PrP: Diplomatic Chaos

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Log Info

  • Title: Diplomatic Chaos
  • Emitter: Benthus
  • Characters: Aevarr lvl3, Mel lvl5, Aldean lvl5
  • Place: Dran border
  • Time: Nov 22, 2014
  • Summary: A Diplomatic meeting between Rune and Dran goes terribly bad.
  • APL: 5
  • Encounter 1: 3x Human Barbarian lvl4 CR3, CR6
  • Encounter 2: 6x wolf CR1, CR6


A diplomatic meeting between Rune and Dran has gone south!

You, being attached to protect the Rune delegates, find yourself at odds with the Dranei bodyguards, who seem to be out for blood. Efforts to bring back calm to the proceedings are met with futility, and it only got worse when someone stabbed and killed one of the Dranei delegates.

As a full-blown conflict is about to erupt, you gather your wits around you and move to cover your delegates from retaliation. Three of the Dranei forces draw out their great axes and charge towards your position, intent on avenging their fallen companion.

GAME: Mel rolls initiative: Roll: 15 + Bonus: 4 = Total: 19 GAME: Aevarr rolls initiative: Roll: 4 + Bonus: 9 = Total: 13 GAME: Aldean rolls initiative: Roll: 3 + Bonus: 2 = Total: 5 GAME: You roll initiative for Berserkers: Roll: 12 + Bonus: +1 = Total: 13

GAME: Benthus advances the initiative order.

     Round One - Init 19.
     It is now Mel's turn! Berserkers is next!

<OOC> Mel says, "I'll lob a javelin at one of the attackers." GAME: Mel rolls 1d20+7: (18)+7: 25 GAME: Mel rolls 1d6+2+3d6: (2)+2+(5): 9

Mel has an idea things are going south when one of the delegates gets stabbed, so he's ready for mayhem. "So much for a peace conference," he grumbles, hurling a javelin at one of the berserkers who wasn't expecting it, and scoring a hit, wounding him.

GAME: Benthus advances the initiative order.

     Round One - Init 13.
     It is now Berserkers' turn! Aevarr is next!

<OOC> Benthus says, "The berserkers go straight for one person... That person being..." <OOC> Benthus says, "1 Mel 2 Aldean 3 Aevarr" GAME: Benthus rolls 1d3: (3): 3 <OOC> Aevarr volunteers... someone else. And fails. GAME: Benthus rolls 1d20+11: (9)+11: 20 GAME: Benthus rolls 1d20+11: (8)+11: 19 GAME: Benthus rolls 1d20+11: (6)+11: 17

The three Dranei bodyguards go into roaring rage and set their eyes on Aevarr. They charge him with axe raised, but none of them manage to draw blood.

GAME: Benthus advances the initiative order.

     Round One - Init 13.
     It is now Aevarr's turn! Aldean is next!

GAME: Note Flat-footed on Aevarr ended. <OOC> Aevarr will step back from the irate Dran, draw whip, attempt to disarm one. GAME: Aevarr rolls cmb+1+2: (6)+5+1+2: 14

"I have no idea how my dagger wound up in your delegate!" Aevarr asserts to the angry mob of incoming Dranei. "Mayhap I dropped it and he fell?" His shield manages to deflect the incoming axes before he steps back and attempts to remove one of said axes by coiling his lash about it. Alas, Dranei are fond of their large, Aevarr-cleaving weapons, and he refuses to let go.

GAME: Benthus advances the initiative order.

     Round One - Init 5.
     It is now Aldean's turn! Mel is next!

GAME: Note Flat-footed on Aldean ended. <OOC> Benthus says, "Action, Aldean?" <OOC> Aldean says, "How far am I from these guys?" GAME: Benthus rolls 1d6: (6): 6 <OOC> Benthus says, "Wow, 60 feet." <OOC> Aldean says, "Casting: Mirror Image." GAME: Aldean casts Mirror Image. Caster Level: 5 DC: 16 GAME: Aldean rolls 1d4+1: (1)+1: 2

"Can't have peace wit' them as wanna kill ye, mate," Aldean answers Mel. He'd similarly read the signs, but was still gathering himself when the Dranei charged. Thankfully, he's had the good sense to get back, and so he raises his baritone voice in a hypnotic, repetitious series of notes ? and two replicas of himself spring into being around him.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Two - Init 19.
     It is now Mel's turn! Berserkers is next!

<OOC> Mel says, "Move behind the most hurt one, stab with sword?" GAME: Mel rolls 1d20+8: (3)+8: 11 Mel moves behind the most injured of the Dranei, opposite Aevarr, but his attack is too hasty and doesn't manage to slip through the Dranei's armor. He grumbles and takes a deep breath, trying to regain his bearings.

GAME: Benthus advances the initiative order.

     Round Two - Init 13.
     It is now Berserkers' turn! Aevarr is next!

<OOC> Benthus says, "Two move to flank. One goes straight at the armoured inquisitor." GAME: Benthus rolls 1d20+9: (12)+9: 21 GAME: Benthus rolls 1d20+11: (17)+11: 28 GAME: Benthus rolls 1d20+11: (18)+11: 29 GAME: Benthus rolls 1d12+7: (2)+7: 9 GAME: Benthus rolls 1d12+7: (8)+7: 15 GAME: Benthus rolls 1d12+7: (1)+7: 8 GAME: You damaged Aevarr for 32 points. -16 remaining. (DEAD) <OOC> Benthus says, "No one dies in this plot. But Aevarr is unconscious."

