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If we want to reach the end of this game until december 5th, let's begin it. :)
Your boots squash with fetid water as you plod through the Puddles. A thick fog hangs in the air, seeming almost to caress the flesh with an unnatural chill. As you stand outside the Soggy Piper in a foot and a half of brackish brine, you try to recall what was so damned important to demand your presence in the half-flooded slum during Absalom’s rainy season. You remember your meeting at the Lodge just a few hours earlier with your Venture-Captain, Adril Hestram.
A bear of a man with only a few teeth remaining in his head, he motioned you into the meeting hall with a casual wave of his grizzled hand. The human captain outweighs most of Absalom’s half-orcs, and though a layer of beefy blubber coats his frame, those of you who have tangled with him in the Lodge sparring ring know that beneath this thin veneer of fat lies nothing but solid, steely sinew. Adril’s wild beard wags to the ponderous shake of his massive head as he examines a scrap of ancient parchment on the table before raising his eyes to greet your gaze and speaking:
“Come in then, friends, and thank you for answering my summons so swiftly. The society is in need. An old and quite penniless historian, a bespectacled wag-beard by the name of Yargos Gill has recently made a discovery in an old archive that we have a great interest in obtaining: an ancient codebook, left behind in the wake of one of Taldor’s many failed attempts at invasion. This several-hundred-year-old text would prove an excellent addition to our collection, and must be preserved.
“Yargos makes his home in ‘The Puddles,’ Absalom’s poorest district, suffering from a well-known reputation as a haven for lowlifes. Following an earthquake ten years ago, parts of the Puddles now rest below sea level, resulting in frequent and untimely flooding. Those who can afford not to live there—don’t.
“The district is the stomping ground of pimps, harlots, addicts, knifers, and hoards of unseemly derelicts. It’s never been a kind place, but recent reports reveal some new nameless terror on her waterlogged streets. Several persons claim to have seen cloaked, skeletal-like figures marching through an unnatural fog. Ill tidings indeed. Tracking down Yargos is now a priority—--lest some yellow-toothed thug cut him down, or one of these strange wraiths carry him beyond the pale. Find him, fellow Pathfinders, and find the codebook. Your exploits will be recorded in the Chronicles if you succeed.”
The memory fades as a fresh deluge of cold seawater rounds a bend in the lane and assaults your knees. After searching for Yargos at his favorite eatery, the Soggy Piper, you learned you just missed him. According to the Piper’s staff, a gang of dangerous young tattooed toughs arrived ahead of you. They grabbed Yargos and several of his friends from their dinner table and dragged them to a nearby cliff at the edge of the Puddle District. The watch was called, but they will arrive too late, as they often do in the Puddles, when they bother to venture there at all.
It is early evening, the first Wealday of the month of Desnus, an old man is about to face some awful fate at the sea cliff known as Torsen’s Maw, and you are no closer to finding the codebook Adril sent you for.
Just to remember: 1 to 2 posts by day, from monday to friday. Weekends the frequency can be lowered.

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"Let's hope they haven't killed him yet." Xugra grunts as he hurries alongside his fellow pathfinders. "Any of you know where this cliff is?"

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Tanna Giantsmite is a confusing conundrum of opposites. Her strikingly attractive Human appearance is starkly countered by her crass Dwarven dialect and mannerisms. Her long, silken blond hair is twisted and braided under her chin, roughly resembling the beards of the Dwarven ladyfolk. But most curious is the polished scale mail, Dwarven War Hammer and heavy crossbow that her diminutive frame carries with the ease of practiced martial disciple of the God, Torag. Her purpose in this life is to exact punishment on those poor souls who shirk their responsibilities or break sworn oaths and values honor, planning and well-made steel.
Oi! Let us not waste a moment an' move oyt. Pimps, 'arlots, addicts, knifers, an' 'oards av unseemly derelicts seem perfect souls for savin' in de name av Torag!
I am normally on early in the morning and late after work. I work in the Pentagon so I have no cell or internet access during the day. If it comes down to it, please bot me... you can find my pre-generated attacks on my page for ease of copying and pasting!

