Protection from Evil 7/20 (+2 AC & saves vs. evil creatures, warded from evil summoned creatures, warded from mental control)
Guidance 5/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp
Gothard- Protection from Evil 5/20(same as above)
Guidance 4/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp
All - Bless 8/20 (+1 morale bonus on attack rolls and saves vs. fear)
bard song [1/9]: inspire courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

DM organized |

finishing round 1 compile
Addam - double move action to south edge with cover
#8 – double move action
#11- double move action
#12 double move action
#15 double move action
#14 double move action
Aerys, double move action ends at west edge with cover
#17 double move action
Bleut falls back to center.
#30 skeleton – double move action
shive dragon aoo :1d20 + 5 ⇒ (9) + 5 = 14
damage:1d8 + 4 ⇒ (6) + 4 = 10 + poison
#30 is destroyed.
#4 double move action
#9 double move action.
#29 skeleton double move action
Alyosha kills #7
Ishirou takes no action.
#13 double move action
#28 skeleton double move action
#34 double move action
#6 double move action
#21 beats his kettle drum.
Sasha double move action
#10 double move action
#33 double move action
#20 beats his kettle drum.
Begin Combat Round 2

DM organized |

Round 2 spell effects summary:
Rorie - Protection from Evil 8/20 (+2 AC & saves vs. evil creatures, warded from evil summoned creatures, warded from mental control)
Guidance 6/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp
Gothard- Protection from Evil 7/20(same as above)
Guidance 5/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp
All - Bless 9/20 (+1 morale bonus on attack rolls and saves vs. fear)
bard song [2/9]: inspire courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

DM organized |

DM organized |

After heaving the rock over the ledge, Smian runs back towards the center of the group.
I already took Smian's move for round 2 from this post. He ended round 1 after pushing the boulder over.
Alyosha's modified attack is +11 and 6 damage, factoring in the bless spell, and the bardic music.

Bleut "Blue" Ellicott |

Blue murmurs a spells and lays a hand upon himself. Staying low, Blue moves toward the edge overlooking the final switchback. He lies on his stomach, and with his head barely up, he peers vigilantly down.
Casts resistance (+1 to saves for 10 rounds). Move to square O21.

DM organized |

Rorie retreats to center.
#35 shiv double move action.
Gelik continues his song of inspire courage
Jask double move action to northside cover.
Gothard positions himself behind boulder 1 with cover.
#27 skeleton double move action.
#18 double move action.
#24 witch tips Luthers cage over the edge. You hear the boards splinter as Luther takes a harsh fall.
#19 double move action.
Addam arrow splits the ribs of his target, inflicting serious damage.
#8 11 double move action.
#11 11 double move action
#15 double move action
#12 double move action
#14 double move action
Aerys fires her hand crossbow at #2.
attack:1d20 + 6 - 10 ⇒ (9) + 6 - 10 = 5
miss
#17 double move action.
Bleut moves.
#4 double move.
#9 double move.
#29 double move
Alyosha adjusts his target to #16 as #15 has moved on. His arrow finds home for the third time in a row!
Ishirou double move action.
#13 double move
#28 double move
#34 double move
#6 double move
#21 beats his drum at a deafening volume. The beats echo through the valleys below.
Sasha moves tp cover and fires her light crossbow at #5.
attack:1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
damage:1d8 + 1 ⇒ (8) + 1 = 9
Savage #5 is slain.
#10 double move
#33 double move
#16 double move
#20a double move action
#20b continues to pound his drum in unison with #21
#36 double move
Round 3 spell effects summary:
Rorie - Protection from Evil 9/20 (+2 AC & saves vs. evil creatures, warded from evil summoned creatures, warded from mental control)
Guidance 7/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp
Gothard- Protection from Evil 8/20(same as above)
Guidance 6/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp
All - Bless 10/20 (+1 morale bonus on attack rolls and saves vs. fear)
bard song [3/9]: inspire courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Begin Combat Round 3
note: #5 is dead

Addam River |

Addam sees Sasha take down the canibal with her crossbow and switches targets to the next canibal (#4) and releases a double tap of pointy goodness.
Rapid Shot #1: 1d20 + 8 - 2 + 1 + 1 ⇒ (12) + 8 - 2 + 1 + 1 = 20
Dmg: 1d8 + 1 ⇒ (5) + 1 = 6
Rapid Shot #2: 1d20 + 8 - 2 + 1 + 1 ⇒ (5) + 8 - 2 + 1 + 1 = 13
Dmg: 1d8 + 1 ⇒ (1) + 1 = 2

Bleut "Blue" Ellicott |

Blue murmurs another spell on himself, and holds his position.
Cast guidance (+1 to any single attack/save/skill in the next 10 rounds). I stay in square O21.
Blue's spell effects summary:
Bless 10/20
Bard Song Inspire Courage 3/9
Resistance 2/10
Guidance 1/10