The three raging berserkers gang up upon the lone, armoured inquisitor and begin hacking at him from all sides. Their rage is so great that they overwhelm the defender easily. They hack and they kick and they yell at him, with each successful blow compounded by jeers and ululations. When Aevarr fell to one knee, the one in front of him smashed his knee into the kneeling man's face, making him topple backwards. Now prone, the other two Dranei bodyguards begin swinging their axes down on his body, screaming in delight at the fountain of blood that is gushing out of the fallen man. They continue to brutalize the severely wounded man until he is no longer moving. And even then, they continued hacking at him while they continue to ululate loudly.

GAME: Benthus advances the initiative order.

     Round Two - Init 13.
     It is now Aevarr's turn! Aldean is next!

Dranei have no sense of humor, and raging Dranei barbarians even less. Aevarr promptly finds himself surrounded, and made the punchline. As he's punched. With sharp axes. As much as he hates ruining comfortable clothes, he dislikes ruining the body underneath more, such as when he falls into a bloody heap.

Aevarr is dying.

(DM pose) It's full chaos under the tent where you all are in. People are killing each other whether they are armed or not. The three berserkers continue to attack Aevarr until he falls unconscious. After which, they turn their attention to the other people to whom they can bloody their axes with.

GAME: Benthus advances the initiative order.

     Round Two - Init 5.
     It is now Aldean's turn! Mel is next!

<OOC> Aldean says, "Start bardsong and move up 30' so Aldean's in range. That'll grant +2 to attack/damage."

"Damn," Aldean snarls. Taking the time to cast that spell costs them ... and more specifically, Aevarr. He launches himself into a run, pulling the morningstar as he goes, and begins a rousing chantey in a wind-roughened baritone meant to lift spirits and encourage workers. The pair of images follow him dutifully ... and it's not easy to tell which one is the real him.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Three - Init 19.
     It is now Mel's turn! Berserkers is next!

<OOC> Mel will move next to Aldean and ready an action to hit any bad guys that move into range. Mel winces as Aevarr is dropped, and falls back to stand with Aldean, to face the enemy together. Such as he can. He gives Aldean a thumb's up as he's infused with hope and cheer by the singing, but he says, "This doesn't look good." But he says it cheerfully.

GAME: Benthus advances the initiative order.

     Round Three - Init 13.
     It is now Berserkers' turn! Aevarr is next!

GAME: Benthus rolls 1d20+11: (20)+11: 31 (Attack on Aldean, threat) GAME: Benthus rolls 1d20+11: (20)+11: 31 (Confirmed Critical) GAME: Benthus rolls 1d3: (3): 3 (Miss. A roll of 1 hits the true Aldean) GAME: Benthus rolls 1d20+11: (18)+11: 29 (Attack on Mel) GAME: Benthus rolls 1d20+9: (15)+9: 24 (Attack on Mel) GAME: Benthus rolls 1d12+7: (12)+7: 19 GAME: Benthus rolls 1d12+7: (5)+7: 12 GAME: You damaged Mel for 31 points. 9 remaining.

One would think that after having finished hacking Aevarr to a bloody heap, they would be satiated and no longer overly-aggressive. But this is not the case with these three berserkers. After one last swing at the dead/dying Aevarr, they shift their blood lust to another target, to the one who had just stepped away from them: Mel. And then they begin to hear someone singing in the background.

They don't like it for some unknown reason, and one of them really hates it to the point it goes towards Aldean and his two duplicates and begins to swing his sword powerfully at him. The swing was one of a kind, something completely in the realms of the gods themselves. There was so much power, so much accuracy in it, that should it ever hit someone, they would surely be dead. And this is the swing that is heading for Aldean. And it does what it was intended to do. It destroyed Aldean. But not the true Aldean. The duplicate disappears with a puff of smoke, which confounds the bewildered berserker.

The other two Dranei bodyguards begin to hack at Mel, and they were pretty successful in their attacks. Blood is squirted on their exposed body as they were only wearing leather loincloth for decency. They relish the sensation of the warm blood spraying on their skins and ululate their delight.

GAME: Benthus advances the initiative order.

     Round Three - Init 13.
     It is now Aevarr's turn! Aldean is next!

While Mel and Aldean are engaged with the three berserkers, chaos has completely enveloped everything and everyone inside the tent. People were screaming as they are being attacked, as well as attacking people while they are screaming. One particular person just finished off another guy and was about to imbibe on some healing potion when someone thrust a blade behind his back. The man drops to the ground dead, at the same time shoving his opened potion of healing into Aevarr's open mouth. Whether it was just luck or divine intervention, the healing fluid manage to trickle down the dying Aevarr's throat and into his digestive system, and the magic that was in it quickly took effect on his body.

GAME: Benthus rolls 2d8+4: (12)+4: 16 GAME: You damaged Aevarr for -16 points. 0 remaining. (DISABLED)

GAME: Benthus advances the initiative order.

     Round Three - Init 5.
     It is now Aldean's turn! Mel is next!

<OOC> Aldean considers. Free action to maintain bardsong; go after the one on me with the morningstar. <OOC> Aldean says, "Oh right! Also, swift action to initiate arcane strike." GAME: Aldean rolls 1d20+6+2: (3)+6+2: 11

Apparently they aren't going down so easily. One barbarian on him brings his axe crashing down on one of the images in a mighty blow that would likely have split him in two ... instead, the image vanishes, and Aldean grins -- without dropping the music. The morningstar begins to glow with a deep green light as he brings it down at the Dranei -- without any real aim at all, and it misses most thoroughly. The chantey, however, continutes, and he doesn't drop the music to respond verbally to Mel just at the moment.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Four - Init 19.
     It is now Mel's turn! Berserkers is next!