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A tall lanky man of unplaceable Avistani descent nods in agreement. "Yes, let's hurry to this poor scholars aid!"

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Nemrok Stealth: 1d20 ⇒ 11
Xugra Stealth: 1d20 - 1 ⇒ (1) - 1 = 0
Maran Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
Tanna Stealth: 1d20 - 2 ⇒ (7) - 2 = 5
Thug purple Perception: 1d20 - 1 ⇒ (10) - 1 = 9
Thug orange Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Thug yellow Perception: 1d20 - 1 ⇒ (16) - 1 = 15
Thug green Perception: 1d20 - 1 ⇒ (2) - 1 = 1
Thug blue Perception: 1d20 - 1 ⇒ (18) - 1 = 17
Thug red Perception: 1d20 - 1 ⇒ (5) - 1 = 4
Nemrok Init: 1d20 ⇒ 15
Xugra Init: 1d20 + 5 ⇒ (7) + 5 = 12
Maran Init: 1d20 + 8 ⇒ (5) + 8 = 13
Tanna Init: 1d20 + 6 ⇒ (16) + 6 = 22
Thug purple Init: 1d20 ⇒ 2
Thug orange Init: 1d20 ⇒ 13
Thug yellow Init: 1d20 ⇒ 18
Thug green Init: 1d20 ⇒ 14
Thug blue Init: 1d20 ⇒ 11
Thug red Init: 1d20 ⇒ 3
"I know where it is. Let´s go there", answered Maran to Xugra.
The dwarf leads them to the cliff near the sea. When they are approaching, they can see six brash young toughs covered with tattoos of vicious, snarling dogs are prodding four terrified older men off the edge of a cliff into the sea. The prisoners are shackled together in a line with heavy chains, which shall surely drag them to the sea floor in short order should they tumble from the cliff’s edge into the churning waters below.
Then both you and the bad guys notices the presence of each other, and is clear to you that they don't want to negotiate.
Turn order (bold may act) - Round 1:
Tanna (22)
---
Thug yellow (18)
---
Nemrok (15)
---
Thug green (14)
---
Maran (13)
---
Thug orange (13)
---
Xugra (12)
---
Thug blue (11)
---
Tomren (4)
---
Thug red (3)
Thug purple (2)
Map is up!

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"If we press hard we will make on time. We must secure the life of Yargos at all cost!!" Mara says aloud, trying to repel their feelings that something bad might already have happened Let us try to use the stream as an impulse to our movement toward the cliff
Sry for not doting, didn't notice the thread!

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Bot Tanna.
Tanna moves forward and hits the blue thug in the chest, almost killing him.
Melee WarHammer Atk: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
"Take care with the height, old men!", says the yellow thug, while kicks the lead prisoner off the ledge.
Since the captives are all chained together, everyone else is dragged over the cliff as well... BUT! The last prisoner manages to grab the ledge!
As all of you can notice, he can't hold the weight of the bodies plus the dangling chain for much time.
Turn order (bold may act) - Round 1:
Tanna (22)
---
Thug yellow (18)
---
Nemrok (15)
---
Thug green (14)
---
Maran (13)
---
Thug orange (13)
---
Xugra (12)
---
Thug blue (11) [dmg: 4]
---
Tomren (4)
---
Thug red (3)
Thug purple (2)

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Nemrok starts to cast his spell, then the green thug moves to Tanna's direction and tries to hurt her with his “dog claw”, but fails miserably.
dog claw: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 1 ⇒ (2) + 1 = 3
Turn order (bold may act) - Round 1:
Tanna (22)
---
Thug yellow (18)
---
Nemrok (15)
---
Thug green (14)
---
Maran (13)
---
Thug orange (13)
---
Xugra (12)
---
Thug blue (11) [dmg: 4]
---
Tomren (4)
---
Thug red (3)
Thug purple (2)

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Maran quickly goes in front of Nemrok and readies an action to strike any foe that comes in range with his quarterstaff.
Don't worry, I'll protect you! Just be fast with it, we don't have much time!
Melee Quarterstaff Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Quarterstaff damage: 1d6 + 4 ⇒ (3) + 4 = 7