GAME: Mel rolls 1d20+10: (9)+10: 19 GAME: Mel rolls 1d6+2+3d6: (1)+2+(7): 10

Mel manages to wind his way around the enemies to flank with Aldean, such as it is, and in the confusion, he manages to stab one of the Dranei, but the wound isn't fatal, and Mel's feeling weak with his own wound.

GAME: Benthus advances the initiative order.

     Round Four - Init 13.
     It is now Berserkers' turn! Aevarr is next!

GAME: Benthus rolls 1d20+9: (17)+9: 26 (Hit on Aldean) GAME: Benthus rolls 1d2: (2): 2 (Miss. A roll of 1 hits true Aldean) <OOC> Aldean says, "THe other image." GAME: Benthus rolls 1d20+9: (4)+9: 13 GAME: Benthus rolls 1d20+9: (3)+9: 12

And once again, the one who did an excellent show on who to swing your axe to kill someone instantly makes another attempt to do so on Aldean. He swings his axe perfectly, but again, the target is not the true person. Another magical image goes out in a puff of smoke.

The other two berserkers are getting over-confident and are making exhibitions in how they could kill Mel. One of them swirls his axe round and round his head and then brings it down heavily on Mel's head. That was his intended target: Mel's head. But the axe blade only finds air and then the firm tent floor. He is shocked and somewhat embarrassed by his miss.

The other berserker laughs at his companions failure, pointing his finger at him and doing raspberry sounds. He then tries to make a full round swing using just one hand, which resulted in failure too.

GAME: Benthus advances the initiative order.

     Round Four - Init 13.
     It is now Aevarr's turn! Aldean is next!

Aevarr is revived by the healing potion but disabled by the severity of his previous wound.

Presumptions of his death were greatly exagerrated. Well, perhaps not greatly, yet they were false. Aevarr pulls himself away from the thick of the fighting. He prefers to fight where it is thin. Should an enemy show Aevarr his back...well, those are the best kind of enemies.

GAME: Benthus advances the initiative order.

     Round Four - Init 5.
     It is now Aldean's turn! Mel is next!

<OOC> Aldean says, "Heh. OK. Here's what I am doing as Benthus is gracious enough to allow this. I'm maintaining the bardsong as a free action, but using a swift action to weave a recast of Mirror Image. Does that provoke AoO?" GAME: Aldean rolls sing: (12)+12: 24 GAME: Aldean casts Mirror Image. Caster Level: 5 DC: 16 <OOC> Aldean says, "Sense Motive or Perception, either." <OOC> Benthus says, "I think they can not. They are raging." GAME: Aldean rolls 1d4+1: (4)+1: 5 (Number of mirror images made) GAME: Aldean rolls 1d20+6+2: (7)+6+2: 15 (Hit on the berserker) GAME: Aldean rolls 1d8+3+2: (1)+3+2: 6 (Damage to the berserker)

Then -- another blow, and the second image vanishes, leaving only the bard himself. Aldean ducks aside, and the inspiring music he's using shifts -- subtly, so subtly that only a practiced ear will pick it out. It takes on a hypnotic cadence beneath the edge of it ... and five more exact replicas of the bard spring into being all around him. As impressive as that is, though, it takes a good deal of his concentration, too much for him to be able to land a blow with the weapon in his hand, and his lips draw back in a snarl of frustration.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Five - Init 19.
     It is now Mel's turn! Berserkers is next!

GAME: Mel rolls 1d20+10: (9)+10: 19 GAME: Mel rolls 1d6+2+3d6: (2)+2+(8): 12

Mel is now exemplifying the mantra, It's better to be lucky than good, because the Dranei attacking him swing on either side, and he manages to avoid both attacks. He winces as he twists, blood darkening his clothes as he fights for his life. He thrusts with his blade and injures the Dranei again, but can't manage to score a lethal wound.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|   Name   |   Race   |   Class   |E Lev| CHP | HP  | AC |CMD |For |Ref |Wil |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|Aevarr    |HUMAN     |Inq        |  3  |  0  | 16  | 21 | 18 | 4  | 3  | 6  |
|Aldean    |HUMAN     |Bard       |  5  | 36  | 36  | 18 | 19 | 3  | 6  | 6  |
|Mel       |HUMAN     |Rog        |  5  |  9  | 40  | 19 | 19 | 3  | 8  | 4  |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

GAME: Benthus advances the initiative order.

     Round Five - Init 13.
     It is now Berserkers' turn! Aevarr is next!

GAME: Benthus rolls 1d20+9: (9)+9: 18 (Missed Aldean) GAME: Benthus rolls 1d20+9: (3)+9: 12 (Missed Mel) GAME: Benthus rolls 1d20+9: (5)+9: 14 (Missed Mel)

The three berserkers are getting whittled down by their two enemy combatant's slashes and stabs. They try to regain their focus, but their blood frenzy is making that task impossible. They roar their frustration at them and begin swinging their axes with more rage than normal. And the unfortunate side effect of too much rage got to them. They miss their marks badly.

GAME: Benthus advances the initiative order.

     Round Five - Init 13.
     It is now Aevarr's turn! Aldean is next!

(DM pose) Security forces from both sides are streaming inside the tent, weapons drawn and engaging anyone that is not of their nation. What started out to be a step towards peace, has instead resulted in a blood bath.