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While Maran prepares to guard Nemrok, the orange thug flies over the dwarf, slashing his flesh while his blood spreads on the ground.
dog claw: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 1 ⇒ (2) + 1 = 3
Turn order (bold may act) - Round 1:
Tanna (22)
---
Thug yellow (18)
---
Nemrok (15)
---
Thug green (14)
---
Maran (13) [dmg: 3]
---
Thug orange (13)
---
Xugra (12)
---
Thug blue (11) [dmg: 4]
---
Tomren (4)
---
Thug red (3)
Thug purple (2)

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Xugra rushes past the wizard and monk to intercept one of the other thugs purple.
Greatsword: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 2d6 + 7 ⇒ (4, 4) + 7 = 15

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Xugra cuts the purple thug in two pieces with his greatsword!
The blue thug did a superficial wound in Tanna's right shoulder, that is still up to fight, then, the bandit took a short step back (5ft-step).
dog claw: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 1 ⇒ (1) + 1 = 2
crit confirmation: 1d20 + 2 ⇒ (4) + 2 = 61d4 + 1 ⇒ (1) + 1 = 2
Turn order (bold may act) - Round 1:
Tanna (22) [dmg: 2]
---
Thug yellow (18)
---
Nemrok (15)
---
Thug green (14)
---
Maran (13) [dmg: 3]
---
Thug orange (13)
---
Xugra (12)
---
Thug blue (11) [dmg: 4]
---
Tomren (4)
---
Thug red (3)
Thug purple (2) [dead]

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Bot Tomren.
Tomren steps forward and uses his telekinetic fist to throw down the blue thug.
Telekinetic Fist: 1d4 + 1 ⇒ (1) + 1 = 2
The red thug moves close to Xugra and hits him in the throat, everybody see a lot of blood spilled in the bandit face with the strength of the blow.
dog claw: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 1 ⇒ (3) + 1 = 4
Turn order (bold may act) - Round 2:
Tanna (22) [dmg: 2]
---
Thug yellow (18)
---
Nemrok (15)
---
Thug green (14)
---
Maran (13) [dmg: 3]
---
Thug orange (13)
---
Xugra (12) [dmg: 4]
---
Thug blue (11) [dead]
---
Tomren (4) [Telekinetic Fist: 1 spend]
---
Thug red (3)
Thug purple (2) [dead]

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Tanna strikes angrily at green, cursing in dwarven as she does.
War Hammer, crit x3
Melee WarHammer Atk vs. Green: 1d20 + 2 ⇒ (11) + 2 = 13
Damage?: 1d8 + 2 ⇒ (6) + 2 = 8
"Someone needs ter grab on ter dat last prisoner, our intended target Yargos may be wan av dohs unfortunate danglin' tren!"
-Posted with Wayfinder

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Tanna's war hammer passes close to the green thug's leather armor.
The yellow one draws a light crossbow and tries in vain to shoot a bolt at Nemrok.
Light Crossbow: 1d20 + 1 - 4 ⇒ (10) + 1 - 4 = 71d8 ⇒ 8
Turn order (bold may act) - Round 2:
Tanna (22) [dmg: 2]
---
Thug yellow (18)
---
Nemrok (15) Sleep is up. Please, mark the squares at the map.
---
Thug green (14)
---
Maran (13) [dmg: 3]
---
Thug orange (13)
---
Xugra (12) [dmg: 4]
---
Thug blue (11) [dead]
---
Tomren (4) [Telekinetic Fist: 1 spend]
---
Thug red (3)
Thug purple (2) [dead]

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Unable to target more than one thug without targeting one of his comrade Nemrok decided to protect the prisonners first.
Throwing a pincer of fine sand he finished his spell targeting the yellow one Will DC15 or asleep.
Thanks for protecting me Maran !
Then he moves to help Tanna finishing the one she fights, drawing his greataxe in his move.
Masterwork Greataxe: 1d20 + 4 ⇒ (5) + 4 = 9
Damages: 1d12 + 3 ⇒ (5) + 3 = 8