Aevarr, having now heroically dragged his bloodied self to a table and used the same to pull himself somewhat vertical, also pulls his bow from his back. All this happens rather slowly, at least comparatively so.

GAME: Benthus advances the initiative order.

     Round Five - Init 5.
     It is now Aldean's turn! Mel is next!

GAME: Aldean rolls 1d20+6+2: (4)+6+2+2: 14 GAME: Aldean rolls 1d8+2+2+3: (8)+2+2+3: 15 <OOC> Aldean says, "(Arcane Strike + bardsong + STR)"

Another image gone ... and yet, Aldean's grinning like a fool, somehow, as the tide begins to turn. The music doesn't drop at all, although the verses of it become rather inventive and more than a little inappropriate for delicate ears. This time, though, with the images in place, the head of the morningstar begins to glow again -- and this time, his strike is just true enough. The Hymn's magic added to his own strength is enough to crush a skull, dropping one of the barbarians to the floor, and the bard's grin goes wider.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Six - Init 19.
     It is now Mel's turn! Berserkers is next!

GAME: Mel rolls acrobatics: (2)+11: 13 (Mel attempts to flank a foe but uses acrobatics to disengage himself with the foe near him. He failed the attempt and foe gets an AoO on him.) GAME: Benthus rolls 1d20+9: (4)+9: 13 (AoO on Mel: Miss) GAME: Mel rolls 1d20+10: (2)+10: 12 (Miss on flanked Berserker)

The berserker on Mel notices that his opponent is trying to out maneuver him, and attacks him before he could get away. His axe was not long enough.

Mel is better suited to the support roll, he feels, so rather than face a berserk dranei one on one, he'll move to try and come up behind Aldean's opponent and shank him in the back. He's not as quick as he thought, though, and has to duck to avoid an attack, spoiling his aim as he tries to attack the fellow.

GAME: Benthus advances the initiative order.

     Round Six - Init 13.
     It is now Berserkers' turn! Aevarr is next!

<OOC> Benthus says, "Okay, Berserker on Aldean first." GAME: Benthus rolls 1d20+9: (7)+9: 16 (Missed Aldean) GAME: Benthus rolls 1d20+11: (7)+11: 18 (Hits Aldean) GAME: Benthus rolls 1d6: (4): 4 (Miss. A roll of 1 hits true Aldean)

There are only two berserkers left that are still attacking Mel and Aldean. They roar even louder, showing no signs of giving up. As the one who attacked Mel no longer has a target he could hit, he moves closer to Aldean and swings his axe at him. He misses.

The other berserker, now being flanked by both Mel and Aldean, realizes that he doesn't know much of Mel but he knows how to hit Aldean. Well, he knows how to hit one of Aldean's images. Still, he considers that a better odd than going against Mel. And so he swings his axe again at the singing bard, and manages to connect. But for the third time, it only results in clump of smoke.

GAME: Benthus advances the initiative order.

     Round Six - Init 13.
     It is now Aevarr's turn! Aldean is next!

GAME: Aevarr rolls ranged: (9)+4: 13 GAME: Aevarr rolls 1d8+3+1+2: (5)+3+1+2: 11

(Aevarr's pose) An arrow is nocked and the bow slowly, painfully drawn. The arrow is finally loosed to strike the one between Aldean and Mel. The last of Aevarr's strength is loosed with it and he crumples to a heap behind the table.

GAME: Benthus advances the initiative order.

     Round Six - Init 5.
     It is now Aldean's turn! Mel is next!

<OOC> Aldean says, "Arcane strike again and another hit." <OOC> Benthus says, "Yes. The guy with the arrow on his back is flanked by both you and Mel." GAME: Aldean rolls 1d20+6+2+2: (16)+6+2+2: 26 GAME: Aldean rolls 1d8+2+2+3: (5)+2+2+3: 12

The images surrounding Aldean fall one by one, and yet another goes up in a silent *bamf* as another axe cleaves clean through it. With every image, though, the bard's grin goes wider, the music gets louder and more confident -- and less clean. This time, his arcane-fueled strikes land true, but these things are tough as nails, and his strength isn't enough.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Seven - Init 19.
     It is now Mel's turn! Berserkers is next!

<OOC> Mel says, "Attack again." GAME: Mel rolls 1d20+10: (3)+10: 13 GAME: Mel rolls 1d6+2+3d6: (4)+2+(12): 18

Mel is in the chaos of melee, and barely keeping his head about him, left and right, blades everywhere. He manages to wound the fellow again, but they're mad with rage and not easily felled!

GAME: Benthus advances the initiative order.

     Round Seven - Init 13.
     It is now Berserkers' turn! Aevarr is next!

<OOC> Benthus says, "Okay, both rolls on Aldean since they will be flanking him." GAME: Benthus rolls 1d20+11: (14)+11: 25 (Hits Aldean) GAME: Benthus rolls 1d20+11: (13)+11: 24 (Hits Aldean) GAME: Benthus rolls 1d4: (4): 4 (Miss. A roll of 1 hits true Aldean) GAME: Benthus rolls 1d3: (1): 1 (Hits true Aldean) GAME: Benthus rolls 1d12+7: (10)+7: 17 GAME: You damaged Aldean for 17 points. 19 remaining.

The two raging berserkers continue to hack into Aldean. One hits an Aldean which resulted in a puff of smoke. The other hits an Aldean and is rewarded by a shower of gory blood. It roars in excitation, ululating once again at the thrill of shedding another person's blood.