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dog claw: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 1 ⇒ (2) + 1 = 3
Once the fine sand reaches the yellow thug, he suddenly falls to the ground in a deep sleep like a baby.
However, the Wizard was not so lucky when he tried to strike a blow against the green thug, that strikes back the onslaught but also did not succeed in his attack.
Turn order (bold may act) - Round 2:
Tanna (22) [dmg: 2]
---
Thug yellow (18) [ZzZzzZZ...][2 minutes / 20 turns]
---
Nemrok (15)
---
Thug green (14)
---
Maran (13) [dmg: 3]
---
Thug orange (13)
---
Xugra (12) [dmg: 4]
---
Thug blue (11) [dead]
---
Tomren (4) [Telekinetic Fist: 1 spend]
---
Thug red (3)
Thug purple (2) [dead]

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Maran tries to hit twice the orange thug in front of him with his quarterstaff, but his blows missed the target.
Quarterstaff flurry of blows #1: 1d20 + 2 ⇒ (1) + 2 = 31d6 + 3 ⇒ (4) + 3 = 7
Quarterstaff flurry of blows #2: 1d20 + 2 ⇒ (2) + 2 = 41d6 + 3 ⇒ (6) + 3 = 9
The orange thug makes a short step to Xugra's back and increases the fighter's wounds with his 'claws'. damage: 4
Turn order (bold may act) - Round 2:
Tanna (22) [dmg: 2]
---
Thug yellow (18) [ZzZzzZZ...][2 minutes / 20 turns]
---
Nemrok (15)
---
Thug green (14)
---
Maran (13) [dmg: 3]
---
Thug orange (13)
---
Xugra (12) [dmg: 8]
---
Thug blue (11) [dead]
---
Tomren (4) [Telekinetic Fist: 1 spend]
---
Thug red (3)
Thug purple (2) [dead]

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Seeing a more advantageous position, Xugra takes a 5-foot step back and retaliates the last attack made on him.
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13

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Xugra's blow cuts the head off from orange thug's body!
Turn order (bold may act) - Round 2:
Tanna (22) [dmg: 2]
---
Thug yellow (18) [ZzZzzZZ...][2 minutes / 20 turns]
---
Nemrok (15)
---
Thug green (14)
---
Maran (13) [dmg: 3]
---
Thug orange (13)
---
Xugra (12) [dmg: 8]
---
Thug blue (11) [dead]
---
Tomren (4) [Telekinetic Fist: 1 spend]
---
Thug red (3)
Thug purple (2) [dead]

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Tomren draws his wand of Magic Missile and levels it at the red thug.
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
He then steps in behind Maran.

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The missile hits the red thug in his jugular, killing him instantly!
As soon as the fallen body hits the ground, you hear a desperate scream from the cliff edge: "PLEASE, HELP UUUUUUSSSSSSS...", and then you hear the hollow sound of something heavy pounding against seawater.
The prisoners had fallen in the sea!
Turn order (bold may act) - Round 2:
Tanna (22) [dmg: 2]
---
Thug yellow (18) [ZzZzzZZ...][2 minutes / 20 turns]
---
Nemrok (15)
---
Thug green (14)
---
Maran (13) [dmg: 3]
---
Thug orange (13)
---
Xugra (12) [dmg: 8]
---
Thug blue (11) [dead]
---
Tomren (4) [Telekinetic Fist: 1 spend. Wand of Magic Missile: 1 charge spend]
---
Thug red (3) [dead]
Thug purple (2) [dead]

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Tanna runs to the cliff edge while taking off her pack... upon her arrival she grabs her silk rope and secures her grappling hook on a crevice at the top of the cliff and tosses the free end over towards the chained men.
next round she will attempt to cast Animate Rope and snake the free end to all of the floundering men.