GAME: Benthus advances the initiative order.

     Round Seven - Init 13.
     It is now Aevarr's turn! Aldean is next!

Aevarr bleeds.

GAME: Benthus advances the initiative order.

     Round Seven - Init 5.
     It is now Aldean's turn! Mel is next!

GAME: Aldean rolls 1d20+6+2+2: (11)+6+2+2: 21 GAME: Aldean rolls 1d8+2+2: (2)+2+2: 6

Aldean's luck turns as one image vanishes .... and the other one draws blood, the axe shearing a long, deep line down one shoulder and arm and into his thigh. His lips draw back in a pained snarl, but the two images left around him follow suit, and all bleed in a creepy unison. Still, the pain might throw him off balance, but it sure raises his ire, and the badly injured Dranei finally drops under a final blow that was weak by comparison, but enough.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Eight - Init 19.
     It is now Mel's turn! Berserkers is next!

GAME: Mel rolls 1d20+10: (14)+10: 24 GAME: Mel rolls 1d6+2+3d6: (4)+2+(4): 10

Mel is sweaty and bloody in the heat of melee, fighting for his life. His current opponent is down, so he'll move around to fight the last fellow, sticking his shortsword in where it's not appreciated. Well, the fellow is berserk, he probably doesn't even notice. He's not a mighty warrior who can take down enemies with raw power.

GAME: Benthus advances the initiative order.

     Round Eight - Init 13.
     It is now Berserkers' turn! Aevarr is next!

<OOC> Benthus says, "1 Aldean 2 Mel." GAME: Benthus rolls 1d2: (2): 2 GAME: Benthus rolls 1d20+9: (9)+9: 18 (Missed Mel)

Now there is only one berserker left fighting the two Rune Bodyguards and he is not happy. Not happy at all. Hitting Aldean didn't result in any blood letting, just a puff of smoke. But he remembers hitting Mel and he shed blood in copious amount. And so he tries his luck on the military veteran and attempts to axe him to pieces. But his efforts are rewarded with failure.

GAME: Benthus advances the initiative order.

     Round Eight - Init 13.
     It is now Aevarr's turn! Aldean is next!

Aevarr continues to bleed.

     Round Eight - Init 5.
     It is now Aldean's turn! Mel is next!

GAME: Aldean rolls 1d20+6+2+2: (3)+6+2+2: 13 GAME: Aldean rolls 1d8+3+2+2: (5)+3+2+2: 12

Similarly sweaty and now bleeding as well, Aldean's strikes aren't as true as they were, but his own music seems to bolster him as surely as anyone else , and somehow it manages to land a good blow. At least the blood he wears isn't all his own.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Nine - Init 19.
     It is now Mel's turn! Berserkers is next!

GAME: Mel rolls 1d20+10: (4)+10: 14 GAME: Mel rolls 1d6+2+3d6: (3)+2+(11): 16

Mel ducks another attack, this one close enough to catch a few hairs before he can bat it away with his little buckler. He'll use the chance to dart in and thrust with his shortsword, shouting, "Die, damn you!" as he wounds him again.

GAME: Benthus advances the initiative order.

     Round Nine - Init 13.
     It is now Berserkers' turn! Aevarr is next!

GAME: Benthus rolls 1d20+9: (4)+9: 13 (Missed Aldean)

Seeing that he failed to hit Mel, he decides his luck on striking the dual-imaged Aldean. He fumbles on the swing and misses his mark.

The berserker drops the head of his axe on the ground and leans upon it as he pants hard. He shakes his head to clear his thoughts and almost fell over as a result. He roars, giving him focus again and steadying his wobbly legs.

GAME: Benthus advances the initiative order.

     Round Nine - Init 13.
     It is now Aevarr's turn! Aldean is next!

Aevarr continues to bleed some more.

GAME: Benthus advances the initiative order.

     Round Nine - Init 5.
     It is now Aldean's turn! Mel is next!

GAME: Aldean rolls 1d20+6+2+2: (3)+6+2+2: 13 GAME: Aldean rolls 1d8+3+2+2: (4)+3+2+2: 11

Somehow, within the music that Aldean's singing, his baritone voice roughening even as it strengthens, he's fueling his own weapon with a strange green glow that fades after each blow he strikes and renews itself. It's more than a little eerie, but it seems to be doing some good, and he takes the moment of pause to land another blow. The grin's now faded, replaced with serious concentration, a rare expression for him.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Ten - Init 19.
     It is now Mel's turn! Berserkers is next!

GAME: Mel rolls 1d20+10: (17)+10: 27 GAME: Mel rolls 1d6+2+3d6: (3)+2+(15): 20

Mel is panting breathlessly as the melee turns in our favor. He takes a moment to concentrate, then waits for the enemy to focus on Aldean for a moment. He strikes then, ramming his sword into the enemy's kidneys and twisting hard as the fellow sinks to the ground. He looks around at the chaos all around us, and says, "We'd damned well better get paid for this."

"Save us!" Screams one of the Rune delegates, "Get us out of here before we all get killed!" The delegates are huddling close together, trying to cover their heads with their arms. Some are weeping unashamedly as more blood is sprinkled on the tent's floor.

"Worry about livin t'get paid, mate, find th'other an' get them an' us out!" Aldean drops the music as the man falls, wincing at the gash across his right arm and thigh that bleeds freely still, but grits his teeth. Suiting actions to words, he fairly snarls and looks aroun, ducking and dodging, until he finds Aevarr and hefts the unconscious man. A glance at the delegates attempts to make his meaning clear.

Mel nods quickly to Aldean, and fishes a potion from his pack. He'll try and administer it to Aevarr, then shout at the delegates, "OK, we're going to see about getting out of here. Stay calm," he shouts.

An axe goes sailing through the air and just barely misses Mel's head and plants itself in the one of the delegates forehead. The man looks stunned before he topples forward, dead.

The remaining delegates scream in shock and terror as one of their own dies before them. They begin to follow Mel's instruction in getting out of the tent swiftly...

GAME: Mel used a Potion. GAME: Mel rolls 1d8+1: (4)+1: 5 GAME: You damaged Aevarr for -4 points. 4 remaining.

It isn't a good ale, but, at the moment, Aevarr cannot complain as his bleeding his halted and wounds slightly knit. He coughs and sputters as he returns to consciousness over Aldean's shoulder.

Grunting with the effort, Aldean snarls at Mel, "Clear me a path an' tear down that tent wall. Get them outta here an' I'll follow ... after ye." As Aevarr shifts, he adds, "Can ye walk, mate? We be gettin' out. "

Mel nods to Aldean, and moves forward to cut through the tent wall with his sword. Hopefully anyone planning to ambush tent escapees won't be planning on that. Once he's cut a long slit, he'll peek out, and if it's safe, he'll exit and hold it open for the others.

"I can bloody well walk out of here," Aevarr is quick to note. He keeps his bow handy, in case of any potential wagon chases.

"Then do it, mate, yer heavier'n ye look," Aldean grunts, moving to set Aevarr down while the delegates climb into the wagon. He takes just a moment to drag the morningstar through the grass, then jumps onto the wagon himself, not without a snarl and a hiss of pain as he tweaks the injured arm. Once on, though, he pulls several potions from a pouch on his belt, hands two to Aevarr and drinks the third himself. The bleeding stops and the wounds start to close, but they still look nasty enough, and he slips the morningstar into the loop on his belt.

And so Aldean, Mel and Aevarr, form a perimeter to cover the remaining delegates from incoming attacks and lead them out of the tent and into a wagon. Everyone jumps on board quickly as the driver swiftly cracks his whip to get his horses moving. The rest of the Rune security forces are still engaged with the Dranei forces, although some of them can be seen running away to escape...

GAME: Aldean used a Potion of Cure Light Wounds. GAME: Aldean used a Potion of Cure Light Wounds. GAME: Aldean used a Potion of Cure Light Wounds. GAME: Aldean rolls 1d8+1: (5)+1: 6 GAME: Aldean rolls 1d8+1: (5)+1: 6 GAME: You damaged Aevarr for -12 points. 16 remaining.

GAME: Aldean rolls 1d8+1: (6)+1: 7 GAME: You damaged Aldean for -7 points. 26 remaining.

GAME: Mel rolls 1d8+1: (1)+1: 2 GAME: You damaged Mel for -2 points. 11 remaining.

GAME: Aldean rolls initiative: Roll: 16 + Bonus: 2 = Total: 18 GAME: Mel rolls initiative: Roll: 11 + Bonus: 4 = Total: 15 GAME: Aevarr rolls initiative: Roll: 18 + Bonus: 9 = Total: 27

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 |     Name      |  CHP  |  HP  |
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 | Aevarr........|   16  |  16  |
 | Aldean........|   26  |  36  |
 | Mel...........|   11  |  40  |
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The wagon continues to move swiftly and the tent, which is now burning, can not be seen clearly over the distance. Only the smoke marks its location on the horizon. Just as everything is going to be alright, the wagon wheel breaks!

<OOC> Benthus says, "Reflex save to see if you are not thrown out of the wagon, please." <OOC> Benthus says, "DC10." GAME: Mel rolls reflex: (5)+8: 13 GAME: Aldean rolls ref: (13)+6: 19 GAME: Aevarr rolls reflex: (15)+3: 18

<OOC> Benthus says, "Alright. Wagon wheel needs to be fixed."

Mel just barely holds his position in the wagon as it lurches, the wheel gone. "Argh," he groans, rubbing his back. "Anyone know about fixing wagon wheels? Or it's the rest of the way on foot."

Aevarr just gulps down the potions and gets more flesh more solid when the wagon lurches jarringly. "Really, now? Was that necessary?" He climbs out rather than falls, to examine the wagon. "I don't suppose that anyone has a spare wheel in their coinpurse?"

The wagon driver gets thrown off of his seat and suffers some injuries from landing on the ground hard. He favours his leg as he limps back towards the wagon. "I don't feel so good." He says as he grimaces in pain. The rest of the delegates are shaken but otherwise alright. "We need to get the wheel fixed fast! Before the Dranei forces send out pursuers after us."

A howl can be heard from a distance, not to far from your location...

One of the delegates, Lexi, cringes at the howl. "Are there wolves in these area?"

GAME: Mel rolls disable device-4: (9)+13+-4: 18

"Let's hope so," Aevarr answers Lexi as he looks for the horizon. "There are much worse things than wolves. Still, we should try and be quick about it..."

GAME: Benthus rolls 1d4: (3): 3 (It will take Mel 3 uninterrupted rounds to get the fixed wheel in place)


Mel adds, sheepishly, "I know a -bit- about wagons, from my time with the army," and he's off directing and showing the others how to fix a wagon wheel, because apparently he's the most qualified of who we have. A sad day.