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@Tanna, where are your prepared spells? I saw just Cure Light Wounds and Divine Favor at your page.
@Tanna², you did two move actions, one to get close to the cliff edge and another to retrieve stored items (rope and hook). You'll need to wait for the next round to secures your grappling hook on a crevice at the top of the cliff and tosses the free end over towards the chained men.
When Tanna leaves Nemrok with the green thug, the bandit tries to take advantage from her disattention, but he only cut the air with his 'claws'.
dog claw - AoO: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 1 ⇒ (2) + 1 = 3
Turn order (bold may act) - Round 3:
Tanna (22) [dmg: 2]
---
Thug yellow (18) [ZzZzzZZ...][2 minutes / 19 turns]
---
Nemrok (15)
---
Thug green (14)
---
Maran (13) [dmg: 3]
---
Thug orange (13) [dead]
---
Xugra (12) [dmg: 8]
---
Thug blue (11) [dead]
---
Tomren (4) [Telekinetic Fist: 1 spend. Wand of Magic Missile: 1 charge spend]
---
Thug red (3) [dead]
Thug purple (2) [dead]

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understand on the move actions... Getting ahead of myself. And acknowledge the prepared spell piece, was going to roll the DC to try, but to be honest, I'm not 100% sure how the magic thing works yet... I'll read up on it tonight.

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Nemrok seeing the thug makes his move againt Tanna decided to go help the chained men.
He drops his axe Don't forget to give it to me back ! then he moves towards the cliff and dives in the water !
Swim: 1d20 + 2 ⇒ (3) + 2 = 5

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understand on the move actions... Getting ahead of myself. And acknowledge the prepared spell piece, was going to roll the DC to try, but to be honest, I'm not 100% sure how the magic thing works yet... I'll read up on it tonight.
@Tanna, as a core cleric, you can cast all spells from the cleric spell list, shown in the core rulebook. All you must to do for this is prepare these spells, by choosing the number of them as exposed here.
In your case, you can choose 3 level 0 spells and cast them at will, two level 1 spells (anyone from the cleric list, except those of an alignment opposed to yours) and 1 domain spell.
The domain spell you have to prepare must be animate rope (artifice) or magic stone (earth). And so contrary to what happens with level 0 spells, once you cast the prepared level 1 spell, you spend it.
For example, if you prepare divine favor, shield of faith and animate rope, and casts divine favor in this combat, you spend the prepared spell and will can prepare it or another only in the next day, leaving for that day only shield of faith and animate rope as 1st level spells.
And remembering that as you're a good cleric, you can always switch your prepared spells (except the domain spells) by any cure spell of the same level. Back to the previous example, at any moment, you could switch divine favor or shield of faith to cure light wounds, and spend the spell slot, as well.
I hope this helps.

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dog claw: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 1 ⇒ (3) + 1 = 4
Less carefully than Tanna, Nemrok runs through the battlefield to the cliff edge and jump! When the Wizard hits the water 35 ft. below, he feels like he had fallen over a solid surface, maybe because of the height of the fall. 1 nonlethal damage.
Once in the water, Nemrok see that the prisoners are submerging fast to the bottom of the sea...
Although a little disoriented, because their friends had fallen in combat, green thug makes a desperate lunge against Maran and fit a sharp blow on the dwarf. 4 damage.
Turn order (bold may act) - Round 3:
Tanna (22) [dmg: 2]
---
Thug yellow (18) [ZzZzzZZ...][2 minutes / 19 turns]
---
Nemrok (15) [nonlethal dmg: 1]
---
Thug green (14)
---
Maran (13) [dmg: 7]
Xugra (12) [dmg: 8]
Tomren (4) [Telekinetic Fist: 1 spend. Wand of Magic Missile: 1 charge spend]

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Xugra circles around the remaining thug and attacks.
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18
"Go help them get the prisoners!" He shouts to the rest as he cuts down his opponent.