GAME: You roll initiative for Wolves!: Roll: 7 + Bonus: +2 = Total: 9

 ===================== Current Initiative Order - Round 1 =====================
 ---Init--Name----------------Notes--------------------------------------------
     27   Aevarr              Flat-footed (0 rnds active)                  
 ------------------------------------------------------------------------------
     18   Aldean              Flat-footed (0 rnds active)                  
 ------------------------------------------------------------------------------
     15   Mel                 
 ------------------------------------------------------------------------------
     9    Wolves!             
 ------------------------------------------------------------------------------
 ==============================================================================

"More like th'Dranei," Aldean shouts to the delegates. "Bastards be damned near t'animals their own selves." He jumps off the wagon and moves to assist the wagon driver, handing the man another potion from his pouch. "We got this," he adds as Mel moves to start fixing the wheel. "All o' ye, lie flat in th'wagon, makes ye harder to hit!"

GAME: Aldean used a Potion of Cure Light Wounds. GAME: Benthus advances the initiative order.

     Round One - Init 27.
     It is now Aevarr's turn! Aldean is next!

GAME: Note Flat-footed on Aevarr ended. GAME: Aevarr rolls perception: (10)+9: 19 You paged Aevarr with 'You spot 6 wolves heading your way. They look trained beasts, probably set loose by the Dranei forces to hunt you guys.' GAME: Benthus rolls 6d2: (8): 8 You paged Aevarr with 'They are about 80 feet away...'

"Well, now..." Aevarr notes forms approaching. "The good news is that they are wolves, afterall. What is not so good is that they are approaching with speed and determination. Loosed upon us, I expect. To arms!" His bow is at the ready, and he nocks an arrow to loose at the leader of the pack. Hungry or trained, he doesn't wish to be bitten. Not by wolves, at least.

GAME: Aevarr rolls ranged: (16)+4: 20 GAME: Aevarr rolls 1d8+3: (4)+3: 7

Aevarr's arrow is loosed, sparking a fresh, pained howl from one of the lead wolves. "That should slow one of them down. You two can handle the other five, yes?" He quirks a brow over a flash of grin.

GAME: Benthus advances the initiative order.

     Round One - Init 18.
     It is now Aldean's turn! Mel is next!

GAME: Note Flat-footed on Aldean ended. <OOC> Aldean says, "All right. Move action to get back on the wagon, start bardsong again (hey, might just need that extra performance)."

The delegates likely have never heard Aldean swear before the fight broke out. Now, though, the curse he lets out is fit only for the crudest of dockworkers as he dashes for the wagon, pulling himseld up into it and pulling the composite shortbow off his back as he does. "Aye, get 'em lads. Ain't so easy t'stop us." Though his baritone this time is rough around the edges, he begins to sing again, this time a rousing call to arms.

GAME: Benthus advances the initiative order.

     Round One - Init 15.
     It is now Mel's turn! Wolves! is next!

Mel is surprised as the wolves show up mid-wheelfixing. He fixes as fast as he can, pausing only to get out his sword and keep it next to him, in case he needs to defend himself.

GAME: Benthus advances the initiative order.

     Round One - Init 9.
     It is now Wolves!'s turn! Aevarr is next!

GAME: Benthus rolls 1d20+2: (6)+2: 8 (Missed Mel) GAME: Benthus rolls 1d20+2: (12)+2: 14 (Missed Mel) GAME: Benthus rolls 1d20+2: (9)+2: 11 (Missed Lexi the delegate) GAME: Benthus rolls 1d20+2: (4)+2: 6 (Missed Aldean) GAME: Benthus rolls 1d20+2: (2)+2: 4 (Missed nameless delegate) GAME: Benthus rolls 1d20+2: (13)+2: 15 (Missed Aevarr)

One of the wolves gets hit by Aevarr's arrow and slows his charge towards the wagon. The rest of the pack pass by him, going for the people that are near the wagon. Two of the wolves head towards Mel and begin to bite at his legs, but fail to clamp on anything. The other wolves try to jump over the wagon and bite those on board, but they too fail in their attempt.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Two - Init 27.
     It is now Aevarr's turn! Aldean is next!

<OOC> Aevarr will take a shot at one attacking a delegate. Since they're paying the bills. GAME: Aevarr rolls ranged-4: (7)+4+-4: 7 (Miss)

Aevarr traverses to reload and loose again, but the arrow buries itself into the ground between a delegate and a wolf.

The people on board the wagon begin pelting stuff at the wolves that are harassing Mel, making them back away from the one setting the wheel in place...

GAME: Benthus advances the initiative order.

     Round Two - Init 18.
     It is now Aldean's turn! Mel is next!

<OOC> Aldean says, "Shoot at another harassing the wagon itself. Checking something..." GAME: Aldean rolls weapon7+1+2: (6)+6+1+2: 15 GAME: Aldean rolls 1d6+3+2: (3)+3+2: 8

Judging by Aldean's less than fluid motions, this is a new weapon for him; nonetheless, he seems to know it well enough, and almost in time with his own music, the system of pulleys *twangs* hard, and an arrow buries itself with terrific force into a wolf, leaving it bleeding.

GAME: Benthus advances the initiative order.

     Round Two - Init 15.
     It is now Mel's turn! Wolves! is next!

Mel finds himself pepped up my Aldean's rousing song, dodging wolves as he tries to repair the wagon wheel. "Argh, it's always at the worst times," he cheerfully complains as he bangs the repaired wheel into place with a rock once the wolves are backing off.

GAME: Benthus advances the initiative order.

     Round Two - Init 9.
     It is now Wolves!'s turn! Aevarr is next!