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Xugra kills the last woken up opponent.
Turn order (bold may act) - Round 3:
Tanna (22) [dmg: 2]
---
Thug yellow (18) [ZzZzzZZ...][2 minutes / 19 turns]
---
Nemrok (15) [nonlethal dmg: 1]
Maran (13) [dmg: 7]
Xugra (12) [dmg: 8]
Tomren (4) [Telekinetic Fist: 1 spend. Wand of Magic Missile: 1 charge spend]

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Tomren takes the rope and the grappling hook from Tanna, attaching the hook on a crevice at the top of the cliff and tosses the free end of the rope over towards Nemrok and the chained men.
Turn order (bold may act) - Round 3:
Tanna (22) [dmg: 2]
---
Thug yellow (18) [ZzZzzZZ...][2 minutes / 19 turns]
---
Nemrok (15) [nonlethal dmg: 1]
Maran (13) [dmg: 7]
Xugra (12) [dmg: 8]
Tomren (4) [Telekinetic Fist: 1 spend. Wand of Magic Missile: 1 charge spend]

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Maran will go to the cliff and jump in the water to try to rescue the prisoners. He will use acrobatics to try to soften the fall.
Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19
Swim: 1d20 + 3 ⇒ (3) + 3 = 6

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Unlike Nemrok, Maran soften his fall on the water. Once the monk touches the seawater, all of you that were in the water notes that due to the speed at which the prisoners sinking because of the weight of the chains, they hit the bottom of the sea floor.
Turn order (bold may act) - Round 4:
Thug yellow (18) [ZzZzzZZ...][2 minutes / 18 turns]
Tanna (22) [dmg: 2]
Nemrok (15) [nonlethal dmg: 1]
Maran (13) [dmg: 7]
Xugra (12) [dmg: 8]
Tomren (4) [Telekinetic Fist: 1 spend. Wand of Magic Missile: 1 charge spend]

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Maran pushes all the air he can in his lungs. And submerged in the water.
He will try to take the prisoners up with Nemrok
Swim: 1d20 + 3 ⇒ (6) + 3 = 9
Str: 1d20 + 3 ⇒ (2) + 3 = 5
Hold Breath: 2/28

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Tomren will grasp the rope and ready himself to help pull the prisoners up.
Readied Climb aid: 1d20 ⇒ 8

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Than you for the tutorial! Very helpful. My prepared spells are:
Level 0 -
Light, guidance, read magic
Level 1 -
Divine Favor, Cure Light Wounds, Acid Dart (domain)
I suppose I should replace my CLW Lv1 with another spell, probably with Bless

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Xugra rushes to the cliff to discover he can get no visual on the prisoners or his fellow pathfinders beneath the water. He grips the rope with Tomren and prepares to pull.
Aid another (climb): 1d20 + 7 ⇒ (2) + 7 = 9

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Than you for the tutorial! Very helpful. My prepared spells are:
Level 0 -
Light, guidance, read magic
Level 1 -
Divine Favor, Cure Light Wounds, Acid Dart (domain)
I suppose I should replace my CLW Lv1 with another spell, probably with Bless
I think your acid dart is like a power you gain from the earth domain. It's not a spell!
The spells from your domains are: a)Earth : Magic Stone (1st) and b)Artifice: Animate Rope (1st).
When you prepare spell's, every day, you have one slot from domains. So you need to chose one of these.
You have the Domains Powers, that are
Earth - Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Artifice - Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
So you can use both 7 times per day.

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Nemrok and Maran are submerged but are unable to move due to sea current. They can clearly see the prisoners trying to free themselves from those heavy chains, and their desperate looks.
Xugra and Tomren are curling up with the rope of Tanna, that is thinking in what she gonna do to help those old men drowning down there.
@All: technically, we are out of combat, at least while the yellow thug is sleeping. You have a number of rounds before Yargos and his friends dies drowned.
If you have a plan, this is the time to put it into practice. Remembering that the chains are really HEAVY, which could make the ascent of the captives, mainly to the surface of the water, very difficult. Despite this fact, the chains looks a bit old.
Turn order (bold may act) - Round 4:
Thug yellow (18) [ZzZzzZZ...][2 minutes / 18 turns]
Tanna (22) [dmg: 2]
Nemrok (15) [nonlethal dmg: 1]
Maran (13) [dmg: 7]
Xugra (12) [dmg: 8]
Tomren (4) [Telekinetic Fist: 1 spend. Wand of Magic Missile: 1 charge spend]