<OOC> Benthus says, "Okay, two of the wolves attack the horses." GAME: Benthus rolls 1d20+2: (3)+2: 5 GAME: Benthus rolls 1d20+2: (3)+2: 5 <OOC> Benthus says, "All miss." <OOC> Benthus says, "Two attack those on board." GAME: Benthus rolls 1d20+2: (1)+2: 3 GAME: Benthus rolls 1d20+2: (9)+2: 11 <OOC> Benthus says, "Still misses." <OOC> Benthus says, "And finally two attack Mel again." GAME: Benthus rolls 1d20+2: (1)+2: 3 GAME: Benthus rolls 1d20+2: (10)+2: 12 <OOC> Benthus says, "And still miss."

Two of the wolves circle around and find the horses attached to the wagon. They begin attacking the horses, but none of them manage to injure any of them. But they have made them very agitated. Two other wolves attack those on board and fail. The last two attack Mel, but none could hurt the wheel-repairer man.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Three - Init 27.
     It is now Aevarr's turn! Aldean is next!

<OOC> Aevarr will thwang another arrow. <OOC> Aevarr says, "At the one harassing delegates who already caught Aldean's." GAME: Aevarr rolls ranged-4: (1)+4+-4: 1

Aevarr now manages, through herculean, heroic effort, to miss the wolf. the delegates, Mel repairing the wheel, the wheel, AND the ground. For several dozen feet, that is, and hits a rock.

GAME: Benthus advances the initiative order.

     Round Three - Init 18.
     It is now Aldean's turn! Mel is next!

GAME: Aldean rolls weapon7+1+2-4: (9)+6+1+2+-4: 14 GAME: Aldean rolls 1d6+3+2: (4)+3+2: 9

Hearing the horses squeal, Aldean whirls as he nocks his next arrow. The music doesn't stop as he pulls the bow again, this time aiming for a wolf harassing a horse. His aim is sure and true, wounding another one; the pulley string lashes just clear of his arm, louder than a normal bow. It may not be quiet, but that thing is effective.

GAME: Benthus advances the initiative order.

     Round Three - Init 15.
     It is now Mel's turn! Wolves! is next!

Mel is fixing the wheel as fast as he can, motivated by blind panic. "Hand me the hammer. No, the other hammer. The file, I mean!" He uses the file, and then the hammer and tries to get the wheel on and serviceable as best he can. As fast as he can. Quickly enough, the wheel is set, and he says, "It's done!" He gets his blade and clambers aboard.

No sooner is Mel on board that the wagon driver cracks his whip and sets his horses on a run. The wolves gives chase, but the three wounded wolves could not catch up with the rest.

GAME: Benthus advances the initiative order.

     Round Three - Init 9.
     It is now Wolves!'s turn! Aevarr is next!

<OOC> Benthus says, "One of the wolves attempts to bite the horses..." GAME: Benthus rolls 1d20+2: (19)+2: 21 GAME: Benthus rolls 1d6+1: (3)+1: 4 GAME: Benthus rolls 1d20+2: (5)+2: 7 (Trip attempt)

One of the wolves has a sudden burst of speed and is now running side by side with the horses that are drawing the wagon. It bites the leg of one of the horses, but is not able to cause it to trip on itself.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Four - Init 27.
     It is now Aevarr's turn! Aldean is next!

<OOC> Aevarr shoots at the one harrying the horse. GAME: Aevarr rolls ranged+2-4: (16)+4+2+-4: 18 GAME: Aevarr rolls 1d8+3: (7)+3+2: 12

"Oh no you don't..." Aevarr steadies himself on the wagon as he takes aim on the one snapping at the horse's hooves. The loosed arrow buries itself into the lupine, badly wounding it and forcing it to slow and fall behind.

GAME: Benthus advances the initiative order.

     Round Four - Init 18.
     It is now Aldean's turn! Mel is next!

<OOC> Aldean says, "Seeing that wounding them makes them slow down, let's take another target that is unhurt." GAME: Aldean rolls weapon7+1+2: (3)+6+1+2: 12

And another one falls behind. Aldean's voice, now roughened with use but still clean and clear, doesn't falter, but his widening grin writes itself into the tone of his call to arms as he begins to get the idea. A flash of a glance at Aevarr is grateful, and he swivels to take another target, but this time, the wagon bumps at an inopportune moment, and the arrow buries itself in the dirt why.

GAME: Benthus advances the initiative order.

     Round Four - Init 15.
     It is now Mel's turn! Wolves! is next!

<OOC> Mel says, "Can I hit one with a javelin?" GAME: Mel rolls 1d20+9: (20)+9: 29 GAME: Mel rolls 1d20+9: (12)+9: 21 (Critical success!) GAME: Mel rolls 2d6+4: (9)+4: 13

Mel can't reach the wolves that are harassing our horses from where he's in the wagon, but he can hurl a javelin, and he does so. A lucky hit, his javelin plunges deep into the wolf's side, and it stumbles, tumbling alongside the wagon for a few paces before falling still.

GAME: Benthus advances the initiative order.

     Round Four - Init 9.
     It is now Wolves!'s turn! Aevarr is next!

The last wolf realizes that its pack has all fallen behind and slows its pace...

The wagon continues to race through the uneven path heading towards civilization. The delegates cheer as their pursuers have fallen behind. The drivers smiles and then grimaces, remembering the wound he sustained in the fall. He makes sure he avoids anything on their path that could potentially destroy their wheel. And so, the group continues on until they reach safety...

(End of Plot)